General

Principal Software Engineer @ Just Eat Takeaway. iOS Infrastructure Engineer. Based in London.
How to Implement a Decentralised CLI Tool Manager
- CLI manager
- tool
- executable
- manager
- swift
- cli
A design to implement a simple, generic and decentralised manager for CLI tools from the perspective of a Swift dev.
Overview It's common for iOS teams to rely on various CLI tools such as SwiftLint, Tuist, and Fastlane. These tools are often installed in different ways. The most common way is to use Homebrew, which is known to lack version pinning and, as Pedro puts it: Homebrew is not able to install and activate multiple versions of the same tool I also fundamentally dislike the tap system for installing dependencies from third-party repositories. Although I don't have concrete data, I feel that most development teams profoundly dislike Homebrew when used beyond the simple installation of individual tools from the command line and the brew taps system is cumbersome and bizarre enough to often discourage developers from using it. Alternatives to manage sets of CLI tools that got traction in the past couple of years are Mint and Mise. As Pedro again says in his article about Mise: The first and most core feature of Mise is the ability to install and activate dev tools. Note that we say "activate" because, unlike Homebrew, Mise differentiates between installing a tool and making a specific version of it available. While beyond the scope of this article, I recommend a great article about installing Swift executables from source with Mise by Natan Rolnik. In this article I describe a CLI tool manager very similar to what I've implemented for my team. I'll simply call it "ToolManager". The tool is designed to: Support installing any external CLI tool distributed in zip archives Support activating specific versions per project Be decentralised (requiring no registry) I believe the decentralisation is an interesting aspect and makes the tool reusable in any development environment. Also, differently from the design of mise and mint, ToolManager doesn't build from source and rather relies on pre-built executables. In the age of GenAI, it's more important than ever to develop critical thinking and learn how to solve problems. For this reason, I won't show the implementation of ToolManager, as it's more important to understand how it's meant to work. The code you'll see in this article supports the overarching design, not the nitty-gritty details of how ToolManager's commands are implemented. If, by the end of the article, you understand how the system should work and are interested in implementing it (perhaps using GenAI), you should be able to convert the design to code fairly easily—hopefully, without losing the joy of coding. I myself am considering implementing ToolManager as an open source project later, as I believe it might be very helpful to many teams, just as its incarnation was (and continues to be) for the platform team at JET. There doesn't seem to be an existing tool with the design described in this article. A different title could have reasonably placed this article in "The easiest X" "series" (1, 2, 3, 4), if I may say so. Design The point here is to learn what implementing a tool manager entails. I'll therefore describe the MVP of ToolManager, leaving out details that would make the design too straightforward to implement. The tool itself is a CLI and it's reasonably implemented in Swift using ArgumentParser like all modern Swift CLI tools are. In its simplest form, ToolManager exposes 3 commands: install: download and installs the tools defined in a spec file (Toolfile.yml) at ~/.toolManager/tools optionally validating the checksum creates symlinks to the installed versions at $(PWD)/.toolManager/active uninstall: clears the entire or partial content of ~/.toolManager/tools clears the content of $(PWD)/.toolManager/active version: returns the version of the tool The install commands allows to specify the location of the spec file using the --spec flag, which defaults to Toolfile.yml in the current directory. The installation of ToolManager should be done in the most raw way, i.e. via a remote script. It'd be quite laughable to rely on Brew, wouldn't it? This practice is commonly used by a variety of tools, for example originally by Tuist (before the introduction of Mise) and... you guessed it... by Brew. We'll see below a basic script to achieve so that you could host on something lik AWS S3 with the desired public permissions. The installation command would be: curl -Ls 'https://my-bucket.s3.eu-west-1.amazonaws.com/install_toolmanager.sh' | bash The version of ToolManager must be defined in the .toolmanager-version file in order for the installation script of the repo to work: echo "1.2.0" > .toolmanager-version ToolManager manages versions of CLI tools but it's not in the business of managing its own versions. Back in the day, Tuist used to use tuistenv to solve this problem. I simply avoid it and have single version of ToolManager available at /usr/local/bin/ that the installation script overrides with the version defined for the project. The version command is used by the script to decide if a download is needed. There will be only one version of ToolManager in the system at a given time, and that's absolutely OK. At this point, it's time to show an example of installation script: #!/bin/bash set -euo pipefail # Fail fast if essential commands are missing. command -v curl >/dev/null || { echo "curl not found, please install it."; exit 1; } command -v unzip >/dev/null || { echo "unzip not found, please install it."; exit 1; } readonly EXEC_NAME="ToolManager" readonly INSTALL_DIR="/usr/local/bin" readonly EXEC_PATH="$INSTALL_DIR/$EXEC_NAME" readonly HOOK_DIR="$HOME/.toolManager" readonly REQUIRED_VERSION=$(cat .toolmanager-version) # Exit if the version file is missing or empty. if [[ -z "$REQUIRED_VERSION" ]]; then echo "Error: .toolmanager-version not found or is empty." >&2 exit 1 fi # Exit if the tool is already installed and up to date. if [[ -f "$EXEC_PATH" ]] && [[ "$($EXEC_PATH version)" == "$REQUIRED_VERSION" ]]; then echo "$EXEC_NAME version $REQUIRED_VERSION is already installed." exit 0 fi # Determine OS and the corresponding zip filename. case "$(uname -s)" in Darwin) ZIP_FILENAME="$EXEC_NAME-macOS.zip" ;; Linux) ZIP_FILENAME="$EXEC_NAME-Linux.zip" ;; *) echo "Unsupported OS: $(uname -s)" >&2; exit 1 ;; esac # Download and install in a temporary directory. TMP_DIR=$(mktemp -d) trap 'rm -rf "$TMP_DIR"' EXIT # Ensure cleanup on script exit. echo "Downloading $EXEC_NAME ($REQUIRED_VERSION)..." DOWNLOAD_URL="https://github.com/MyOrg/$EXEC_NAME/releases/download/$REQUIRED_VERSION/$ZIP_FILENAME" curl -LSsf --output "$TMP_DIR/$ZIP_FILENAME" "$DOWNLOAD_URL" unzip -o -qq "$TMP_DIR/$ZIP_FILENAME" -d "$TMP_DIR" # Use sudo only when the install directory is not writable. SUDO_CMD="" if [[ ! -w "$INSTALL_DIR" ]]; then SUDO_CMD="sudo" fi echo "Installing $EXEC_NAME to $INSTALL_DIR..." $SUDO_CMD mkdir -p "$INSTALL_DIR" $SUDO_CMD mv "$TMP_DIR/$EXEC_NAME" "$EXEC_PATH" $SUDO_CMD chmod +x "$EXEC_PATH" # Download and source the shell hook to complete installation. echo "Installing shell hook..." mkdir -p "$HOOK_DIR" curl -LSsf --output "$HOOK_DIR/shell_hook.sh" "https://my-bucket.s3.eu-west-1.amazonaws.com/shell_hook.sh" # shellcheck source=/dev/null source "$HOOK_DIR/shell_hook.sh" echo "Installation complete." You might have noticed that: the required version of ToolManager (defined in .toolmanager-version) is downloaded from the release from the corresponding GitHub repository if missing locally. The ToolManager repo should have a GHA workflow in place to build, archive and upload the version. a shell_hook script is downloaded and run to insert the following line in the shell profile: [[ -s "$HOME/.toolManager/shell_hook.sh" ]] && source "$HOME/.toolManager/shell_hook.sh". This allows switching location in the terminal and loading the active tools for the current project. Showing an example of shell_hook.sh is in order: #!/bin/bash # Overrides 'cd' to update PATH when entering a directory with a local tool setup. # Add the project-specific bin directory to PATH if it exists. update_tool_path() { local tool_bin_dir="$PWD/.toolManager/active" if [[ -d "$tool_bin_dir" ]]; then export PATH="$tool_bin_dir:$PATH" fi } # Redefine 'cd' to trigger the path update after changing directories. cd() { builtin cd "$@" || return update_tool_path } # --- Installation Logic --- # The following function only runs when this script is sourced by an installer. install_hook() { local rc_file case "${SHELL##*/}" in bash) rc_file="$HOME/.bashrc" ;; zsh) rc_file="$HOME/.zshrc" ;; *) echo "Unsupported shell for hook installation: $SHELL" >&2 return 1 ;; esac # The line to add to the shell's startup file. local hook_line="[[ -s \"$HOME/.toolManager/shell_hook.sh\" ]] && source \"$HOME/.toolManager/shell_hook.sh\"" # Add the hook if it's not already present. if ! grep -Fxq "$hook_line" "$rc_file" &>/dev/null; then printf "\n%s\n" "$hook_line" >> "$rc_file" echo "Shell hook installed in $rc_file. Restart your shell to apply changes." fi } # This check ensures 'install_hook' only runs when sourced, not when executed. if [[ "${BASH_SOURCE[0]}" != "$0" ]]; then install_hook fi Now that we have a working installation of ToolManager, let define our Toolfile.yml in our project folder: --- tools: - name: PackageGenerator binaryPath: PackageGenerator version: 3.3.0 zipUrl: https://github.com/justeattakeaway/PackageGenerator/releases/download/3.3.0/PackageGenerator-macOS.zip - name: SwiftLint binaryPath: swiftlint version: 0.57.0 zipUrl: https://github.com/realm/SwiftLint/releases/download/0.58.2/portable_swiftlint.zip - name: ToggleGen binaryPath: ToggleGen version: 1.0.0 zipUrl: https://github.com/TogglesPlatform/ToggleGen/releases/download/1.0.0/ToggleGen-macOS-universal-binary.zip - name: Tuist binaryPath: tuist version: 4.48.0 zipUrl: https://github.com/tuist/tuist/releases/download/4.54.3/tuist.zip - name: Sourcery binaryPath: bin/sourcery version: 2.2.5 zipUrl: https://github.com/krzysztofzablocki/Sourcery/releases/download/2.2.5/sourcery-2.2.5.zip The install command of ToolManager loads the Toolfile at the root of the repo and for each defined dependency, performs the following: checks if the version of the dependency already exists on the machine if it doesn’t exist, downloads it, unzips it, and places the binary at ~/.toolManager/tools/ (e.g. ~/.toolManager/tools/PackageGenerator/3.3.0/PackageGenerator) creates a symlink to the binary in the project directory from .toolManager/active (e.g. .toolManager/active/PackageGenerator) After running ToolManager install (or ToolManager install --spec=Toolfile.yml), ToolManager should produce the following structure ~ tree ~/.toolManager/tools -L 2 ├── PackageGenerator │ └── 3.3.0 ├── Sourcery │ └── 2.2.5 ├── SwiftLint │ └── 0.57.0 ├── ToggleGen │ └── 1.0.0 └── Tuist └── 4.48.0 and from the project folder ls -la .toolManager/active <redacted> PackageGenerator -> /Users/alberto/.toolManager/tools/PackageGenerator/3.3.0/PackageGenerator <redacted> Sourcery -> /Users/alberto/.toolManager/tools/Sourcery/2.2.5/Sourcery <redacted> SwiftLint -> /Users/alberto/.toolManager/tools/SwiftLint/0.57.0/SwiftLint <redacted> ToggleGen -> /Users/alberto/.toolManager/tools/ToggleGen/1.0.0/ToggleGen <redacted> Tuist -> /Users/alberto/.toolManager/tools/Tuist/4.48.0/Tuist Bumping the versions of some tools in the Toolfile, for example SwiftLint and Tuist, and re-running the install command, should result in the following: ~ tree ~/.toolManager/tools -L 2 ├── PackageGenerator │ └── 3.3.0 ├── Sourcery │ └── 2.2.5 ├── SwiftLint │ ├── 0.57.0 │ └── 0.58.2 ├── ToggleGen │ └── 1.0.0 └── Tuist ├── 4.48.0 └── 4.54.3 ls -la .toolManager/active <redacted> PackageGenerator -> /Users/alberto/.toolManager/tools/PackageGenerator/3.3.0/PackageGenerator <redacted> Sourcery -> /Users/alberto/.toolManager/tools/Sourcery/2.2.5/Sourcery <redacted> SwiftLint -> /Users/alberto/.toolManager/tools/SwiftLint/0.58.2/SwiftLint <redacted> ToggleGen -> /Users/alberto/.toolManager/tools/ToggleGen/1.0.0/ToggleGen <redacted> Tuist -> /Users/alberto/.toolManager/tools/Tuist/4.54.3/Tuist CI Setup On CI, the setup is quite simple. It involves 2 steps: install ToolManager install the tools The commands can be wrapped in GitHub composite actions: name: Install ToolManager runs: using: composite steps: - name: Install ToolManager shell: bash run: curl -Ls 'https://my-bucket.s3.eu-west-1.amazonaws.com/install_toolmanager.sh' | bash name: Install tools inputs: spec: description: The name of the ToolManager spec file required: false default: Toolfile.yml runs: using: composite steps: - name: Install tools shell: bash run: | ToolManager install --spec=${{ inputs.spec }} echo "$PWD/.toolManager/active" >> $GITHUB_PATH simply used in workflows: - name: Install ToolManager uses: ./.github/actions/install-toolmanager - name: Install tools uses: ./.github/actions/install-tools with: spec: Toolfile.yml CLI tools conformance ToolManager can install tools that are made available in zip files, without the need of implementing any particular spec. Depending on the CLI tool, the executable can be at the root of the zip archive or in a subfolder. Sourcery for example places the executable in the bin folder. - name: Sourcery binaryPath: bin/sourcery version: 2.2.5 zipUrl: https://github.com/krzysztofzablocki/Sourcery/releases/download/2.2.5/sourcery-2.2.5.zip GitHub releases are great to host releases as zip files and that's all we need. Ideally, one should decorate the repositories with appropriate release workflows. Following is a simple example that builds a macOS binary. It could be extended to also create a Linux binary. name: Publish Release on: push: tags: - '*' env: CLI_NAME: my-awesome-cli-tool permissions: contents: write jobs: build-and-archive: name: Build and Archive macOS Binary runs-on: macos-latest steps: - name: Checkout repository uses: actions/checkout@v4 - name: Setup Xcode uses: maxim-lobanov/setup-xcode@v1 with: xcode-version: '16.4' - name: Build universal binary run: swift build -c release --arch arm64 --arch x86_64 - name: Archive the binary run: | cd .build/apple/Products/Release/ zip -r "${{ env.CLI_NAME }}-macOS.zip" "${{ env.CLI_NAME }}" - name: Upload artifact for release uses: actions/upload-artifact@v4 with: name: cli-artifact path: .build/apple/Products/Release/${{ env.CLI_NAME }}-macOS.zip create-release: name: Create GitHub Release needs: [build-and-archive] runs-on: ubuntu-latest steps: - name: Download CLI artifact uses: actions/download-artifact@v4 with: name: cli-artifact - name: Create Release and Upload Asset uses: softprops/action-gh-release@v2 with: files: "${{ env.CLI_NAME }}-macOS.zip" A note on version pinning Dependency management systems tend to use a lock file (like Package.resolved in Swift Package manager, Podfile.lock in the old days of CocoaPods, yarn.lock/package-lock.json in JavaScript, etc.). The benefits of using a lock file are mainly 2: Reproducibility It locks the exact versions (including transitive dependencies) so that every team member, CI server, or production environment installs the same versions. Faster installs Dependency managers can skip version resolution if a lock file is present, using it directly to fetch the exact versions, improving speed. We can remove the need for lock files if we pin the versions in the spec (the file defining the tools). If version range operators like the CocoaPods' optimistic operator ~> and the SPM's .upToNextMajor and similar one didn't exist, usages of lock files would lose its utility. While useful, lock files are generally annoying and can create that odd feeling of seeing unexpected updates in pull requests made by others. ToolManager doesn't use a lock file; instead, it requires teams to pin their tools' versions, which I strongly believe is a good practice. This approach comes at the cost of teams having to keep an eye out for patch releases and not leaving updates to the machine, which risks pulling in dependencies that don't respect Semantic Versioning (SemVer). Support for different architectures This design allows to support different architectures. Some CI workflows might only need a Linux runner to reduce the burden on precious macOS instances. Both macOS and Linux can be supported with individual Toolfile that can be specified when running the install command. # on macOS ToolManager install --spec=Toolfile_macOS # on Linux ToolManager install --spec=Toolfile_Linux Conclusion The design described in this article powers the solution implemented at JET and has served our teams successfully since October 2023. JET has always preferred to implement in-house solutions where possible and sensible, and I can say that moving away from Homebrew was a blessing. With this design, the work usually done by a package manager and a central spec repository is shifted to individual components that are only required to publish releases in zip archives, ideally via a release workflow. By decentralising and requiring version pinning, we made ToolManager a simple yet powerful system for managing the installation of CLI tools.

How to setup a Swift Package Registry in Artifactory
- swift
- registry
- artifactory
- package
A quick guide to setting up a Swift Package Registry with Artifactory to speed up builds and streamline dependency management.
Introduction It's very difficult to have GenAI not hallucinate when in comes to Swift Package Registry. No surprise there: the feature is definitely niche, has not been vastly adopted and there's a lack of examples online. As Dave put it, Swift Package Registries had an even rockier start compared to SPM. I've recently implemented a Swift Package Registry on Artifactory for my team and I thought of summarising my experience here since it's still fresh in my head. While some details are left out, the happy path should be covered. I hope with this article to help you all indirectly by providing more material to the LLMs overlords. Problem The main problem that led us to look into Swift Package Registry is due to SPM deep-cloning entire Git repositories for each dependency, which became time-consuming. Our CI jobs took a few minutes just to pull all the Swift packages. For dependencies with very large repositories, such as SendbirdUIKit (which is more than 2GB), one could rely on pre-compiled XCFrameworks as a workaround. Airbnb provides a workaround via the SPM-specific repo for Lottie. A Swift Registry allows to serve dependencies as zip artifacts containing only the required revision, avoiding the deep clone of the git repositories. What is a Swift Package Registry? A Swift Package Registry is a server that stores and vends Swift packages by implementing SE-0292 and the corresponding specification. Instead of relying on Git repositories to source our dependencies, we can use a registry to download them as versioned archives (zip files). swift-package-manager/Documentation/PackageRegistry/PackageRegistryUsage.md at main · swiftlang/swift-package-manager The Package Manager for the Swift Programming Language - swiftlang/swift-package-manager GitHubswiftlang The primary advantages of using a Swift Package Registry are: Reduced CI/CD Pipeline Times: by fetching lightweight zip archives from the registry rather than cloning the entire repositories from GitHub. Improved Developer Machine Performance: the same time savings on CI are reflected on the developers' machines during dependency resolution. Availability: by hosting a registry, teams are no longer dependent on the availability of external source control systems like GitHub, but rather on internal ones (for example, self-hosted Artifactory). Security: injecting vulnerabilities in popular open-source projects is known as a supply chain attack and has become increasingly popular in recent years. A registry allows to adopt a process to trust the sources published on it. Platforms Apple has accepted the Swift Registry specification and implemented support to interact with registries within SPM but has left the implementation of actual registries to third-party platforms. Apple is not in the business of providing a Swift Registry. The main platform having adopted Swift Registries is Artifactory. Artifactory, Your Swift Package Repository JFrog now offers the first and only Swift binary package repository, enabling developers to use JFrog Artifactory for resolving Swift dependencies instead of enterprise source control (Git) systems. JFroggiannit although AWS CodeArtifact, Cloudsmith and Tuist provide support too: New – Add Your Swift Packages to AWS CodeArtifact | Amazon Web Services Starting today, Swift developers who write code for Apple platforms (iOS, iPadOS, macOS, tvOS, watchOS, or visionOS) or for Swift applications running on the server side can use AWS CodeArtifact to securely store and retrieve their package dependencies. CodeArtifact integrates with standard developer tools such as Xcode, xcodebuild, and the Swift Package Manager (the swift […] Amazon Web ServicesSébastien Stormacq Private, secure, hosted Swift registry Cloudsmith offers secure, private Swift registries as a service, with cloud native performance. Book a demo today. Cloudsmith Announcing Tuist Registry We’re thrilled to announce the launch of the Tuist Registry – a new feature that optimizes the resolution of Swift packages in your projects. TuistMarek Fořt The benefits are usually appealing to teams with large apps, hence it's reasonable to believe that only big companies have looked into adopting a registry successfully. Artifactory Setup Let's assume a JFrog Artifactory to host our Swift Package Registry exists at https://packages.acme.com. Artifactory support local, remote, and virtual repositories but a realistic setup consists of only local and virtual repositories. Source: Artifactory Local Repositories are meant to be used for publishing dependencies from CI pipelines. Virtual Repositories are instead meant to be used for resolving (pulling) dependencies on both CI and the developers' machines. Remote repositories are not really relevant in a typical Swift Registry setup. Following the documentation at https://jfrog.com/help/r/jfrog-artifactory-documentation/set-up-a-swift-registry, let's create 2 repositories with the following names: local repository: swift-local virtual repository: swift-virtual Local Setup To pull dependencies from the Swift Package Registry, we need to configure the local environment. 1. Set the Registry URL First, we need to inform SPM about the existence of the registry. We can do this on a per-project basis or globally for the user account. From a package's root directory, run the following command. This will create a .swiftpm/configuration/registries.json file within your project folder. swift package-registry set "https://packages.acme.com/artifactory/api/swift/swift-virtual" The resulting registries.json file will look like this: { "authentication": {}, "registries": { "[default]": { "supportsAvailability": false, "url": "https://packages.acme.com/artifactory/api/swift/swift-virtual" } }, "version": 1 } To set the registry for all your projects, use the --global flag. swift package-registry set --global "https://packages.acme.com/artifactory/api/swift/swift-virtual" This will create the configuration file at ~/.swiftpm/configuration/registries.json. Xcode projects don't support project-level registries nor (in my experience) support scopes other than the default one (i.e. avoid using the --scope flag). 2. Authentication To pull packages, authenticating with Artifactory is usually required. It's reasonable though that your company allows all artifacts from Artifactory to be read without authentication as long as one is connected to the company VPN. In cases where authentication is required, SPM uses a .netrc file in the home directory to find credentials for remote servers. This file is a standard way to handle login information for various network protocols. Using a token generated from the Artifactory dashboard, the line to add to the .netrc file would be: machine packages.acme.com login <your_artifactory_username> password <your_artifactory_token> Alternatively, it's possible to log in using the swift package-registry login command. This command securely stores your token in the system's keychain. swift package-registry login "https://packages.acme.com/artifactory/api/swift/swift-virtual" \ --token <token> # or swift package-registry login "https://packages.acme.com/artifactory/api/swift/swift-virtual" \ --username <username> \ --password <token_treated_as_password> CI/CD Setup On CI, the setup is slightly different as the goals are: to resolve dependencies in CI/CD jobs to publish new package versions in CD jobs for both internal and external dependencies The steps described for the local setup are valid for the resolution on CI too. The interesting part here is how publishing is done. I will assume the usage of GitHub Actions. 1. Retrieving the Artifactory Token The JFrog CLI can be used via the setup-jfrog-cli action to authenticate using the most appropriate method. You might want to wrap the action in a custom composable one exporting the token as the output of a step: TOKEN=$(jf config export) echo "::add-mask::$TOKEN" echo "artifactory-token=$TOKEN">> "$GITHUB_OUTPUT" 2. Logging into the Registry The CI job must log in to the local repository (swift-local) to gain push permissions. The token retrieved in the previous step is used for this purpose. swift package-registry login \ "https://packages.acme.com/artifactory/api/swift/swift-local" \ --token ${{ steps.get-token.outputs.artifactory-token }} 3. Publishing Packages Swift Registry requires archives created with the swift package archive-source command from the dependency folder. E.g. swift package archive-source -o "Alamofire-5.10.2.zip" We could avoid creating the archive and instead download it directly from GitHub releases. curl -L -o Alamofire-5.10.1.zip \ https://github.com/Alamofire/Alamofire/archive/refs/tags/5.10.1.zip Uploading the archive can then be done by using the JFrog CLI that needs customization via the setup-jfrog-cli action. If going down this route, the upload command would be: jf rt upload Alamofire-5.10.1.zip \ https://packages.acme.com/artifactory/api/swift/swift-local/acme/Alamofire/Alamofire-5.10.1.zip There is a specific structure to respect: <REPOSITORY>/<SCOPE>/<NAME>/<NAME>-<VERSION>.zip which is the last part of the above URL: swift-local/acme/Alamofire/Alamofire-5.10.1.zip Too bad that using the steps above causes a downstream problem with SPM not being able to resolve the dependencies in the registry. I tried extensively and couldn't find the reason why SPM wouldn't be happy with how the packages were published. I might have missed something but eventually I necessarily had to switch to use the publish command. Using the swift package-registry publish command instead, doesn't present this issue hence it's the solution adopted in this workflow. swift package-registry publish acme.Alamofire 5.10.1 \ --url https://packages.acme.com/artifactory/api/swift/swift-local \ --scratch-directory $(mktemp -d) To verify the upload and indexing succeeded, check that the uploaded *.zip artifact is available and that the .swift exists (indication that the indexing has occurred). If the specific structure is not respected, the .swift folder wouldn't be generated. Consuming Packages from the Registry Packages The easiest and only documented way to consume a package from a registry is via a Package. In the Package.swift file, declare dependencies using the .package(id:from:) syntax to declare a registry-based dependency. The id is a combination of the scope and the package name. ... dependencies: [ .package(id: "acme.Alamofire", from: "5.10.1"), ], targets: [ .target( name: "MyApp", dependencies: [ .product(name: "Alamofire", package: "acme.Alamofire"), ] ), ... ] ) Run swift package resolve or simply build the Package in Xcode to pull the dependencies. You might bump into transitive dependencies (i.e. dependencies listed in the Package.swift files of the packages published on the registry) pointing to GitHub. In this case, it'd be great to instruct SPM to use the corresponding versions on the registry. The --replace-scm-with-registry flag is designed to work for the entire dependency graph, including transitive dependencies. The cornerstone of associating a registry-hosted package with its GitHub origin is the package-metadata.json file. This file allows to provide essential metadata about the packages at the time of publishing (the --metadata-path flag of the publish command defaults to pacakge-metadata.json). Crucially, it includes a field to specify the source control repository URLs. When swift package resolve --replace-scm-with-registry is executed, SPM queries the configured registry. The registry then uses the information from the package-metadata.json to map the package identity to its corresponding GitHub URL, enabling a smooth and transparent resolution process. The metadata file must conform to the JSON schema defined in SE-0391. It is recommended to include all URL variations (e.g., SSH, HTTPS) for the same repository. E.g. { "repositoryURLs": [ "https://github.com/Alamofire/Alamofire", "https://github.com/Alamofire/Alamofire.git", "git@github.com:Alamofire/Alamofire.git" ] } Printing the dependencies should confirm the source of the dependencies: swift package show-dependencies --replace-scm-with-registry When loading a package with Xcode, the flag can be enabled via an environment variable in the scheme IDEPackageDependencySCMToRegistryTransformation=useRegistryIdentityAndSources Too bad that for packages, the schemes won't load until SPM completes the resolution hence running the following from the terminal would address the issue: defaults write com.apple.dt.Xcode IDEPackageDependencySCMToRegistryTransformation useRegistryIdentityAndSources that can be unset with: defaults delete com.apple.dt.Xcode IDEPackageDependencySCMToRegistryTransformation Xcode It's likely that you'll want to use the registry from Xcode projects for direct dependencies. If using the Tuist registry, it seems you would be able to leverage a Package Collection to add dependencies from the registry from the Xcode UI. Note that until Xcode 26 Beta 1, it's not possible to add registry dependencies directly in the Xcode UI, but if you use Tuist to generate your project (as you should), you can use the Package.registry (introduced with https://github.com/tuist/tuist/pull/7225). E.g. let project = Project( ... packages: [ .registry( identifier: "acme.Alamofire", requirement: .exact(Version(stringLiteral: "5.10.1")) ) ], ... ) If not using Tuist, you'd have to rely on setting IDEPackageDependencySCMToRegistryTransformation either as an environment variable in the scheme or globally via the terminal. You can also use xcodebuild to resolve dependencies using the correct flag: xcodebuild \ -resolvePackageDependencies \ -packageDependencySCMToRegistryTransformation useRegistryIdentityAndSources Conclusions We’ve found that using an in-house Swift registry drastically reduces dependency resolution time and size on disk by downloading only the required revision instead of the entire, potentially large, Git repository. This improvement benefits both CI pipelines and developers’ local environments. Additionally, registries help mitigate the risk of supply chain attacks. As of this writing, Swift registries are not widely adopted, which is reflected in the limited number of platforms that support them. It also shows various bugs I myself bumped into when using particular configurations. source: https://forums.swift.org/t/package-registry-support-in-xcode/73626/19 It's unclear whether adoption will grow and uncertain if Apple will ever address the issues reported by the community, but when a functioning setup is put in place, registries offer an efficient and secure alternative to using XCFrameworks in production builds and reduce both memory and time footprints.

Scalable Continuous Integration for iOS
- CI
- mobile
- iOS
- AWS
- macOS
How Just Eat Takeaway.com leverage AWS, Packer, Terraform and GitHub Actions to manage a CI stack of macOS runners.
Originally published on the Just Eat Takeaway Engineering Blog. How Just Eat Takeaway.com leverage AWS, Packer, Terraform and GitHub Actions to manage a CI stack of macOS runners. Problem At Just Eat Takeaway.com (JET), our journey through continuous integration (CI) reflects a landscape of innovation and adaptation. Historically, JET’s multiple iOS teams operated independently, each employing their distinct CI solutions. The original Just Eat iOS and Android teams had pioneered an in-house CI solution anchored in Jenkins. This setup, detailed in our 2021 article, served as the backbone of our CI practices up until 2020. It was during this period that the iOS team initiated a pivotal migration: moving from in-house Mac Pros and Mac Minis to AWS EC2 macOS instances. Fast forward to 2023, a significant transition occurred within our Continuous Delivery Engineering (CDE) Platform Engineering team. The decision to adopt GitHub Actions company-wide has marked the end of our reliance on Jenkins while other teams are in the process of migrating away from solutions such as CircleCI and GitLab CI. This transition represented a fundamental shift in our CI philosophy. By moving away from Jenkins, we eliminated the need to maintain an instance for the Jenkins server and the complexities of managing how agents connected to it. Our focus then shifted to transforming our Jenkins pipelines into GitHub Actions workflows. This transformation extended beyond mere tool adoption. Our primary goal was to ensure that our macOS instances were not only scalable but also configured in code. We therefore enhanced our global CI practices and set standards across the entire company. Desired state of CI As we embarked on our journey to refine and elevate our CI process, we envisioned a state-of-the-art CI system. Our goals were ambitious yet clear, focusing on scalability, automation, and efficiency. At the time of implementing the system, no other player in the industry seemed to have implemented the complete solution we envisioned. Below is a summary of our desired CI state: Instance setup in code: One primary objective was to enable the definition of the setup of the instances entirely in code. This includes specifying macOS version, Xcode version, Ruby version, and other crucial configurations. For this purpose, the HashiCorp tool Packer, emerged once again as an ideal solution, offering the flexibility and precision we required. IaC (Infrastructure as Code) for macOS instances: To define the infrastructure of our fleet of macOS instances, we leaned towards Terraform, another HashiCorp tool. Terraform provided us with the capability to not only deploy but also to scale and migrate our infrastructure seamlessly, crucially maintaining its state. Auto and Manual Scaling: We wanted the ability to dynamically create CI runners based on demand, ensuring that resources were optimally utilized and available when needed. To optimize resource utilization, especially during off-peak hours, we desired an autoscaling feature. Scaling down our CI runners on weekends when developer activity is minimal was critical to be cost-effective. Automated Connection to GitHub Actions: We aimed for the instances to automatically connect to GitHub Actions as runners upon deployment. This automation was crucial in eliminating manual interventions via SSH or VNC. Multi-Team Use: Our vision included CI runners that could be easily used by multiple teams across different time zones. This would not only maximize the utility of our infrastructure but also encourage reuse and standardization. Centralized Management via GitHub Actions: To further streamline our CI processes, we intended to run all tasks through GitHub Actions workflows. This approach would allow the teams to self-serve and alleviate the need for developers to use Docker or maintain local environments. Getting to the desired state was a journey that presented multiple challenges and constant adjustments to make sure we could migrate smoothly to a new system. Instance setup in code We implemented the desired configuration with Packer leveraging a number of Shell Provisioners and variables to configure the instance. Here are some of the configuration steps: Set user password (to allow remote desktop access) Resize the partition to use all the space available on the EBS volume Start the Apple Remote Desktop agent and enable remote desktop access Update Brew & Install Brew packages Install CloudWatch agent Install rbenv/Ruby/bundler Install Xcode versions Install GitHub Actions actions-runner Copy scripts to connect to GitHub Actions as a runner Copy daemon to start the GitHub Actions self-hosted runner as a service Set macos-init modules to perform provisioning of the first launch While the steps above are naturally configuration steps to perform when creating the AMI, the macos-init modules include steps to perform once the instance becomes available. The create_ami workflow accepts inputs that are eventually passed to Packer to generate the AMI. packer build \ --var ami_name_prefix=${{ env.AMI_NAME_PREFIX }} \ --var region=${{ env.REGION }} \ --var subnet_id=${{ env.SUBNET_ID }} \ --var vpc_id=${{ env.VPC_ID }} \ --var root_volume_size_gb=${{ env.ROOT_VOLUME_SIZE_GB }} \ --var macos_version=${{ inputs.macos-version}} \ --var ruby_version=${{ inputs.ruby-version }} \ --var xcode_versions='${{ steps.parse-xcode-versions.outputs.list }}' \ --var gha_version=${{ inputs.gha-version}} \ bare-metal-runner.pkr.hcl Different teams often use different versions of software, like Xcode. To accommodate this, we permit multiple versions to be installed on the same instance. The choice of which version to use is then determined within the GitHub Actions workflows. The seamless generation of AMIs has proven to be a significant enabler. For example, when Xcode 15.1 was released, we executed this workflow the same evening. In just over two hours, we had an AMI ready to deploy all the runners (it usually takes 70–100 minutes for a macOS AMI with 400GB of EBS volume to become ready after creation). This efficiency enabled our teams to use the new Xcode version just a few hours after its release. IaC (Infrastructure as Code) for macOS instances Initially, we used distinct Terraform modules for each instance to facilitate the deployment and decommissioning of each one. Given the high cost of EC2 Mac instances, we managed this process with caution, carefully balancing host usage while also being mindful of the 24-hour minimum allocation time. We ultimately ended up using Terraform to define a single infrastructure (i.e. a single Terraform module) defining resources such as: aws_key_pair, aws_instance, aws_ami aws_security_group, aws_security_group_rule aws_secretsmanager_secret aws_vpc, aws_subnet aws_cloudwatch_metric_alarm aws_sns_topic, aws_sns_topic_subscription aws_iam_role, aws_iam_policy, aws_iam_role_policy_attachment, aws_iam_instance_profile A crucial part was to use count in aws_instance, setting the value of a variable passed in from deploy_infra workflow. Terraform performs the necessary scaling upon changing the value. We have implemented a workflow to perform Terraform apply and destroy commands for the infrastructure. Only the AMI and the number of instances are required as inputs. terraform ${{ inputs.command }} \ --var ami_name=${{ inputs.ami-name }} \ --var fleet_size=${{ inputs.fleet-size }} \ --auto-approve Using the name of the AMI instead of the ID allows us to use the most recent one that was generated, useful in case of name clashes. variable "ami_name" { type = string } variable "fleet_size" { type = number } data "aws_ami" "bare_metal_gha_runner" { most_recent = true filter { name = "name" values = ["${var.ami_name}"] } ... } resource "aws_instance" "bare_metal" { count = var.fleet_size ami = data.aws_ami.bare_metal_gha_runner.id instance_type = "mac2.metal" tenancy = "host" key_name = aws_key_pair.bare_metal.key_name ... } Instead of maintaining multiple CI instances with varying software configurations, we concluded that it’s simpler and more efficient to have a single, standardised setup. While teams still have the option to create and deploy their unique setups, a smaller, unified system allows for easier support by a single global configuration. Auto and Manual Scaling The deploy_infra workflow allows us to scale on demand but it doesn’t release the underlying dedicated hosts which are the resources that are ultimately billed. The autoscaling solution provided by AWS is great for VMs but gets sensibly more complex when actioned on dedicated hosts. Auto Scaling groups on macOS instances would require a Custom Managed License, a Host Resource Group and, of course, a Launch Template. Using only AWS services appears to be a lot of work to pull things together and the result wouldn’t allow for automatic release of the dedicated hosts. AirBnb mention in their Flexible Continuous Integration for iOS article that an internal scaling service was implemented: An internal scaling service manages the desired capacity of each environment’s Auto Scaling group. Some articles explain how to set up Auto Scaling groups for mac instances (see 1 and 2) but after careful consideration, we agreed that implementing a simple scaling service via GitHub Actions (GHA) was the easiest and most maintainable solution. We implemented 2 GHA workflows to fully automate the weekend autoscaling: Upscaling workflow to n, triggered at a specific time at the beginning of the working week Downscaling workflow to 1, triggered at a specific time at the beginning of the weekend We retain the capability for manual scaling, which is essential for situations where we need to scale down, such as on bank holidays, or scale up, like on release cut days, when activity typically exceeds the usual levels. Additionally, we have implemented a workflow that runs multiple times a day and tries to release all available hosts without an instance attached. This step lifts us from the burden of having to remember to release the hosts. Dedicated hosts take up to 110 minutes to move from the Pending to the Available state due to the scrubbing workflow performed by AWS. Manual scaling can be executed between the times the autoscaling workflows are triggered and they must be resilient to unexpected statuses of the infrastructure, which thankfully Terraform takes care of. Both down and upscaling are covered in the following flowchart: The autoscaling values are defined as configuration variables in the repo settings: It usually takes ~8 minutes for an EC2 mac2.metal instance to become reachable after creation, meaning that we can redeploy the entire infrastructure very quickly. Automated Connection to GitHub Actions We provide some user data when deploying the instances. resource "aws_instance" "bare_metal" { ami = data.aws_ami.bare_metal_gha_runner.id count = var.fleet_size ... user_data = <<EOF { "github_enterprise": "<GHE_ENTERPRISE_NAME>", "github_pat_secret_manager_arn": ${data.aws_secretsmanager_secret_version.ghe_pat.arn}, "github_url": "<GHE_ENTERPRISE_URL>", "runner_group": "CI-MobileTeams", "runner_name": "bare-metal-runner-${count.index + 1}" } EOF The user data is stored in a specific folder by macos-init and we implement a module to copy the content to ~/actions-runner-config.json. ### Group 10 ### [[Module]] Name = "Create actions-runner-config.json from userdata" PriorityGroup = 10 RunPerInstance = true FatalOnError = false [Module.Command] Cmd = ["/bin/zsh", "-c", 'instanceId="$(curl http://169.254.169.254/latest/meta-data/instance-id)"; if [[ ! -z $instanceId ]]; then cp /usr/local/aws/ec2-macos-init/instances/$instanceId/userdata ~/actions-runner-config.json; fi'] RunAsUser = "ec2-user" which is in turn used by the configure_runner.sh script to configure the GitHub Actions runner. #!/bin/bash GITHUB_ENTERPRISE=$(cat $HOME/actions-runner-config.json | jq -r .github_enterprise) GITHUB_PAT_SECRET_MANAGER_ARN=$(cat $HOME/actions-runner-config.json | jq -r .github_pat_secret_manager_arn) GITHUB_PAT=$(aws secretsmanager get-secret-value --secret-id $GITHUB_PAT_SECRET_MANAGER_ARN | jq -r .SecretString) GITHUB_URL=$(cat $HOME/actions-runner-config.json | jq -r .github_url) RUNNER_GROUP=$(cat $HOME/actions-runner-config.json | jq -r .runner_group) RUNNER_NAME=$(cat $HOME/actions-runner-config.json | jq -r .runner_name) RUNNER_JOIN_TOKEN=` curl -L \ -X POST \ -H "Accept: application/vnd.github+json" \ -H "Authorization: Bearer $GITHUB_PAT"\ $GITHUB_URL/api/v3/enterprises/$GITHUB_ENTERPRISE/actions/runners/registration-token | jq -r '.token'` MACOS_VERSION=`sw_vers -productVersion` XCODE_VERSIONS=`find /Applications -type d -name "Xcode-*" -maxdepth 1 \ -exec basename {} \; \ | tr '\n' ',' \ | sed 's/,$/\n/' \ | sed 's/.app//g'` $HOME/actions-runner/config.sh \ --unattended \ --url $GITHUB_URL/enterprises/$GITHUB_ENTERPRISE \ --token $RUNNER_JOIN_TOKEN \ --runnergroup $RUNNER_GROUP \ --labels ec2,bare-metal,$RUNNER_NAME,macOS-$MACOS_VERSION,$XCODE_VERSIONS \ --name $RUNNER_NAME \ --replace The above script is run by a macos-init module. ### Group 11 ### [[Module]] Name = "Configure the GHA runner" PriorityGroup = 11 RunPerInstance = true FatalOnError = false [Module.Command] Cmd = ["/bin/zsh", "-c", "/Users/ec2-user/configure_runner.sh"] RunAsUser = "ec2-user" The GitHub documentation states that it’s possible to create a customized service starting from a provided template. It took some research and various attempts to find the right configuration that allows the connection without having to log in in the UI (over VNC) which would represent a blocker for a complete automation of the deployment. We believe that the single person who managed to get this right is Sébastien Stormacq who provided the correct solution. The connection to GHA can be completed with 2 more modules that install the runner as a service and load the custom daemon. ### Group 12 ### [[Module]] Name = "Run the self-hosted runner application as a service" PriorityGroup = 12 RunPerInstance = true FatalOnError = false [Module.Command] Cmd = ["/bin/zsh", "-c", "cd /Users/ec2-user/actions-runner && ./svc.sh install"] RunAsUser = "ec2-user" ### Group 13 ### [[Module]] Name = "Launch actions runner daemon" PriorityGroup = 13 RunPerInstance = true FatalOnError = false [Module.Command] Cmd = ["sudo", "/bin/launchctl", "load", "/Library/LaunchDaemons/com.justeattakeaway.actions-runner-service.plist"] RunAsUser = "ec2-user" Using a daemon instead of an agent (see Creating Launch Daemons and Agents), doesn’t require us to set up any auto-login which on macOS is a bit of a tricky procedure and is best avoided also for security reasons. The following is the content of the daemon for completeness. <?xml version="1.0" encoding="UTF-8"?> <!DOCTYPE plist PUBLIC "-//Apple//DTD PLIST 1.0//EN" "http://www.apple.com/DTDs/PropertyList-1.0.dtd"> <plist version="1.0"> <dict> <key>Label</key> <string>com.justeattakeaway.actions-runner-service</string> <key>ProgramArguments</key> <array> <string>/Users/ec2-user/actions-runner/runsvc.sh</string> </array> <key>UserName</key> <string>ec2-user</string> <key>GroupName</key> <string>staff</string> <key>WorkingDirectory</key> <string>/Users/ec2-user/actions-runner</string> <key>RunAtLoad</key> <true/> <key>StandardOutPath</key> <string>/Users/ec2-user/Library/Logs/com.justeattakeaway.actions-runner-service/stdout.log</string> <key>StandardErrorPath</key> <string>/Users/ec2-user/Library/Logs/com.justeattakeaway.actions-runner-service/stderr.log</string> <key>EnvironmentVariables</key> <dict> <key>ACTIONS_RUNNER_SVC</key> <string>1</string> </dict> <key>ProcessType</key> <string>Interactive</string> <key>SessionCreate</key> <true/> </dict> </plist> Not long after the deployment, all the steps above are executed and we can appreciate the runners appearing as connected. Multi-Team Use We start the downscaling at 11:59 PM on Fridays and start the upscaling at 6:00 AM on Mondays. These times have been chosen in a way that guarantees a level of service to teams in the UK, the Netherlands (GMT+1) and Canada (Winnipeg is on GMT-6) accounting for BST (British Summer Time) and DST (Daylight Saving Time) too. Times are defined in UTC in the GHA workflow triggers and the local time of the runner is not taken into account. Since the instances are used to build multiple projects and tools owned by different teams, one problem we faced was that instances could get compromised if workflows included unsafe steps (e.g. modifications to global configurations). GitHub Actions has a documentation page about Hardening self-hosted runners specifically stating: Self-hosted runners for GitHub do not have guarantees around running in ephemeral clean virtual machines, and can be persistently compromised by untrusted code in a workflow. We try to combat such potential problems by educating people on how to craft workflows and rely on the quick redeployment of the stack should the instances break. We also run scripts before and after each job to ensure that instances can be reused as much as possible. This includes actions like deleting the simulators’ content, derived data, caches and archives. Centralized Management via GitHub Actions The macOS runners stack is defined in a dedicated macOS-runners repository. We implemented GHA workflows to cover the use cases that allow teams to self-serve: create macOS AMI deploy CI downscale for the weekend* upscale for the working week* release unused hosts* * run without inputs and on a scheduled trigger The runners running the jobs in this repo are small t2.micro Linux instances and come with the AWSCLI installed. An IAM instance role with the correct policies is used to make sure that aws ec2 commands allocate-hosts, describe-hosts and release-hosts could execute and we used jq to parse the API responses. A note on VM runners In this article, we discussed how we’ve used bare metal instances as runners. We have spent a considerable amount of time investigating how we could leverage the Virtualization framework provided by Apple to create virtual machines via Tart. If you’ve grasped the complexity of crafting a CI system of runners on bare metal instances, you can understand that introducing VMs makes the setup sensibly more convoluted which would be best discussed in a separate article. While a setup with Tart VMs has been implemented, we realised that it’s not performant enough to be put to use. Using VMs, the number of runners would double but we preferred to have native performance as the slowdown is over 40% compared to bare metal. Moreover, when it comes to running heavy UI test suites like ours, tests became too flaky. Testing the VMs, we also realised that the standard values of Throughput and IOPS on the EBS volume didn’t seem to be enough and caused disk congestion resulting in an unacceptable slowdown in performance. Here is a quick summary of the setup and the challenges we have faced. Virtual runners require 2 images: one for the VMs (tart) and one for the host (AMI). We use Packer to create VM images (Vanilla, Base, IDE, Tools) with the software required based on the templates provided by Tart and we store the OCI-compliant images on ECR. We create these images on CI with dedicated workflows similar to the one described earlier for bare metal but, in this case, macOS runners (instead of Linux) are required as publishing to ECR is done with tart which runs on macOS. Extra policies are required on the instance role to allow the runner to push to ECR (using temporary_iam_instance_profile_policy_document in Packer’s Amazon EBS). Apple set a limit to the number of VMs that can be run on an instance to 2, which would allow to double the size of the fleet of runners. Creating AMIs hosting 2 VMs is done with Packer and steps include cloning the image from ECR and configuring macos-init modules to run daemons to run the VMs via Tart. Deploying a virtual CI infrastructure is identical to what has already been described for bare metal. Connecting to and interfacing with the VMs happens from within the host. Opening SSH and especially VNC sessions from within the bare metal instances can be very confusing. The version of macOS on the host and the one on the VMs could differ. The version used on the host must be provided with an AMI by AWS, while the version used on the VMs is provided by Apple in IPSW files (see ipsw.me). The GHA runners run on the VMs meaning that the host won’t require Xcode installed nor any other software used by the workflows. VMs don’t allow for provisioning meaning we have to share configurations with the VMs via shared folders on the host with the — dir flag which causes extra setup complexity. VMs can’t easily run the GHA runner as a service. The svc script requires the runner to be configured first, an operation that cannot be done during the provisioning of the host. We therefore need to implement an agent ourselves to configure and connect the runner in a single script. To have UI access (a-la VNC) to the VMs, it’s first required to stop the VMs and then run them without the --no-graphics flag. At the time of writing, copy-pasting won’t work even if using the --vnc or --vnc-experimental flags. Tartelet is a macOS app on top of Tart that allows to manage multiple GitHub Actions runners in ephemeral environments on a single host machine. We didn’t consider it to avoid relying on too much third-party software and because it doesn’t have yet GitHub Enterprise support. Worth noting that the Tart team worked on an orchestration solution named Orchard that seems to be in its initial stage. Conclusion In 2023 we have revamped and globalised our approach to CI. We have migrated from Jenkins to GitHub Actions as the CI/CD solution of choice for the whole group and have profoundly optimised and improved our pipelines introducing a greater level of job parallelisation. We have implemented a brand new scalable setup for bare metal macOS runners leveraging the HashiCorp tools Packer and Terraform. We have also implemented a setup based on Tart virtual machines. We have increased the size of our iOS team over the past few years, now including more than 40 developers, and still managed to be successful with only 5 bare metal instances on average, which is a clear statement of how performant and optimised our setup is. We have extended the capabilities of our Internal Developer Platform with a globalised approach to provide macOS runners; we feel that this setup will stand the test of time and serve well various teams across JET for years to come.

The idea of a Fastlane replacement
Prelude
Fastlane is widely used by iOS teams all around the world. It became the standard de facto to automate common tasks such as building apps, running tests, and uploading builds to App Store Connect. Fastlane has been recently moved under the Mobile Native Foundation which is amazing as Google
Prelude Fastlane is widely used by iOS teams all around the world. It became the standard de facto to automate common tasks such as building apps, running tests, and uploading builds to App Store Connect. Fastlane has been recently moved under the Mobile Native Foundation which is amazing as Google wasn't actively maintaining the project. At Just Eat Takeaway, we have implemented an extensive number of custom lanes to perform domain-specific tasks and used them from our CI. The major problem with Fastlane is that it's written in Ruby. When it was born, using Ruby was a sound choice but iOS developers are not necessarily familiar with such language which represents a barrier to contributing and writing lanes. While Fastlane.swift, a version of Fastlane in Swift, has been in beta for years, it's not a rewrite in Swift but rather a "solution on top" meaning that developers and CI systems still have to rely on Ruby, install related software (rbenv or rvm) and most likely maintain a Gemfile. The average iOS dev knows well that Ruby environments are a pain to deal with and have caused an infinite number of headaches. In recent years, Apple has introduced technologies that would enable a replacement of Fastlane using Swift: Swift Package Manager (SPM) Swift Argument Parser (SAP) Being myself a big fan of CLI tools written in Swift, I soon started maturing the idea of a Fastlane rewrite in Swift in early 2022. I circulated the idea with friends and colleagues for months and the sentiment was clear: it's time for a fresh simil-Fastlane tool written in Swift. Journey Towards the end of 2022, I was determined to start this project. I teamed up with 2 iOS devs (not working at Just Eat Takeaway) and we started working on a design. I was keen on calling this project "Swiftlane" but the preference seemed to be for the name "Interstellar" which was eventually shortened into "Stellar". Fastlane has the concept of Actions and I instinctively thought that in Swift-land, they could take the form of SPM packages. This would make Stellar a modular system with pluggable components. For example, consider the Scan action in Fastlane. It could be a package that solely solves the same problem around testing. My goal was not to implement the plethora of existing Fastlane actions but rather to create a system that allows plugging in any package building on macOS. A sound design of such system was crucial. The Stellar ecosystem I had in mind was composed of 4 parts: Actions Actions are the basic building blocks of the ecosystem. They are packages that define a library product. An action can do anything, from taking care of build tasks to integrating with GitHub. Actions are independent packages that have no knowledge of the Stellar system, which treats them as pluggable components to create higher abstractions. Ideally, actions should expose an executable product (the CLI tool) using SAP calling into the action code. This is not required by Stellar but it’s advisable as a best practice. Official Actions would be hosted in the Stellar organisation on GitHub. Custom Actions could be created using Stellar. Tasks Tasks are specific to a project and implemented by the project developers. They are SAP ParsableCommand or AsyncParsableCommand which use actions to construct complex logic specific to the needs of the project. Executor Executor is a command line tool in the form of a package generated by Stellar. It’s the entry point to the user-defined tasks. Invoking tasks on the Executor is like invoking lanes in Fastlane. Both developers and CI would interface with the Executor (masked as Stellar) to perform all operations. E.g. stellar setup_environment --developer-mode stellar run_unit_tests module=OrderHistory stellar setup_demo_app module=OrderHistory stellar run_ui_tests module=OrderHistory device="iPhone 15 Pro" Stellar CLI Stellar CLI is a command line tool that takes care of the heavy lifting of dealing with the Executor and the Tasks. It allows the integration of Stellar in a project and it should expose the following main commands: init: initialise the project by creating an Exectutor package in the .stellar folder build: builds the Executor generating a binary that is shared with the team members and used by CI create-action: scaffolding to create a new action in the form of a package create-task: scaffolding to create a new task in the form of a package edit: opens the Executor package for editing, similar to tuist edit This design was presented to a restricted group of devs at Just Eat Takeaway and it didn't take long to get an agreement on it. It was clear that once Stellar was completed, we would have integrated it in the codebase. Wider design I believe that a combination of CLI tools can create complex, templateable and customizable stacks to support the creation and growth of iOS codebases. Based on the experience developed at JET working on a large modular project with lots of packages, helper tools and optimised CI pipelines, I wanted Stellar to be eventually part of a set of tools taking the name “Stellar Tools” that could enable the creation and the management of large codebases. Something like the following: Tuist: generates projects and workspaces programmatically PackageGenerator: generates packages using a DSL Stacker: creates a modular iOS project based on a DSL Stellar: automate tasks Workflows: generates GitHub Actions workflows that use Stellar From my old notes: Current state After a few months of development within this team (made of devs not working at Just Eat Takeaway), I realised things were not moving in the direction I desired and I decided it was not beneficial to continue the collaboration with the team. We stopped working on Stellar mainly due to different levels of commitment from each of us and focus on the wrong tasks signalling a lack of project management from my end. For example, a considerable amount of time and effort went into the implementation of a version management system (vastly inspired by the one used in Tuist) that was not part of the scope of the Stellar project. The experience left me bitter and demotivated, learning that sometimes projects are best started alone. We made the repo public on GitHub aware that it was far from being production-ready but in my opinion, it's no doubt a nice, inspiring, MVP. GitHub - StellarTools/Stellar Contribute to StellarTools/Stellar development by creating an account on GitHub. GitHubStellarTools GitHub - StellarTools/ActionDSL Contribute to StellarTools/ActionDSL development by creating an account on GitHub. GitHubStellarTools The intent was then to progress on my own or with my colleagues at JET. As things evolved in 2023, we embarked on big projects that continued to evolve the platform such as a massive migration to GitHub Actions. To this day, we still plan to remove Fastlane as our vision is to rely on external dependencies as little as possible but there is no plan to use Stellar as-is. I suspect that, for the infrastructure team at JET, things will evolve in a way that sees more CLI tools being implemented and more GitHub actions using them.
CloudWatch dashboards and alarms on Mac instances
CloudWatch is great for observing and monitoring resources and applications on AWS, on premises, and on other clouds.
While it's trivial to have the agent running on Linux, it's a bit more involved for mac instances (which are commonly used as CI workers). The support was
CloudWatch is great for observing and monitoring resources and applications on AWS, on premises, and on other clouds. While it's trivial to have the agent running on Linux, it's a bit more involved for mac instances (which are commonly used as CI workers). The support was announced in January 2021 for mac1.metal (Intel/x86_64) and I bumped into some challenges on mac2.metal (M1/ARM64) that the team at AWS helped me solve (see this issue on the GitHub repo). I couldn't find other articles nor precise documentation from AWS which is why I'm writing this article to walk you through a common CloudWatch setup. The given code samples are for the HashiCorp tools Packer and Terraform and focus on mac2.metal instances. I'll cover the following steps: install the CloudWatch agent on mac2.metal instances configure the CloudWatch agent create a CloudWatch dashboard setup CloudWatch alarms setup IAM permissions Install the CloudWatch agent The CloudWatch agent can be installed by downloading the pkg file listed on this page and running the installer. You probably want to bake the agent into your AMI, so here is the Packer code for mac2.metal (ARM): # Install wget via brew provisioner "shell" { inline = [ "source ~/.zshrc", "brew install wget" ] } # Install CloudWatch agent provisioner "shell" { inline = [ "source ~/.zshrc", "wget https://s3.amazonaws.com/amazoncloudwatch-agent/darwin/arm64/latest/amazon-cloudwatch-agent.pkg", "sudo installer -pkg ./amazon-cloudwatch-agent.pkg -target /" ] } For the agent to work, you'll need collectd (https://collectd.org/) to be installed on the machine, which is usually done via brew. Brew installs it at /opt/homebrew/sbin/. This is also a step you want to perform when creating your AMI. # Install collectd via brew provisioner "shell" { inline = [ "source ~/.zshrc", "brew install collectd" ] } Configure the CloudWatch agent In order to run, the agent needs a configuration which can be created using the wizard. This page defines the metric sets that are available. Running the wizard with the command below will allow you to generate a basic json configuration which you can modify later. sudo /opt/aws/amazon-cloudwatch-agent/bin/amazon-cloudwatch-agent-config-wizard The following is a working configuration for Mac instances so you can skip the process. { "agent": { "metrics_collection_interval": 60, "run_as_user": "root" }, "metrics": { "aggregation_dimensions": [ [ "InstanceId" ] ], "append_dimensions": { "AutoScalingGroupName": "${aws:AutoScalingGroupName}", "ImageId": "${aws:ImageId}", "InstanceId": "${aws:InstanceId}", "InstanceType": "${aws:InstanceType}" }, "metrics_collected": { "collectd": { "collectd_typesdb": [ "/opt/homebrew/opt/collectd/share/collectd/types.db" ], "metrics_aggregation_interval": 60 }, "cpu": { "measurement": [ "cpu_usage_idle", "cpu_usage_iowait", "cpu_usage_user", "cpu_usage_system" ], "metrics_collection_interval": 60, "resources": [ "*" ], "totalcpu": false }, "disk": { "measurement": [ "used_percent", "inodes_free" ], "metrics_collection_interval": 60, "resources": [ "*" ] }, "diskio": { "measurement": [ "io_time", "write_bytes", "read_bytes", "writes", "reads" ], "metrics_collection_interval": 60, "resources": [ "*" ] }, "mem": { "measurement": [ "mem_used_percent" ], "metrics_collection_interval": 60 }, "netstat": { "measurement": [ "tcp_established", "tcp_time_wait" ], "metrics_collection_interval": 60 }, "statsd": { "metrics_aggregation_interval": 60, "metrics_collection_interval": 10, "service_address": ":8125" }, "swap": { "measurement": [ "swap_used_percent" ], "metrics_collection_interval": 60 } } } } I have enhanced the output of the wizard with some reasonable metrics to collect. The configuration created by the wizard is almost working but it's lacking a fundamental config to make it work out-of-the-box: the collectd_typesdb value. Linux and Mac differ when it comes to the location of collectd and types.db, and the agent defaults to the Linux path even if it was built for Mac, causing the following error when trying to run the agent: ======== Error Log ======== 2023-07-23T04:57:28Z E! [telegraf] Error running agent: Error loading config file /opt/aws/amazon-cloudwatch-agent/etc/amazon-cloudwatch-agent.toml: error parsing socket_listener, open /usr/share/collectd/types.db: no such file or directory Moreover, the /usr/share/ folder is not writable unless you disable SIP (System Integrity Protection) which cannot be done on EC2 mac instances nor is something you want to do for security reasons. The final configuration is something you want to save in System Manager Parameter Store using the ssm_parameter resource in Terraform: resource "aws_ssm_parameter" "cw_agent_config_darwin" { name = "/cloudwatch-agent/config/darwin" description = "CloudWatch agent config for mac instances" type = "String" value = file("./cw-agent-config-darwin.json") } and use it when running the agent in a provisioning step: resource "null_resource" "run_cloudwatch_agent" { depends_on = [ aws_instance.mac_instance ] connection { type = "ssh" agent = false host = aws_instance.mac_instance.private_ip user = "ec2-user" private_key = tls_private_key.mac_instance.private_key_pem timeout = "30m" } # Run CloudWatch agent provisioner "remote-exec" { inline = [ "sudo /opt/aws/amazon-cloudwatch-agent/bin/amazon-cloudwatch-agent-ctl -a fetch-config -m ec2 -s -c ssm:${aws_ssm_parameter.cw_agent_config_darwin.name}" ] } } Create a CloudWatch dashboard Once the instances are deployed and running, they will send events to CloudWatch and we can create a dashboard to visualise them. You can create a dashboard manually in the console and once you are happy with it, you can just copy the source code, store it in a file and feed it to Terraform. Here is mine that could probably work for you too if you tag your instances with the Type set to macOS: { "widgets": [ { "height": 15, "width": 24, "y": 0, "x": 0, "type": "explorer", "properties": { "metrics": [ { "metricName": "cpu_usage_user", "resourceType": "AWS::EC2::Instance", "stat": "Average" }, { "metricName": "cpu_usage_system", "resourceType": "AWS::EC2::Instance", "stat": "Average" }, { "metricName": "disk_used_percent", "resourceType": "AWS::EC2::Instance", "stat": "Average" }, { "metricName": "diskio_read_bytes", "resourceType": "AWS::EC2::Instance", "stat": "Average" }, { "metricName": "diskio_write_bytes", "resourceType": "AWS::EC2::Instance", "stat": "Average" } ], "aggregateBy": { "key": "", "func": "" }, "labels": [ { "key": "Type", "value": "macOS" } ], "widgetOptions": { "legend": { "position": "bottom" }, "view": "timeSeries", "stacked": false, "rowsPerPage": 50, "widgetsPerRow": 1 }, "period": 60, "splitBy": "", "region": "eu-west-1" } } ] } You can then use the cloudwatch_dashboard resource in Terraform: resource "aws_cloudwatch_dashboard" "mac_instances" { dashboard_name = "mac-instances" dashboard_body = file("./cw-dashboard-mac-instances.json") } It will show something like this: Setup CloudWatch alarms Once the dashboard is up, you should set up alarms so that you are notified of any anomalies, rather than actively monitoring the dashboard for them. What works for me is having alarms triggered via email when the used disk space is going above a certain level (say 80%). We can use the cloudwatch_metric_alarm resource. resource "aws_cloudwatch_metric_alarm" "disk_usage" { alarm_name = "mac-${aws_instance.mac_instance.id}-disk-usage" comparison_operator = "GreaterThanThreshold" evaluation_periods = 30 metric_name = "disk_used_percent" namespace = "CWAgent" period = 120 statistic = "Average" threshold = 80 alarm_actions = [aws_sns_topic.disk_usage.arn] dimensions = { InstanceId = aws_instance.mac_instance.id } } We can then create an SNS topic and subscribe all interested parties to it. This will allow us to broadcast to all subscribers when the alarm is triggered. For this, we can use the sns_topic and sns_topic_subscription resources. resource "aws_sns_topic" "disk_usage" { name = "CW_Alarm_disk_usage_mac_${aws_instance.mac_instance.id}" } resource "aws_sns_topic_subscription" "disk_usage" { for_each = toset(var.alarm_subscriber_emails) topic_arn = aws_sns_topic.disk_usage.arn protocol = "email" endpoint = each.value } variable "alarm_subscriber_emails" { type = list(string) } If you are deploying your infrastructure via GitHub Actions, you can set your subscribers as a workflow input or as an environment variable. Here is how you should pass a list of strings via a variable in Terraform: name: Deploy Mac instance env: ALARM_SUBSCRIBERS: '["user1@example.com","user2@example.com"]' AMI: ... jobs: deploy: ... steps: - name: Terraform apply run: | terraform apply \ --var ami=${{ env.AMI }} \ --var alarm_subscriber_emails='${{ env.ALARM_SUBSCRIBERS }}' \ --auto-approve Setup IAM permissions The instance that performs the deployment requires permissions for CloudWatch, System Manager, and SNS. The following is a policy that is enough to perform both terraform apply and terraform destroy. Please consider restricting to specific resources. { "Version": "2012-10-17", "Statement": [ { "Sid": "CloudWatchDashboardsPermissions", "Effect": "Allow", "Action": [ "cloudwatch:DeleteDashboards", "cloudwatch:GetDashboard", "cloudwatch:ListDashboards", "cloudwatch:PutDashboard" ], "Resource": "*" }, { "Sid": "CloudWatchAlertsPermissions", "Effect": "Allow", "Action": [ "cloudwatch:DescribeAlarms", "cloudwatch:DescribeAlarmsForMetric", "cloudwatch:DescribeAlarmHistory", "cloudwatch:DeleteAlarms", "cloudwatch:DisableAlarmActions", "cloudwatch:EnableAlarmActions", "cloudwatch:ListTagsForResource", "cloudwatch:PutMetricAlarm", "cloudwatch:PutCompositeAlarm", "cloudwatch:SetAlarmState" ], "Resource": "*" }, { "Sid": "SystemsManagerPermissions", "Effect": "Allow", "Action": [ "ssm:GetParameter", "ssm:GetParameters", "ssm:ListTagsForResource", "ssm:DeleteParameter", "ssm:DescribeParameters", "ssm:PutParameter" ], "Resource": "*" }, { "Sid": "SNSPermissions", "Effect": "Allow", "Action": [ "sns:CreateTopic", "sns:DeleteTopic", "sns:GetTopicAttributes", "sns:GetSubscriptionAttributes", "sns:ListSubscriptions", "sns:ListSubscriptionsByTopic", "sns:ListTopics", "sns:SetSubscriptionAttributes", "sns:SetTopicAttributes", "sns:Subscribe", "sns:Unsubscribe" ], "Resource": "*" } ] } On the other hand, to send logs to CloudWatch, the Mac instances require permissions given by the CloudWatchAgentServerPolicy: resource "aws_iam_role_policy_attachment" "mac_instance_iam_role_cw_policy_attachment" { role = aws_iam_role.mac_instance_iam_role.name policy_arn = "arn:aws:iam::aws:policy/CloudWatchAgentServerPolicy" } Conclusion You have now defined your CloudWatch dashboard and alarms using "Infrastructure as Code" via Packer and Terraform. I've covered the common use case of instances running out of space on disk which is useful to catch before CI starts becoming unresponsive slowing your team down.
Easy connection to AWS Mac instances with EC2macConnector
Overview
Amazon Web Services (AWS) provides EC2 Mac instances commonly used as CI workers. Configuring them can be either a manual or an automated process, depending on the DevOps and Platform Engineering experience in your company. No matter what process you adopt, it is sometimes useful to log into the
Overview Amazon Web Services (AWS) provides EC2 Mac instances commonly used as CI workers. Configuring them can be either a manual or an automated process, depending on the DevOps and Platform Engineering experience in your company. No matter what process you adopt, it is sometimes useful to log into the instances to investigate problems. EC2macConnector is a CLI tool written in Swift that simplifies the process of connecting over SSH and VNC for DevOps engineers, removing the need of updating private keys and maintaining the list of IPs that change across deployment cycles. Connecting to EC2 Mac instances without EC2macConnector AWS documentation describes the steps needed to allow connecting via VNC: Start the Apple Remote Desktop agent and enable remote desktop access on the instance Set the password for the ec2-user user on the instance to allow connecting over VNC Start an SSH session Connect over VNC Assuming steps 1 and 2 and done, steps 3 and 4 are usually manual and repetitive: the private keys and IPs usually change across deployments which could happen frequently, even daily. Here is how to start an SSH session in the terminal binding a port locally: ssh ec2-user@<instance_IP> \ -L <local_port>:localhost:5900 \ -i <path_to_privae_key> \ To connect over VNC you can type the following in Finder → Go → Connect to Server (⌘ + K) and click Connect: vnc://ec2-user@localhost:<local_port> or you could create a .vncloc file with the following content and simply open it: <?xml version="1.0" encoding="UTF-8"?> <!DOCTYPE plist PUBLIC "-//Apple//DTD PLIST 1.0//EN" "<http://www.apple.com/DTDs/PropertyList-1.0.dtd>"> <plist version="1.0"> <dict> <key>URL</key> <string>vnc://ec2-user@localhost:<local_port></string> </dict> </plist> If you are a system administrator, you might consider EC2 Instance Connect, but sadly, in my experience, it's not a working option for EC2 Mac instances even though I couldn't find evidence confirming or denying this statement. Administrators could also consider using Apple Remote Desktop which comes with a price tag of $/£79.99. Connecting to EC2 Mac instances with EC2macConnector EC2macConnector is a simple and free tool that works in 2 steps: the configure command fetches the private keys and the IP addresses of the running EC2 Mac instances in a given region, and creates files using the said information to connect over SSH and VNC: ec2macConnector configure \ --region <aws_region> \ --secrets-prefix <mac_metal_private_keys_prefix> Read below or the README for more information on the secrets prefix value. the connect command connects to the instances via SSH or VNC. ec2macConnector connect --region <aws_region> <fleet_index> ec2macConnector connect --region <aws_region> <fleet_index> --vnc 💡 Connecting over VNC requires an SSH session to be established first. As with any tool written using ArgumentParser, use the --help flag to get more information. Requirements There are some requirements to respect for the tool to work: Permissions EC2macConnector requires AWS credentials either set as environment variables (AWS_ACCESS_KEY_ID and AWS_SECRET_ACCESS_KEY) or configured in ~/.aws/credentials via the AWS CLI. Environment variables take precedence. The user must be granted the following permissions: ec2:DescribeInstances secretsmanager:ListSecrets secretsmanager:GetSecretValue EC2 instances The EC2 Mac instances must have the EC2macConnector:FleetIndex tag set to the index of the instance in the fleet. Indexes should start at 1. Instances that don't have the said tag will be ignored. Secrets and key pairs formats EC2macConnector assumes that the private key for each instance key pair is stored in SecretsManagers. The name of the key pair could and should be different from the secret ID. For example, the instance key pair should include an incremental number also part of the corresponding secret ID. Consider that the number of Mac instances in an AWS account is limited and it's convenient to refer to them using an index starting at 1. It's good practice for the secret ID to also include a nonce as secrets with the same name cannot be recreated before the deletion period has elapsed, allowing frequent provisioning-decommissioning cycles. For the above reasons, EC2macConnector assumes the following formats are used: instance key pairs: <keypair_prefix>_<index_of_instance_in_fleet> e.g. mac_instance_key_pair_5 secret IDs: <secrets_prefix>_<index_of_instance_in_fleet>_<nonce> e.g. private_key_mac_metal_5_dx9Wna73B EC2macConnector Under the hood The configure command: downloads the private keys in the ~/.ssh folder creates scripts to connect over SSH in ~/.ec2macConnector/<region>/scripts creates vncloc files to connect over VNC in ~/.ec2macConnector/<region>/vnclocs ➜ .ec2macConnector tree ~/.ssh /Users/alberto/.ssh ├── mac_metal_1_i-08e4ffd8e9xxxxxxx ├── mac_metal_2_i-07bfff1f52xxxxxxx ├── mac_metal_3_i-020d680610xxxxxxx ├── mac_metal_4_i-08516ac980xxxxxxx ├── mac_metal_5_i-032bedaabexxxxxxx ├── config ├── known_hosts └── ... The connect command: runs the scripts (opens new shells in Terminal and connects to the instances over SSH) opens the vncloc files ➜ .ec2macConnector tree ~/.ec2macConnector /Users/alberto/.ec2macConnector └── us-east-1 ├── scripts │ ├── connect_1.sh │ ├── connect_2.sh │ ├── connect_3.sh │ ├── connect_4.sh │ └── connect_5.sh └── vnclocs ├── connect_1.vncloc ├── connect_2.vncloc ├── connect_3.vncloc ├── connect_4.vncloc └── connect_5.vncloc

Toggles: the easiest feature flagging in Swift
I previously wrote about JustTweak here. It's the feature flagging mechanism we've been using at Just Eat Takeaway.com to power the iOS consumer apps since 2017. It's proved to be very stable and powerful and it has evolved over time. Friends have heard
I previously wrote about JustTweak here. It's the feature flagging mechanism we've been using at Just Eat Takeaway.com to power the iOS consumer apps since 2017. It's proved to be very stable and powerful and it has evolved over time. Friends have heard me promoting it vehemently and some have integrated it with success and appreciation. I don't think I've promoted it in the community enough (it definitely deserved more) but marketing has never been my thing. Anyway, JustTweak grew old and some changes were debatable and not to my taste. I have then decided to use the knowledge of years of working on the feature flagging matter to give this project a new life by rewriting it from scratch as a personal project. And here it is: Toggles. I never tweeted about this side project of mine 😜 It's like JustTweak (feature flagging), but sensibly better. https://t.co/bdGWuUyQEU #Swift #iOS #macOS — Alberto De Bortoli (@albertodebo) March 23, 2023 Think of JustTweak, but better. A lot better. Frankly, I couldn't have written it better. Here are the main highlights: brand new code, obsessively optimized and kept as short and simple as possible extreme performances fully tested fully documented performant UI debug view in SwiftUI standard providers provided demo app provided ability to listen for value changes (using Combine) simpler APIs ToggleGen CLI, to allow code generation ToggleCipher CLI, to allow encoding/decoding of secrets JustTweakMigrator CLI, to allow a smooth transition from JustTweak Read all about it on the repo's README and on the DocC page. It's on Swift Package Index too. Toggles – Swift Package Index Toggles by TogglesPlatform on the Swift Package Index – Toggles is an elegant and powerful solution to feature flagging for Apple platforms. Learn more There are plans (or at least the desire!) to write a backend with Andrea Scuderi. That'd be really nice! @albertodebo This wasn't planned! It looks like we need to build the backend for #Toggles with #Breeze! pic.twitter.com/OxNovRl70L — andreascuderi (@andreascuderi13) March 26, 2023
The Continuous Integration system used by the mobile teams
- iOS
- Continuous Integration
- Jenkins
- DevOps
In this article, we’ll discuss the way our mobile teams have evolved the Continuous Integration (CI) stack over the recent years.
Originally published on the Just Eat Takeaway Engineering Blog. Overview In this article, we’ll discuss the way our mobile teams have evolved the Continuous Integration (CI) stack over the recent years. We don’t have DevOps engineers in our team and, until recently, we had adopted a singular approach in which CI belongs to the whole team and everyone should be able to maintain it. This has proven to be difficult and extremely time-consuming. The Just Eat side of our newly merged entity has a dedicated team providing continuous integration and deployment tools to their teams but they are heavily backend-centric and there has been little interest in implementing solutions tailored for mobile teams. As is often the case in tech companies, there is a missing link between mobile and DevOps teams. The iOS team is the author and first consumer of the solution described but, as you can see, we have ported the same stack to Android as well. We will mainly focus on the iOS implementation in this article, with references to Android as appropriate. 2016–2020 Historically speaking, the iOS UK app was running on Bitrise because it was decided not to invest time in implementing a CI solution, while the Bristol team was using a Jenkins version installed by a different team. This required manual configuration with custom scripts and it had custom in-house hardware. These are two quite different approaches indeed and, at this stage, things were not great but somehow good enough. It’s fair to say we were still young on the DevOps front. When we merged the teams, it was clear that we wanted to unify the CI solution and the obvious choice for a company of our size was to not use a third-party service, bringing us to invest more and more in Jenkins. Only one team member had good knowledge of Jenkins but the rest of the team showed little interest in learning how to configure and maintain it, causing the stack to eventually become a dumping ground of poorly configured jobs. It was during this time that we introduced Fastlane (making the common tasks portable), migrated the UK app from Bitrise to Jenkins, started running the UI tests on Pull Requests, and other small yet sensible improvements. 2020–2021 Starting in mid-2020 the iOS team has significantly revamped its CI stack and given it new life. The main goals we wanted to achieve (and did by early 2021) were: Revisit the pipelines Clear Jenkins configuration and deployment strategy Make use of AWS Mac instances Reduce the pool size of our mac hardware Share our knowledge across teams better Since the start of the pandemic, we have implemented the pipelines in code (bidding farewell to custom bash scripts), we moved to a monorepo which was a massive step ahead and began using SonarQube even more aggressively. We added Slack reporting and PR Assigner, an internal tool implemented by Andrea Antonioni. We also automated the common release tasks such as cutting and completing a release and uploading the dSYMS to Firebase. We surely invested a lot in optimizing various aspects such as running the UI tests in parallel, making use of shallow repo cloning, We also moved to not checking in the pods within the repo. This, eventually, allowed us to reduce the number of agents for easier infrastructure maintenance. Automating the infrastructure deployment of Jenkins was a fundamental shift compared to the previous setup and we have introduced AWS Mac instances replacing part of the fleet of our in-house hardware. CI system setup Let’s take a look at our stack. Before we start, we’d like to thank Isham Araia for having provided a proof of concept for the configuration and deployment of Jenkins. He talked about it at https://ish-ar.io/jenkins-at-scale/ and it represented a fundamental starting point, saving us several days of researching. Triggering flow Starting from the left, we have our repositories (plural, as some shared dependencies don’t live in the monorepo). The repositories contain the pipelines in the form of Jenkinsfiles and they call into Fastlane lanes. Pretty much every action is a lane, from running the tests to archiving for the App Store to creating the release branches. Changes are raised through pull requests that trigger Jenkins. There are other ways to trigger Jenkins: by user interaction (for things such as completing a release or archiving and uploading the app to App Store Connect) and cron triggers (for things such as building the nightly build, running the tests on the develop branch every 12 hours, or uploading the PACT contract to the broker). Once Jenkins has received the information, it will then schedule the jobs to one of the agents in our pool, which is now made up of 5 agents, 2 in the cloud and 3 in-house mac pros. Reporting flow Now that we’ve talked about the first part of the flow, let’s talk about the flow of information coming back at us. Every PR triggers PR Assigner, a tool that works out a list of reviewers to assign to pull requests and notifies engineers via dedicated Slack channels. The pipelines post on Slack, providing info about all the jobs that are being executed so we can read the history without having to log into Jenkins. We have in place the standard notification flow from Jenkins to GitHub to set the status checks and Jenkins also notifies SonarQube to verify that any change meets the quality standards (namely code coverage percentage and coding rules). We also have a smart lambda named SonarQubeStatusProcessor that reports to GitHub, written by Alan Nichols. This is due to a current limitation of SonarQube, which only allows reporting the status of one SQ project to one GitHub repo. Since we have a monorepo structure we had to come up with this neat customization to report the SQ status for all the modules that have changed as part of the PR. Configuration Let’s see what the new interesting parts of Jenkins are. Other than Jenkins itself and several plugins, it’s important to point out JCasC and Job DSL. JCasC stands for Jenkins Configuration as Code, and it allows you to configure Jenkins via a yaml file. The point here is that nobody should ever touch the Jenkins settings directly from the configuration page, in the same way, one ideally shouldn’t apply configuration changes manually in any dashboard. The CasC file is where we define the Slack integration, the user roles, SSO configuration, the number of agents and so on. We could also define the jobs in CasC but we go a step further than that. We use the Job DSL plugin that allows you to configure the jobs in groovy and in much more detail. One job we configure in the CasC file though is the seed job. This is a simple freestyle job that will go pick the jobs defined with Job DSL and create them in Jenkins. Deployment Let’s now discuss how we can get a configured Jenkins instance on EC2. In other words, how do we deploy Jenkins? We use a combination of tools that are bread and butter for DevOps people. The commands on the left spawn a Docker container that calls into the tools on the right. We start with Packer which allows us to create the AMI (Amazon Machine Image) together with Ansible, allowing us to configure an environment easily (much more easily than Chef or Puppet). Running the create-image command the script will: 1. Create a temporary EC2 instance 2. Connect to the instance and execute an ansible playbook Our playbook encompasses a number of steps, here’s a summary: install the Jenkins version for the given Linux distribution install Nginx copy the SSL cert over configure nginx w/ SSL termination and reverse proxy install the plugins for Jenkins Once the playbook is executed, Packer will export an AMI in EC2 with all of this in it and destroy the instance that was used. With the AMI ready, we can now proceed to deploy our Jenkins. For the actual deployment, we use Terraform which allows us to define our infrastructure in code. The deploy command runs Terraform under the hood to set up the infrastructure, here’s a summary of the task: create an IAM Role + IAM Policy configure security groups create the VPC and subnet to use with a specific CIDER block and the subnet create any private key pair to connect over SSH deploy the instance using a static private IP (it has to be static otherwise the A record in Route53 would break) copy the JCasC configuration file over so that when Jenkins starts it picks that up to configure itself The destroy command runs a “terraform destroy” and destroys everything that was created with the deploy command. Deploy and destroy balance each other out. Now that we have Jenkins up and running, we need to give it some credentials so our pipelines are able to work properly. A neat way of doing this is by having the secrets (SSH keys, Firebase tokens, App Store Connect API Key and so forth) in AWS Secrets Manager which is based on KMS and use a Jenkins plugin to allow Jenkins to access them. It’s important to note that developers don’t have to install Packer, Ansible, Terraform or even the AWS CLI locally because the commands run a Docker container that does the real work with all the tools installed. As a result, the only thing one should have installed is really Docker. CI agents Enough said about Jenkins, it’s time to talk about the agents.As you probably already know, in order to run tests, compile and archive iOS apps we need Xcode, which is only available on macOS, so Linux or Windows instances are not going to cut it. We experimented with the recently introduced AWS Mac instances and they are great, ready out-of-the-box with minimal configuration on our end. What we were hoping to get to with this recent work was the ability to leverage the Jenkins Cloud agents. That would have been awesome because it would have allowed us to: let Jenkins manage the agent instances scale the agent pool according to the load on CI Sadly we couldn't go that far. Limitations are: the bootstrapping of a mac1.metal takes around 15 minutes reusing the dedicated host after having stopped an instance can take up to 3 hours — during that time we just pay for a host that is not usable When you stop or terminate a Mac instance, Amazon EC2 performs a scrubbing workflow on the underlying Dedicated Host to erase the internal SSD, to clear the persistent NVRAM variables, and if needed, to update the bridgeOS software on the underlying Mac mini. This ensures that Mac instances provide the same security and data privacy as other EC2 Nitro instances. It also enables you to run the latest macOS AMIs without manually updating the bridgeOS software. During the scrubbing workflow, the Dedicated Host temporarily enters the pending state. If the bridgeOS software does not need to be updated, the scrubbing workflow takes up to 50 minutes to complete. If the bridgeOS software needs to be updated, the scrubbing workflow can take up to 3 hours to complete. Source: https://docs.aws.amazon.com/AWSEC2/latest/UserGuide/ec2-mac-instances.html In other words: scaling mac instances is not an option and leaving the instances up 24/7 seems to be the easiest option. This is especially valid if your team is distributed and jobs could potentially run over the weekend as well, saving you the hassle of implementing downscaling ahead of the weekend. There are some pricing and instance allocation considerations to make. Note that On-Demand Mac1 Dedicated Hosts have a minimum host allocation and billing duration of 24 hours. “You can purchase Savings Plans to lower your spend on Dedicated Hosts. Savings Plans is a flexible pricing model that provides savings of up to 72% on your AWS compute usage. This pricing model offers lower prices on Amazon EC2 instances usage, regardless of instance family, size, OS, tenancy or AWS Region.” Source: https://aws.amazon.com/ec2/dedicated-hosts/pricing/ The On-Demand rate is $1.207 per hour. I’d like to stress that no CI solution comes for free. I’ve often heard developers indicating that Travis and similar products are cheaper. The truth is that the comparison is not even remotely reasonable: virtual boxes are incredibly slow compared to native Apple hardware and take ridiculous bootstrapping times. Even the smallest projects suffer terribly. One might ask if it’s at least possible to use the same configuration process we used for the Jenkins instance (with Packer and Ansible) but sadly we hit additional limitations: Apple requires 2FA for downloading Xcode via xcode-version Apple requires 2FA for signing into Xcode The above pretty much causes the configuration flow to fall apart making it impossible to configure an instance via Ansible. Cloud agents for Android It was a different story for Android, in which we could easily configure the agent instance with Ansible and therefore leverage the Cloud configuration to allow automatic agent provisioning. This configuration is defined via CasC as everything else. To better control EC2 usage and costs, a few settings come in handy: minimum number of instances (up at all times) minimum number of spare instances (created to accommodate future jobs) instance cap: the maximum number of instances that can be provisioned at the same time idle termination time: how long agents should be kept alive after they have completed the job All of the above allow for proper scaling and a lot less maintenance compared to the iOS setup. A simple setup with 0 instances up at all times allows saving costs overnight and given that in our case the bootstrapping takes only 2 minutes, we can rely on the idle time setting. Conclusions Setting up an in-house CI is never a straightforward process and it requires several weeks of dedicated work. After years of waiting, Apple has announced Xcode Cloud which we believe will drastically change the landscape of continuous integration on iOS. The solution will most likely cause havoc for companies such as Bitrise and CircleCI and it’s reasonable to assume the pricing will be competitive compared to AWS, maybe running on custom hardware that only Apple is able to produce. A shift this big will take time to occur, so we foresee our solution to stay in use for quite some time. We hope to have inspired you on how a possible setup for mobile teams could be and informed you on what are the pros & cons of using EC2 mac instances.

iOS Monorepo & CI Pipelines
- iOS
- Monorepo
- Continuous Integration
- Jenkins
- Cocoapods
We have presented our modular iOS architecture in a previous article and I gave a talk at Swift Heroes 2020 about it. In this article, we’ll analyse the challenges we faced to have the modular architecture integrated with our CI pipelines and the reasoning behind migrating to a monorepo.
Originally published on the Just Eat Takeaway Engineering Blog. We have presented our modular iOS architecture in a previous article and I gave a talk at Swift Heroes 2020 about it. In this article, we’ll analyse the challenges we faced to have the modular architecture integrated with our CI pipelines and the reasoning behind migrating to a monorepo. The Problem Having several modules in separate repositories brings forward 2 main problems: Each module is versioned independently from the consuming app Each change involves at least 2 pull requests: 1 for the module and 1 for the integration in the app While the above was acceptable in a world where we had 2 different codebases, it soon became unnecessarily convoluted after we migrated to a new, global codebase. New module versions are implemented with the ultimate goal of being adopted by the only global codebase in use, making us realise we could simplify the change process. The monorepo approach has been discussed at length by the community for a few years now. Many talking points have come out of these conversations, even leading to an interesting story as told by Uber. In short, it entails putting all the code owned by the team in a single repository, precisely solving the 2 problems stated above. Monorepo structure The main advantage of a monorepo is a streamlined PR process that doesn’t require us to raise multiple PRs, de facto reducing the number of pull requests to one. It also simplifies the versioning, allowing module and app code (ultimately shipped together) to be aligned using the same versioning. The first step towards a monorepo was to move the content of the repositories of the modules to the main app repo (we’ll call it “monorepo” from now on). Since we rely on CocoaPods, the modules would be consumed as development pods. Here’s a brief summary of the steps used to migrate a module to the monorepo: Inform the relevant teams about the upcoming migration Make sure there are no open PRs in the module repo Make the repository read-only and archive it Copy the module to the Modules folder of the monorepo (it’s possible to merge 2 repositories to keep the history but we felt we wanted to keep the process simple, the old history is still available in the old repo anyway) Delete the module .git folder (or it would cause a git submodule) Remove Gemfile and Gemfile.lock fastlane folder, .gitignore file, sonar-project.properties, .swiftlint.yml so to use those in the monorepo Update the monorepo’s CODEOWNERS file with the module codeowners Remove the .github folder Modify the app Podfile to point to the module as a dev pod and install it Make sure all the modules’ demo apps in the monorepo refer to the new module as a dev pod (if they depend on it at all). The same applies to the module under migration. Delete the CI jobs related to the module Leave the podspecs in the private Specs repo (might be needed to build old versions of the app) The above assumes that CI is configured in a way that preserves the same integration steps upon a module change. We’ll discuss them later in this article. Not all the modules could be migrated to the monorepo, due to the fact the second-level dependencies need to live in separate repositories in order to be referenced in the podspec of a development pod. If not done correctly, CocoaPods will not be able to install them. We considered moving these dependencies to the monorepo whilst maintaining separate versioning, however, the main problem with this approach is that the version tags might conflict with the ones of the app. Even though CocoaPods supports tags that don’t respect semantic versioning (for example prepending the tag with the name of the module), violating it just didn’t feel right. EDIT: we’ve learned that it’s possible to move such dependencies to the monorepo. This is done not by defining :path=> in the podspecs but instead by doing so in the Podfile of the main app, which is all Cocoapods needs to work out the location of the dependency on disk. Swift Package Manager considerations We investigated the possibility of migrating from CocoaPods to Apple’s Swift Package Manager. Unfortunately, when it comes to handling the equivalent of development pods, Swift Package Manager really falls down for us. It turns out that Swift Package Manager only supports one package per repo, which is frustrating because the process of working with editable packages is surprisingly powerful and transparent. Version pinning rules While development pods don’t need to be versioned, other modules still need to. This is either because of their open-source nature or because they are second-level dependencies (referenced in other modules’ podspecs). Here’s a revised overview of the current modular architecture in 2021. We categorised our pods to better clarify what rules should apply when it comes to version pinning both in the Podfiles and in the podspecs. Open-Source pods Our open-source repositories on github.com/justeat are only used by the app. Examples: JustTweak, AutomationTools, Shock Pinning in other modules’ podspec: NOT APPLICABLE open-source pods don’t appear in any podspec, those that do are called ‘open-source shared’ Pinning in other modules’ Podfile (demo apps): PIN (e.g. AutomationTools in Orders demo app’s Podfile) Pinning in main app’s Podfile: PIN (e.g. AutomationTools) Open-Source shared pods The Just Eat pods we put open-source on github.com/justeat and are used by modules and apps. Examples: JustTrack, JustLog, ScrollingStackViewController, ErrorUtilities Pinning in other modules’ podspec: PIN w/ optimistic operator (e.g. JustTrack in Orders) Pinning in other modules’ Podfile (demo apps): PIN (e.g. JustTrack in Orders demo app’s Podfile) Pinning in main app’s Podfile: DON’T LIST latest compatible version is picked by CocoaPods (e.g. JustTrack). LIST & PIN if the pod is explicitly used in the app too, so we don’t magically inherit it. Internal Domain pods Domain modules (yellow). Examples: Orders, SERP, etc. Pinning in other modules’ podspec: NOT APPLICABLE domain pods don’t appear in other pods’ podspecs (domain modules don’t depend on other domain modules) Pinning in other modules’ Podfile (demo apps): PIN only if the pod is used in the app code, rarely the case (e.g. Account in Orders demo app’s Podfile) Pinning in main app’s Podfile: PIN (e.g. Orders) Internal Core pods Core modules (blue) minus those open-source. Examples: APIClient, AssetProvider Pinning in other modules’ podspec: NOT APPLICABLE core pods don’t appear in other pods’ podspecs (core modules are only used in the app(s)) Pinning in other modules’ Podfile (demo apps): PIN only if pod is used in the app code (e.g. APIClient in Orders demo app’s Podfile) Pinning in main app’s Podfile: PIN (e.g. NavigationEngine) Internal shared pods Shared modules (green) minus those open-source. Examples: JustUI, JustAnalytics Pinning in other modules’ podspec: DON’T PIN (e.g. JustUI in Orders podspec) Pinning in other modules’ Podfile (demo apps): PIN (e.g. JustUI in Orders demo app’s Podfile) Pinning in main app’s Podfile: PIN (e.g. JustUI) External shared pods Any non-Just Eat pod used by any internal or open-source pod. Examples: Usabilla, SDWebImage Pinning in other modules’ podspec: PIN (e.g. Usabilla in Orders) Pinning in other modules’ Podfile (demo apps): DON’T LIST because the version is forced by the podspec. LIST & PIN if the pod is explicitly used in the app too, so we don’t magically inherit it. Pinning is irrelevant but good practice. Pinning in main app’s Podfile: DON’T LIST because the version is forced by the podspec(s). LIST & PIN if the pod is explicitly used in the app too, so we don’t magically inherit it. Pinning is irrelevant but good practice. External pods Any non-Just Eat pod used by the app only. Examples: Instabug, GoogleAnalytics Pinning in other modules’ podspec: NOT APPLICABLE external pods don’t appear in any podspec, those that do are called ‘external shared’ Pinning in other modules’ Podfile (demo apps): PIN only if the pod is used in the app code, rarely the case (e.g. Promis) Pinning in main app’s Podfile: PIN (e.g. Adjust) Pinning is a good solution because it guarantees that we always build the same software regardless of new released versions of dependencies. It’s also true that pinning every dependency all the time makes the dependency graph hard to keep updated. This is why we decided to allow some flexibility in some cases. Following is some more reasoning. Open-source For “open-source shared” pods, we are optimistic enough (pun intended) to tolerate the usage of the optimistic operator ~> in podspecs of other pods (i.e Orders using JustTrack) so that when a new patch version is released, the consuming pod gets it for free upon running pod update. We have control over our code and, by respecting semantic versioning, we guarantee the consuming pod to always build. In case of new minor or major versions, we would have to update the podspecs of the consuming pods, which is appropriate. Also, we do need to list any “open-source shared” pod in the main app’s Podfile only if directly used by the app code. External We don’t have control over the “external” and “external shared” pods, therefore we always pin the version in the appropriate place. New patch versions might not respect semantic versioning for real and we don’t want to pull in new code unintentionally. As a rule of thumb, we prefer injecting external pods instead of creating a dependency in the podspec. Internal Internal shared pods could change frequently (not as much as domain modules). For this reason, we’ve decided to relax a constraint we had and not to pin the version in the podspec. This might cause the consuming pod to break when a new version of an “internal shared” pod is released and we run pod update. This is a compromise we can tolerate. The alternative would be to pin the version causing too much work to update the podspec of the domain modules. Continuous Integration changes With modules in separate repositories, the CI was quite simply replicating the same steps for each module: install pods run unit tests run UI tests generated code coverage submit code coverage to SonarQube Moving the modules to the monorepo meant creating smart CI pipelines that would run the same steps upon modules’ changes. If a pull request is to change only app code, there is no need to run any step for the modules, just the usual steps for the app: If instead, a pull request applies changes to one or more modules, we want the pipeline to first run the steps for the modules, and then the steps for the app: Even if there are no changes in the app code, module changes could likely impact the app behaviour, so it’s important to always run the app tests. We have achieved the above setup through constructing our Jenkins pipelines dynamically. The solution should scale when new modules are added to the monorepo and for this reason, it’s important that all modules: respect the same project setup (generated by CocoaPods w/ the pod lib create command) use the same naming conventions for the test schemes (UnitTests/ContractTests/UITests) make use of Apple Test Plans are in the same location ( ./Modules/ folder). Following is an excerpt of the code that constructs the modules’ stages from the Jenkinsfile used for pull request jobs. scripts = load "./Jenkins/scripts/scripts.groovy" def modifiedModules = scripts.modifiedModulesFromReferenceBranch(env.CHANGE_TARGET) def modulesThatNeedUpdating = scripts.modulesThatNeedUpdating(env.CHANGE_TARGET) def modulesToRun = (modulesThatNeedUpdating + modifiedModules).unique() sh "echo \"List of modules modified on this branch: ${modifiedModules}\"" sh "echo \"List of modules that need updating: ${modulesThatNeedUpdating}\"" sh "echo \"Pipeline will run the following modules: ${modulesToRun}\"" for (int i = 0; i < modulesToRun.size(); ++i) { def moduleName = modulesToRun[i] stage('Run pod install') { sh "bundle exec fastlane pod_install module:${moduleName}" } def schemes = scripts.testSchemesForModule(moduleName) schemes.each { scheme -> switch (scheme) { case "UnitTests": stage("${moduleName} Unit Tests") { sh "bundle exec fastlane module_unittests \ module_name:${moduleName} \ device:'${env.IPHONE_DEVICE}'" } stage("Generate ${moduleName} code coverage") { sh "bundle exec fastlane generate_sonarqube_coverage_xml" } stage("Submit ${moduleName} code coverage to SonarQube") { sh "bundle exec fastlane sonar_scanner_pull_request \ component_type:'module' \ source_branch:${env.BRANCH_NAME} \ target_branch:${env.CHANGE_TARGET} \ pull_id:${env.CHANGE_ID} \ project_key:'ios-${moduleName}' \ project_name:'iOS ${moduleName}' \ sources_path:'./Modules/${moduleName}/${moduleName}'" } break; case "ContractTests": stage('Install pact mock service') { sh "bundle exec fastlane install_pact_mock_service" } stage("${moduleName} Contract Tests") { sh "bundle exec fastlane module_contracttests \ module_name:${moduleName} \ device:'${env.IPHONE_DEVICE}'" } break; case "UITests": stage("${moduleName} UI Tests") { sh "bundle exec fastlane module_uitests \ module_name:${moduleName} \ number_of_simulators:${env.NUMBER_OF_SIMULATORS} \ device:'${env.IPHONE_DEVICE}'" } break; default: break; } } } and here are the helper functions to make it all work: def modifiedModulesFromReferenceBranch(String referenceBranch) { def script = "git diff --name-only remotes/origin/${referenceBranch}" def filesChanged = sh script: script, returnStdout: true Set modulesChanged = [] filesChanged.tokenize("\n").each { def components = it.split('/') if (components.size() > 1 && components[0] == 'Modules') { def module = components[1] modulesChanged.add(module) } } return modulesChanged } def modulesThatNeedUpdating(String referenceBranch) { def modifiedModules = modifiedModulesFromReferenceBranch(referenceBranch) def allModules = allMonorepoModules() def modulesThatNeedUpdating = [] for (module in allModules) { def podfileLockPath = "Modules/${module}/Example/Podfile.lock" def dependencies = podfileDependencies(podfileLockPath) def dependenciesIntersection = dependencies.intersect(modifiedModules) as TreeSet Boolean moduleNeedsUpdating = (dependenciesIntersection.size() > 0) if (moduleNeedsUpdating == true && modifiedModules.contains(module) == false) { modulesThatNeedUpdating.add(module) } } return modulesThatNeedUpdating } def podfileDependencies(String podfileLockPath) { def dependencies = [] def fileContent = readFile(file: podfileLockPath) fileContent.tokenize("\n").each { line -> def lineComponents = line.split('\\(') if (lineComponents.length > 1) { def dependencyLineSubComponents = lineComponents[0].split('-') if (dependencyLineSubComponents.length > 1) { def moduleName = dependencyLineSubComponents[1].trim() dependencies.add(moduleName) } } } return dependencies } def allMonorepoModules() { def modulesList = sh script: "ls Modules", returnStdout: true return modulesList.tokenize("\n").collect { it.trim() } } def testSchemesForModule(String moduleName) { def script = "xcodebuild -project ./Modules/${moduleName}/Example/${moduleName}.xcodeproj -list" def projectEntitites = sh script: script, returnStdout: true def schemesPart = projectEntitites.split('Schemes:')[1] def schemesPartLines = schemesPart.split(/\n/) def trimmedLined = schemesPartLines.collect { it.trim() } def filteredLines = trimmedLined.findAll { !it.allWhitespace } def allowedSchemes = ['UnitTests', 'ContractTests', 'UITests'] def testSchemes = filteredLines.findAll { allowedSchemes.contains(it) } return testSchemes } You might have noticed the modulesThatNeedUpdating method in the code above. Each module comes with a demo app using the dependencies listed in its Podfile and it’s possible that other monorepo modules are listed there as development pods. This not only means that we have to run the steps for the main app, but also the steps for every module consuming modules that show changes. For example, the Orders demo app uses APIClient, meaning that pull requests with changes in APIClient will generate pipelines including the Orders steps. Pipeline parallelization Something we initially thought was sensible to consider is the parallelisation of the pipelines across different nodes. We use parallelisation for the release pipelines and learned that, while it seems to be a fundamental requirement at first, it soon became apparent not to be so desirable nor truly fundamental for the pull requests pipeline. We’ll discuss our CI setup in a separate article, but suffice to say that we have aggressively optimized it and managed to reduce the agent pool from 10 to 5, still maintaining a good level of service. Parallelisation sensibly complicates the Jenkinsfiles and their maintainability, spreads the cost of checking out the repository across nodes and makes the logs harder to read. The main benefit would come from running the app UI tests on different nodes. In the WWDC session 413, Apple recommends generating the .xctestrun file using the build-for-testing option in xcodebuild and distribute it across the other nodes. Since our app is quite large, such file is also large and transferring it has its costs, both in time and bandwidth usage. All things considered, we decided to keep the majority of our pipelines serial. EDIT: In 2022 we have parallelised our PR pipeline in 4 branches: Validation steps (linting, Fastlane lanes tests, etc.) App unit tests App UI tests (short enough that there's no need to share .xctestrun across nodes) Modified modules unit tests Modified modules UI tests Conclusions We have used the setup described in this article since mid-2020 and we are very satisfied with it. We discussed the pipeline used for the pull requests which is the most relevant one when it comes to embracing a monorepo structure. We have a few more pipelines for various use cases, such as verifying changes in release branches, keeping the code coverage metrics up-to-date with jobs running of triggers, archiving the app for internal usage and for App Store. We hope to have given you some useful insights on how to structure a monorepo and its CI pipelines, especially if you have a structure similar to ours.

The algorithm powering iHarmony
- music
- chords
- scales
- iOS
- swift
- App Store
Problem
I wrote the first version of iHarmony in 2008. It was the very first iOS app I gave birth to, combining my passion for music and programming. I remember buying an iPhone and my first Mac with the precise purpose of jumping on the apps train at a time
Problem I wrote the first version of iHarmony in 2008. It was the very first iOS app I gave birth to, combining my passion for music and programming. I remember buying an iPhone and my first Mac with the precise purpose of jumping on the apps train at a time when it wasn't clear if the apps were there to stay or were just a temporary hype. But I did it, dropped my beloved Ubuntu to join a whole new galaxy. iHarmony was also one of the first 2000 apps on the App Store. Up until the recent rewrite, iHarmony was powered by a manually crafted database containing scales, chords, and harmonization I inputted. What-a-shame! I guess it made sense, I wanted to learn iOS and not to focus on implementing some core logic independent from the platform. Clearly a much better and less error-prone way to go would be to implement an algorithm to generate all the entries based on some DSL/spec. It took me almost 12 years to decide to tackle the problem and I've recently realized that writing the algorithm I wanted was harder than I thought. Also thought was a good idea give SwiftUI a try since the UI of iHarmony is extremely simple but... nope. Since someone on the Internet expressed interest 😉, I wrote this article to explain how I solved the problem of modeling music theory concepts in a way that allows the generation of any sort of scales, chords, and harmonization. I only show the code needed to get a grasp of the overall structure. I know there are other solutions ready to be used on GitHub but, while I don't particularly like any of them, the point of rewriting iHarmony from scratch was to challenge myself, not to reuse code someone else wrote. Surprisingly to me, getting to the solution described here took me 3 rewrites and 2 weeks. Solution The first fundamental building blocks to model are surely the musical notes, which are made up of a natural note and an accidental. enum NaturalNote: String { case C, D, E, F, G, A, B } enum Accidental: String { case flatFlatFlat = "bbb" case flatFlat = "bb" case flat = "b" case natural = "" case sharp = "#" case sharpSharp = "##" case sharpSharpSharp = "###" func applyAccidental(_ accidental: Accidental) throws -> Accidental {...} } struct Note: Hashable, Equatable { let naturalNote: NaturalNote let accidental: Accidental ... static let Dff = Note(naturalNote: .D, accidental: .flatFlat) static let Df = Note(naturalNote: .D, accidental: .flat) static let D = Note(naturalNote: .D, accidental: .natural) static let Ds = Note(naturalNote: .D, accidental: .sharp) static let Dss = Note(naturalNote: .D, accidental: .sharpSharp) ... func noteByApplyingAccidental(_ accidental: Accidental) throws -> Note {...} } Combinations of notes make up scales and chords and they are... many. What's fixed instead in music theory, and therefore can be hard-coded, are the keys (both major and minor) such as: C major: C, D, E, F, G, A, B A minor: A, B, C, D, E, F, G D major: D, E, F#, G, A, B, C# We'll get back to the keys later, but we can surely implement the note sequence for each musical key. typealias NoteSequence = [Note] extension NoteSequence { static let C = [Note.C, Note.D, Note.E, Note.F, Note.G, Note.A, Note.B] static let A_min = [Note.A, Note.B, Note.C, Note.D, Note.E, Note.F, Note.G] static let G = [Note.G, Note.A, Note.B, Note.C, Note.D, Note.E, Note.Fs] static let E_min = [Note.E, Note.Fs, Note.G, Note.A, Note.B, Note.C, Note.D] ... } Next stop: intervals. They are a bit more interesting as not every degree has the same types. Let's split into 2 sets: 2nd, 3rd, 6th and 7th degrees can be minor, major, diminished and augmented 1st (and 8th), 4th and 5th degrees can be perfect, diminished and augmented. We need to use different kinds of "diminished" and "augmented" for the 2 sets as later on we'll have to calculate the accidentals needed to turn an interval into another. Some examples: to get from 2nd augmented to 2nd diminished, we need a triple flat accidental (e.g. in C major scale, from D♯ to D♭♭ there are 3 semitones) to get from 5th augmented to 5th diminished, we need a double flat accidental (e.g. in C major scale, from G♯ to G♭there are 2 semitones) We proceed to hard-code the allowed intervals in music, leaving out the invalid ones (e.g. Interval(degree: ._2, type: .augmented)) enum Degree: Int, CaseIterable { case _1, _2, _3, _4, _5, _6, _7, _8 } enum IntervalType: Int, RawRepresentable { case perfect case minor case major case diminished case augmented case minorMajorDiminished case minorMajorAugmented } struct Interval: Hashable, Equatable { let degree: Degree let type: IntervalType static let _1dim = Interval(degree: ._1, type: .diminished) static let _1 = Interval(degree: ._1, type: .perfect) static let _1aug = Interval(degree: ._1, type: .augmented) static let _2dim = Interval(degree: ._2, type: .minorMajorDiminished) static let _2min = Interval(degree: ._2, type: .minor) static let _2maj = Interval(degree: ._2, type: .major) static let _2aug = Interval(degree: ._2, type: .minorMajorAugmented) ... static let _4dim = Interval(degree: ._4, type: .diminished) static let _4 = Interval(degree: ._4, type: .perfect) static let _4aug = Interval(degree: ._4, type: .augmented) ... static let _7dim = Interval(degree: ._7, type: .minorMajorDiminished) static let _7min = Interval(degree: ._7, type: .minor) static let _7maj = Interval(degree: ._7, type: .major) static let _7aug = Interval(degree: ._7, type: .minorMajorAugmented) } Now it's time to model the keys (we touched on them above already). What's important is to define the intervals for all of them (major and minor ones). enum Key { // natural case C, A_min // sharp case G, E_min case D, B_min case A, Fs_min case E, Cs_min case B, Gs_min case Fs, Ds_min case Cs, As_min // flat case F, D_min case Bf, G_min case Ef, C_min case Af, F_min case Df, Bf_min case Gf, Ef_min case Cf, Af_min ... enum KeyType { case naturalMajor case naturalMinor case flatMajor case flatMinor case sharpMajor case sharpMinor } var type: KeyType { switch self { case .C: return .naturalMajor case .A_min: return .naturalMinor case .G, .D, .A, .E, .B, .Fs, .Cs: return .sharpMajor case .E_min, .B_min, .Fs_min, .Cs_min, .Gs_min, .Ds_min, .As_min: return .sharpMinor case .F, .Bf, .Ef, .Af, .Df, .Gf, .Cf: return .flatMajor case .D_min, .G_min, .C_min, .F_min, .Bf_min, .Ef_min, .Af_min: return .flatMinor } } var intervals: [Interval] { switch type { case .naturalMajor, .flatMajor, .sharpMajor: return [ ._1, ._2maj, ._3maj, ._4, ._5, ._6maj, ._7maj ] case .naturalMinor, .flatMinor, .sharpMinor: return [ ._1, ._2maj, ._3min, ._4, ._5, ._6min, ._7min ] } } var notes: NoteSequence { switch self { case .C: return .C case .A_min: return .A_min ... } } At this point we have all the fundamental building blocks and we can proceed with the implementation of the algorithm. The idea is to have a function that given a key a root interval a list of intervals it works out the list of notes. In terms of inputs, it seems the above is all we need to correctly work out scales, chords, and - by extension - also harmonizations. Mind that the root interval doesn't have to be part of the list of intervals, that is simply the interval to start from based on the given key. Giving a note as a starting point is not good enough since some scales simply don't exist for some notes (e.g. G♯ major scale doesn't exist in the major key, and G♭minor scale doesn't exist in any minor key). Before progressing to the implementation, please consider the following unit tests that should make sense to you: func test_noteSequence_C_1() { let key: Key = .C let noteSequence = try! engine.noteSequence(customKey: key.associatedCustomKey, intervals: [._1, ._2maj, ._3maj, ._4, ._5, ._6maj, ._7maj]) let expectedValue: NoteSequence = [.C, .D, .E, .F, .G, .A, .B] XCTAssertEqual(noteSequence, expectedValue) } func test_noteSequence_withRoot_C_3maj_majorScaleIntervals() { let key = Key.C let noteSequence = try! engine.noteSequence(customKey: key.associatedCustomKey, rootInterval: ._3maj, intervals: [._1, ._2maj, ._3maj, ._4, ._5, ._6maj, ._7maj]) let expectedValue: NoteSequence = [.E, .Fs, .Gs, .A, .B, .Cs, .Ds] XCTAssertEqual(noteSequence, expectedValue) } func test_noteSequence_withRoot_Gsmin_3maj_alteredScaleIntervals() { let key = Key.Gs_min let noteSequence = try! engine.noteSequence(customKey: key.associatedCustomKey, rootInterval: ._3maj, intervals: [._1aug, ._2maj, ._3dim, ._4dim, ._5aug, ._6dim, ._7dim]) let expectedValue: NoteSequence = [.Bs, .Cs, .Df, .Ef, .Fss, .Gf, .Af] XCTAssertEqual(noteSequence, expectedValue) } and here is the implementation. Let's consider a simple case, so it's easier to follow: key = C major root interval = 3maj interval = major scale interval (1, 2maj, 3min, 4, 5, 6maj, 7min) if you music theory allowed you to understand the above unit tests, you would expect the output to be: E, F♯, G, A, B, C♯, D (which is a Dorian scale). Steps: we start by shifting the notes of the C key to position the 3rd degree (based on the 3maj) as the first element of the array, getting the note sequence E, F, G, A, B, C, D; here's the first interesting bit: we then get the list of intervals by calculating the number of semitones from the root to any other note in the sequence and working out the corresponding Interval: 1_perfect, 2_minor, 3_minor, 4_perfect, 5_perfect, 6_minor, 7_minor; we now have all we need to create a CustomKey which is pretty much a Key (with notes and intervals) but instead of being an enum with pre-defined values, is a struct; here's the second tricky part: return the notes by mapping the input intervals. Applying to each note in the custom key the accidental needed to match the desired interval. In our case, the only 2 intervals to 'adjust' are the 2nd and the 6th intervals, both minor in the custom key but major in the list of intervals. So we have to apply a sharp accidental to 'correct' them. 👀 I've used force unwraps in these examples for simplicity, the code might already look complex by itself. class CoreEngine { func noteSequence(customKey: CustomKey, rootInterval: Interval = ._1, intervals: [Interval]) throws -> NoteSequence { // 1. let noteSequence = customKey.shiftedNotes(by: rootInterval.degree) let firstNoteInShiftedSequence = noteSequence.first! // 2. let adjustedIntervals = try noteSequence.enumerated().map { try interval(from: firstNoteInShiftedSequence, to: $1, targetDegree: Degree(rawValue: $0)!) } // 3. let customKey = CustomKey(notes: noteSequence, intervals: adjustedIntervals) // 4. return try intervals.map { let referenceInterval = customKey.firstIntervalWithDegree($0.degree)! let note = customKey.notes[$0.degree.rawValue] let accidental = try referenceInterval.type.accidental(to: $0.type) return try note.noteByApplyingAccidental(accidental) } } } It's worth showing the implementation of the methods used above: private func numberOfSemitones(from sourceNote: Note, to targetNote: Note) -> Int { let notesGroupedBySameTone: [[Note]] = [ [.C, .Bs, .Dff], [.Cs, .Df, .Bss], [.D, .Eff, .Css], [.Ds, .Ef, .Fff], [.E, .Dss, .Ff], [.F, .Es, .Gff], [.Fs, .Ess, .Gf], [.G, .Fss, .Aff], [.Gs, .Af], [.A, .Gss, .Bff], [.As, .Bf, .Cff], [.B, .Cf, .Ass] ] let startIndex = notesGroupedBySameTone.firstIndex { $0.contains(sourceNote)}! let endIndex = notesGroupedBySameTone.firstIndex { $0.contains(targetNote)}! return endIndex >= startIndex ? endIndex - startIndex : (notesGroupedBySameTone.count - startIndex) + endIndex } private func interval(from sourceNote: Note, to targetNote: Note, targetDegree: Degree) throws -> Interval { let semitones = numberOfSemitones(from: sourceNote, to: targetNote) let targetType: IntervalType = try { switch targetDegree { case ._1, ._8: return .perfect ... case ._4: switch semitones { case 4: return .diminished case 5: return .perfect case 6: return .augmented default: throw CustomError.invalidConfiguration ... case ._7: switch semitones { case 9: return .minorMajorDiminished case 10: return .minor case 11: return .major case 0: return .minorMajorAugmented default: throw CustomError.invalidConfiguration } } }() return Interval(degree: targetDegree, type: targetType) } the Note's noteByApplyingAccidental method: func noteByApplyingAccidental(_ accidental: Accidental) throws -> Note { let newAccidental = try self.accidental.apply(accidental) return Note(naturalNote: naturalNote, accidental: newAccidental) } and the Accidental's apply method: func apply(_ accidental: Accidental) throws -> Accidental { switch (self, accidental) { ... case (.flat, .flatFlatFlat): throw CustomError.invalidApplicationOfAccidental case (.flat, .flatFlat): return .flatFlatFlat case (.flat, .flat): return .flatFlat case (.flat, .natural): return .flat case (.flat, .sharp): return .natural case (.flat, .sharpSharp): return .sharp case (.flat, .sharpSharpSharp): return .sharpSharp case (.natural, .flatFlatFlat): return .flatFlatFlat case (.natural, .flatFlat): return .flatFlat case (.natural, .flat): return .flat case (.natural, .natural): return .natural case (.natural, .sharp): return .sharp case (.natural, .sharpSharp): return .sharpSharp case (.natural, .sharpSharpSharp): return .sharpSharpSharp ... } With the above engine ready (and 💯﹪ unit tested!), we can now proceed to use it to work out what we ultimately need (scales, chords, and harmonizations). extension CoreEngine { func scale(note: Note, scaleIdentifier: Identifier) throws -> NoteSequence {...} func chord(note: Note, chordIdentifier: Identifier) throws -> NoteSequence {...} func harmonization(key: Key, harmonizationIdentifier: Identifier) throws -> NoteSequence {...} func chordSignatures(note: Note, scaleHarmonizationIdentifier: Identifier) throws -> [ChordSignature] {...} func harmonizations(note: Note, scaleHarmonizationIdentifier: Identifier) throws -> [NoteSequence] {...} } Conclusions There's more to it but with this post I only wanted to outline the overall idea. The default database is available on GitHub at albertodebortoli/iHarmonyDB. The format used is JSON and the community can now easily suggest additions. Here is how the definition of a scale looks: "scale_dorian": { "group": "group_scales_majorModes", "isMode": true, "degreeRelativeToMain": 2, "inclination": "minor", "intervals": [ "1", "2maj", "3min", "4", "5", "6maj", "7min" ] } and a chord: "chord_diminished": { "group": "group_chords_diminished", "abbreviation": "dim", "intervals": [ "1", "3min", "5dim" ] } and a harmonization: "scaleHarmonization_harmonicMajorScale4Tones": { "group": "group_harmonization_harmonic_major", "inclination": "major", "harmonizations": [ "harmonization_1_major7plus", "harmonization_2maj_minor7dim5", "harmonization_3maj_minor7", "harmonization_4_minor7plus", "harmonization_5_major7", "harmonization_6min_major7plus5sharp", "harmonization_7maj_diminished7" ] } Have to say, I'm pretty satisfied with how extensible this turned out to be. Thanks for reading 🎶
The iOS internationalization basics I keep forgetting
- iOS
- formatting
- date
- currency
- timezone
- locale
- language
Localizations, locales, timezones, date and currency formatting... it's shocking how easy is to forget how they work and how to use them correctly. In this article, I try to summarize the bare minimum one needs to know to add internationalization support to an iOS app.
In this article, I try to summarize the bare minimum one needs to know to add internationalization support to an iOS app. Localizations, locales, timezones, date and currency formatting... it's shocking how easy is to forget how they work and how to use them correctly. After years more than 10 years into iOS development, I decided to write down a few notes on the matter, with the hope that they will come handy again in the future, hopefully not only to me. TL;DR From Apple docs: Date: a specific point in time, independent of any calendar or time zone; TimeZone: information about standard time conventions associated with a specific geopolitical region; Locale: information about linguistic, cultural, and technological conventions for use in formatting data for presentation. Rule of thumb: All DateFormatters should use the locale and the timezone of the device; All NumberFormatter, in particular those with numberStyle set to .currency (for the sake of this article) should use a specific locale so that prices are not shown in the wrong currency. General notes on formatters Let's start by stating the obvious. Since iOS 10, Foundation (finally) provides ISO8601DateFormatter, which, alongside with DateFormatter and NumberFormatter, inherits from Formatter. Formatter locale property timeZone property ISO8601DateFormatter ❌ ✅ DateFormatter ✅ ✅ NumberFormatter ✅ ❌ In an app that only consumes data from an API, the main purpose of ISO8601DateFormatter is to convert strings to dates (String -> Date) more than the inverse. DateFormatter is then used to format dates (Date -> String) to ultimately show the values in the UI. NumberFormatter instead, converts numbers (prices in the vast majority of the cases) to strings (NSNumber/Decimal -> String). Formatting dates 🕗 🕝 🕟 It seems the following 4 are amongst the most common ISO 8601 formats, including the optional UTC offset. A: 2019-10-02T16:53:42 B: 2019-10-02T16:53:42Z C: 2019-10-02T16:53:42-02:00 D: 2019-10-02T16:53:42.974Z In this article I'll stick to these formats. The 'Z' at the end of an ISO8601 date indicates that it is in UTC, not a local time zone. Locales Converting strings to dates (String -> Date) is done using ISO8601DateFormatter objects set up with various formatOptions. Once we have a Date object, we can deal with the formatting for the presentation. Here, the locale is important and things can get a bit tricky. Locales have nothing to do with timezones, locales are for applying a format using a language/region. Locale identifiers are in the form of <language_identifier>_<region_identifier> (e.g. en_GB). We should use the user's locale when formatting dates (Date -> String). Consider a British user moving to Italy, the apps should keep showing a UI localized in English, and the same applies to the dates that should be formatted using the en_GB locale. Using the it_IT locale would show "2 ott 2019, 17:53" instead of the correct "2 Oct 2019 at 17:53". Locale.current, shows the locale set (overridden) in the iOS simulator and setting the language and regions in the scheme's options comes handy for debugging. Some might think that it's acceptable to use Locale.preferredLanguages.first and create a Locale from it with let preferredLanguageLocale = Locale(identifier: Locale.preferredLanguages.first!) and set it on the formatters. I think that doing so is not great since we would display dates using the Italian format but we won't necessarily be using the Italian language for the other UI elements as the app might not have the IT localization, causing an inconsistent experience. In short: don't use preferredLanguages, best to use Locale.current. Apple strongly suggests using en_US_POSIX pretty much everywhere (1, 2). From Apple docs: [...] if you're working with fixed-format dates, you should first set the locale of the date formatter to something appropriate for your fixed format. In most cases the best locale to choose is "en_US_POSIX", a locale that's specifically designed to yield US English results regardless of both user and system preferences. "en_US_POSIX" is also invariant in time (if the US, at some point in the future, changes the way it formats dates, "en_US" will change to reflect the new behaviour, but "en_US_POSIX" will not), and between machines ("en_US_POSIX" works the same on iOS as it does on OS X, and as it it does on other platforms). Once you've set "en_US_POSIX" as the locale of the date formatter, you can then set the date format string and the date formatter will behave consistently for all users. I couldn't find a really valid reason for doing so and quite frankly using the device locale seems more appropriate for converting dates to strings. Here is the string representation for the same date using different locales: en_US_POSIX: May 2, 2019 at 3:53 PM en_GB: 2 May 2019 at 15:53 it_IT: 2 mag 2019, 15:53 The above should be enough to show that en_US_POSIX is not what we want to use in this case, but it has more to do with maintaining a standard for communication across machines. From this article: "[...] Unless you specifically need month and/or weekday names to appear in the user's language, you should always use the special locale of en_US_POSIX. This will ensure your fixed format is actually fully honored and no user settings override your format. This also ensures month and weekday names appear in English. Without using this special locale, you may get 24-hour format even if you specify 12-hour (or visa-versa). And dates sent to a server almost always need to be in English." Timezones Stating the obvious one more time: Greenwich Mean Time (GMT) is a time zone while Coordinated Universal Time (UTC) is a time standard. There is no time difference between them. Timezones are fundamental to show the correct date/time in the final text shown to the user. The timezone value is taken from macOS and the iOS simulator inherits it, meaning that printing TimeZone.current, shows the timezone set in the macOS preferences (e.g. Europe/Berlin). Show me some code Note that in the following example, we use GMT (Greenwich Mean Time) and CET (Central European Time), which is GMT+1. Mind that it's best to reuse formatters since the creation is expensive. class CustomDateFormatter { private let dateFormatter: DateFormatter = { let dateFormatter = DateFormatter() dateFormatter.dateStyle = .medium dateFormatter.timeStyle = .short return dateFormatter }() private let locale: Locale private let timeZone: TimeZone init(locale: Locale = .current, timeZone: TimeZone = .current) { self.locale = locale self.timeZone = timeZone } func string(from date: Date) -> String { dateFormatter.locale = locale dateFormatter.timeZone = timeZone return dateFormatter.string(from: date) } } let stringA = "2019-11-02T16:53:42" let stringB = "2019-11-02T16:53:42Z" let stringC = "2019-11-02T16:53:42-02:00" let stringD = "2019-11-02T16:53:42.974Z" // The ISO8601DateFormatter's extension (redacted) // internally uses multiple formatters, each one set up with different // options (.withInternetDateTime, .withFractionalSeconds, withFullDate, .withTime, .withColonSeparatorInTime) // to be able to parse all the formats. // timeZone property is set to GMT. let dateA = ISO8601DateFormatter.date(from: stringA)! let dateB = ISO8601DateFormatter.date(from: stringB)! let dateC = ISO8601DateFormatter.date(from: stringC)! let dateD = ISO8601DateFormatter.date(from: stringD)! var dateFormatter = CustomDateFormatter(locale: Locale(identifier: "en_GB"), timeZone: TimeZone(identifier: "GMT")!) dateFormatter.string(from: dateA) // 2 Nov 2019 at 16:53 dateFormatter.string(from: dateB) // 2 Nov 2019 at 16:53 dateFormatter.string(from: dateC) // 2 Nov 2019 at 18:53 dateFormatter.string(from: dateD) // 2 Nov 2019 at 16:53 dateFormatter = CustomDateFormatter(locale: Locale(identifier: "it_IT"), timeZone: TimeZone(identifier: "CET")!) dateFormatter.string(from: dateA) // 2 nov 2019, 17:53 dateFormatter.string(from: dateB) // 2 nov 2019, 17:53 dateFormatter.string(from: dateC) // 2 nov 2019, 19:53 dateFormatter.string(from: dateD) // 2 nov 2019, 17:53 Using the CET timezone also for ISO8601DateFormatter, the final string produced for dateA would respectively be "15:53" when formatted with GMT and "16:53" when formatted with CET. As long as the string passed to ISO8601DateFormatter is in UTC, it's irrelevant to set the timezone on the formatter. Apple suggests to set the timeZone property to UTC with TimeZone(secondsFromGMT: 0), but this is irrelevant if the string representing the date already includes the timezone. If your server returns a string representing a date that is not in UTC, it's probably because of one of the following 2 reasons: it's not meant to be in UTC (questionable design decision indeed) and therefore the timezone of the device should be used instead; the backend developers implemented it wrong and they should add the 'Z 'at the end of the string if what they intended is to have the date in UTC. In short: All DateFormatters should have timezone and locale set to .current and avoid handling non-UTC string if possible. Formatting currencies € $ ¥ £ The currency symbol and the formatting of a number should be defined via a Locale, and they shouldn't be set/changed on the NumberFormatter. Don't use the user's locale (Locale.current) because it could be set to a region not supported by the app. Let's consider the example of a user's locale to be en_US, and the app to be available only for the Italian market. We must set a locale Locale(identifier: "it_IT") on the formatter, so that: prices will be shown only in Euro (not American Dollar) the format used will be the one of the country language (for Italy, "12,34 €", not any other variation such as "€12.34") class CurrencyFormatter { private let locale: Locale init(locale: Locale = .current) { self.locale = locale } func string(from decimal: Decimal, overriddenCurrencySymbol: String? = nil) -> String { let formatter = NumberFormatter() formatter.numberStyle = .currency if let currencySymbol = overriddenCurrencySymbol { // no point in doing this on a NumberFormatter ❌ formatter.currencySymbol = currencySymbol } formatter.locale = locale return formatter.string(from: decimal as NSNumber)! } } let itCurrencyFormatter = CurrencyFormatter(locale: Locale(identifier: "it_IT")) let usCurrencyFormatter = CurrencyFormatter(locale: Locale(identifier: "en_US")) let price1 = itCurrencyFormatter.string(from: 12.34) // "12,34 €" ✅ let price2 = usCurrencyFormatter.string(from: 12.34) // "$12.34" ✅ let price3 = itCurrencyFormatter.string(from: 12.34, overriddenCurrencySymbol: "₿") // "12,34 ₿" ❌ let price4 = usCurrencyFormatter.string(from: 12.34, overriddenCurrencySymbol: "₿") // "₿ 12.34" ❌ In short: All NumberFormatters should have the locale set to the one of the country targeted and no currencySymbol property overridden (it's inherited from the locale). Languages 🇬🇧 🇮🇹 🇳🇱 Stating the obvious one more time, but there are very rare occasions that justify forcing the language in the app: func setLanguage(_ language: String) { let userDefaults = UserDefaults.standard userDefaults.set([language], forKey: "AppleLanguages") } The above circumvents the Apple localization mechanism and needs an app restart, so don't do it and localize the app by the book: add localizations in Project -> Localizations; create a Localizable.strings file and tap the localize button in the inspector; always use NSLocalizedString() in code. Let's consider this content of Localizable.strings (English): "kHello" = "Hello"; "kFormatting" = "Some formatting 1. %@ 2. %d."; and this for another language (e.g. Italian) Localizable.strings (Italian): "kHello" = "Ciao"; "kFormatting" = "Esempio di formattazione 1) %@ 2) %d."; Simple localization Here's the trivial example: let localizedString = NSLocalizedString("kHello", comment: "") If Locale.current.languageCode is it, the value would be 'Ciao', and 'Hello' otherwise. Formatted localization For formatted strings, use the following: let stringWithFormats = NSLocalizedString("kFormatting", comment: "") String.localizedStringWithFormat(stringWithFormats, "some value", 3) As before, if Locale.current.languageCode is it, value would be 'Esempio di formattazione 1) some value 2) 3.', and 'Some formatting 1) some value 2) 3.' otherwise. Plurals localization For plurals, create a Localizable.stringsdict file and tap the localize button in the inspector. Localizable.strings and Localizable.stringsdict are independent, so there are no cross-references (something that often tricked me). Here is a sample content: <dict> <key>kPlurality</key> <dict> <key>NSStringLocalizedFormatKey</key> <string>Interpolated string: %@, interpolated number: %d, interpolated variable: %#@COUNT@.</string> <key>COUNT</key> <dict> <key>NSStringFormatSpecTypeKey</key> <string>NSStringPluralRuleType</string> <key>NSStringFormatValueTypeKey</key> <string>d</string> <key>zero</key> <string>nothing</string> <key>one</key> <string>%d object</string> <key>two</key> <string></string> <key>few</key> <string></string> <key>many</key> <string></string> <key>other</key> <string>%d objects</string> </dict> </dict> </dict> Localizable.stringsdict undergo the same localization mechanism of its companion Localizable.strings. It's mandatory to only implement 'other', but an honest minimum includes 'zero', 'one', and 'other'. Given the above content, the following code should be self-explanatory: let localizedHello = NSLocalizedString("kHello", comment: "") // from Localizable.strings let stringWithPlurals = NSLocalizedString("kPlurality", comment: "") // from Localizable.stringsdict String.localizedStringWithFormat(stringWithPlurals, localizedHello, 42, 1) With the en language, the value would be 'Interpolated string: Hello, interpolated number: 42, interpolated variable: 1 object.'. Use the scheme's option to run with a specific Application Language (it will change the current locale language and therefore also the output of the DateFormatters). If the language we've set or the device language are not supported by the app, the system falls back to en. References https://en.wikipedia.org/wiki/ISO_8601 https://nsdateformatter.com/ https://foragoodstrftime.com/ https://epochconverter.com/ So... that's all folks. 🌍

Modular iOS Architecture @ Just Eat
- iOS
- Just Eat
- architecture
- modulrization
- Cocoapods
The journey towards a modular architecture taken by the Just Eat iOS team.
The journey we took to restructure our mobile apps towards a modular architecture. Originally published on the Just Eat Engineering Blog. Overview Modular mobile architectures have been a hot topic over the past 2 years, counting a plethora of articles and conference talks. Almost every big company promoted and discussed modularization publicly as a way to scale big projects. At Just Eat, we jumped on the modular architecture train probably before it was mainstream and, as we'll discuss in this article, the root motivation was quite peculiar in the industry. Over the years (2016-2019), we've completely revamped our iOS products from the ground up and learned a lot during this exciting and challenging journey. There is so much to say about the way we structured our iOS stack that it would probably deserve a series of articles, some of which have previously been posted. Here we summarize the high-level iOS architecture we crafted, covering the main aspects in a way concise enough for the reader to get a grasp of them and hopefully learn some valuable tips. Modular Architecture Lots of information can be found online on modular architectures. In short: A modular architecture is a software design technique that emphasizes separating the functionality of a program into independent, interchangeable modules, such that each one contains everything necessary to execute only one aspect of the desired functionality. Note that modular design applies to the code you own. A project with several third-party dependencies but no sensible separation for the code written by your team is not considered modular. A modular design is more about the principle rather than the specific technology. One could achieve it in a variety of ways and with different tools. Here are some key points and examples that should inform the decision of the ifs and the hows of implementing modularization: Business reasons The company requires that parts of the codebase are reused and shared across projects, products, and teams; The company requires multiple products to be unified into a single one. Tech reasons The codebase has grown to a state where things become harder and harder to maintain and to iterate over; Development is slowed down due to multiple developers working on the same monolithic codebase; Besides reusing code, you need to port functionalities across projects/products. Multiple teams The company structured teams following strategic models (e.g. Spotify model) and functional teams only work on a subset of the final product; Ownership of small independent modules distributed across teams enables faster iterations; The much smaller cognitive overhead of working on a smaller part of the whole product can vastly simplify the overall development. Pre-existing knowledge Members of the team might already be familiar with specific solutions (Carthage, CocoaPods, Swift Package Manager, manual frameworks setup within Xcode). In the case of a specific familiarity with a system, it's recommended to start with it since all solutions come with pros and cons and there's not a clear winner at the time of writing. Modularizing code (if done sensibly) is almost always a good thing: it enforces separation of concerns, keeps complexity under control, allows faster development, etc. It has to be said that it's not necessarily what one needs for small projects and its benefits become tangible only after a certain complexity threshold is crossed. Journey to a new architecture In 2014, Just Eat was a completely different environment from today and back then the business decided to split the tech department into separate departments: one for UK and one for the other countries. While this was done with the best intentions to allow faster evolution in the main market (UK), it quickly created a hard division between teams, services, and people. In less than 6 months, the UK and International APIs and consumer clients deeply diverged introducing country-specific logic and behaviors. By mid-2016 the intent of "merging back" into a single global platform was internally announced and at that time it almost felt like a company acquisition. This is when we learned the importance of integrating people before technology. The teams didn’t know each other very well and became reasonably territorial on their codebase. It didn’t help that the teams span multiple cities. It's understandable that getting to an agreement on how going back to a single, global, and unified platform took months. The options we considered spanned from rewriting the product from scratch to picking one of the two existing ones and make it global. A complete rewrite would have eventually turned out to be a big-bang release with the risk of regressions being too high; not something sensible or safe to pursue. Picking one codebase over the other would have necessarily let down one of the two teams and caused the re-implementation of some missing features present in the other codebase. At that time, the UK project was in a better shape and new features were developed for the UK market first. The international project was a bit behind due to the extra complexity of supporting multiple countries and features being too market-specific. During that time, the company was also undergoing massive growth and with multiple functional teams having been created internally, there was an increasing need to move towards modularization. Therefore, we decided to gradually and strategically modularize parts of the mobile products and onboard them onto the other codebase in a controlled and safe way. In doing so, we took the opportunity to deeply refactor and, in the vast majority of the cases, rewrite parts in their entirety enabling new designs, better tests, higher code coverage, and - holistically - a fully Swift codebase. We knew that the best way to refactor and clean up the code was by following a bottom-up approach. We started with the foundations to solve small and well-defined problems - such as logging, tracking, theming - enabling the team to learn to think modular. We later moved to isolating big chunks of code into functional modules to be able to onboard them into the companion codebase and ship them on a phased rollout. We soon realized we needed a solid engine to handle run-time configurations and remote feature flagging to allow switching ON and OFF features as well as entire modules. As discussed in a previous article, we developed JustTweak to achieve this goal. At the end of the journey, the UK and the International projects would look very similar, sharing a number of customizable modules, and differing only in the orchestration layer in the apps. The Just Eat iOS apps are far bigger and more complex than they might look at first glance. Generically speaking, merging different codebases takes orders of magnitude longer than separating them, and for us, it was a process that took over 3 years, being possible thanks to unparalleled efforts of engineers brought to work together. Over this time, the whole team learned a lot, from the basics of developing code in isolation to how to scale a complex system. Holistic Design 🤘 The following diagram outlines the modular architecture in its entirety as it is at the time of writing this article (December 2019). We can appreciate a fair number of modules clustered by type and the different consumer apps. Modular iOS architecture - holistic design Whenever possible, we took the opportunity to abstract some modules having them in a state that allows open-sourcing the code. All of our open-source modules are licensed under Apache 2 and can be found at github.com/justeat. Apps Due to the history of Just Eat described above, we build different apps per country per brand from different codebases All the modularization work we did bottom-up brought us to a place where the apps differ only in the layer orchestrating the modules. With all the consumer-facing features been moved to the domain modules, there is very little code left in the apps. Domain Modules Domain modules contain features specific to an area of the product. As the diagram above shows, the sum of all those parts makes up the Just Eat apps. These modules are constantly modified and improved by our teams and updating the consumer apps to use newer versions is an explicit action. We don't particularly care about backward compatibility here since we are the sole consumers and it's common to break the public interface quite often if necessary. It might seem at first that domain modules should depend on some Core modules (e.g. APIClient) but doing so would complicate the dependency tree as we'll discuss further in the "Dependency Management" section of this article. Instead, we inject core modules' services, simply making them conformant to protocols defined in the domain module. In this way, we maintain a good abstraction and avoid tangling the dependency graph. Core & Shared modules The Core and Shared modules represent the foundations of our stack, things like: custom UI framework theming engine logging, tracking, and analytics libraries test utilities client for all the Just Eat APIs feature flagging and experimentation engine and so forth. These modules - which are sometimes also made open-source - should not change frequently due to their nature. Here backward compatibility is important and we deprecate old APIs when introducing new ones. Both apps and domain modules can have shared modules as dependencies, while core modules can only be used by the apps. Updating the backbone of a system requires the propagation of the changes up in the stack (with its maintenance costs) and for this reason, we try to keep the number of shared modules very limited. Structure of a module As we touched on in previous articles, one of our fundamental principles is "always strive to find solutions to problems that are scalable and hide complexity as much as possible". We are almost obsessed with making things as simple as they can be. When building a module, our root principle is: Every module should be well tested, maintainable, readable, easily pluggable, and reasonably documented. The order of the adjectives implies some sort of priority. First of all, the code must be unit tested, and in the case of domain modules, UI tests are required too. Without reasonable code coverage, no code is shipped to production. This is the first step to code maintainability, where maintainable code is intended as "code that is easy to modify or extend". Readability is down to reasonable design, naming convention, coding standards, formatting, and all that jazz. Every module exposes a Facade that is very succinct, usually no more than 200 lines long. This entry point is what makes a module easily pluggable. In our module blueprint, the bare minimum is a combination of a facade class, injected dependencies, and one or more configuration objects driving the behavior of the module (leveraging the underlying feature flagging system powered by JustTweak discussed in a previous article). The facade should be all a developer needs to know in order to consume a module without having to look at implementation details. Just to give you an idea, here is an excerpt from the generated public interface of the Account module (not including the protocols): public typealias PasswordManagementService = ForgottenPasswordServiceProtocol & ResetPasswordServiceProtocol public typealias AuthenticationService = LoginServiceProtocol & SignUpServiceProtocol & PasswordManagementService & RecaptchaServiceProtocol public typealias UserAccountService = AccountInfoServiceProtocol & ChangePasswordServiceProtocol & ForgottenPasswordServiceProtocol & AccountCreditServiceProtocol public class AccountModule { public init(settings: Settings, authenticationService: AuthenticationService, userAccountService: UserAccountService, socialLoginServices: [SocialLoginService], userInfoProvider: UserInfoProvider) public func startLogin(on viewController: UIViewController) -> FlowCoordinator public func startResetPassword(on viewController: UIViewController, token: Token) -> FlowCoordinator public func startAccountInfo(on navigationController: UINavigationController) -> FlowCoordinator public func startAccountCredit(on navigationController: UINavigationController) -> FlowCoordinator public func loginUsingSharedWebCredentials(handler: @escaping (LoginResult) -> Void) } Domain module public interface example (Account module) We believe code should be self-descriptive and we tend to put comments only on code that really deserves some explanation, very much embracing John Ousterhout's approach described in A Philosophy of Software Design. Documentation is mainly relegated to the README file and we treat every module as if it was an open-source project: the first thing consumers would look at is the README file, and so we make it as descriptive as possible. Overall design We generate all our modules using CocoaPods via $ pod lib create which creates the project with a standard template generating the Podfile, podspec, and demo app in a breeze. The podspec could specify additional dependencies (both third-party and Core modules) that the demo app's Podfile could specify core modules dependencies alongside the module itself which is treated as a development pod as per standard setup. The backbone of the module, which is the framework itself, encompasses both business logic and UI meaning that both source and asset files are part of it. In this way, the demo apps are very much lightweight and only showcase module features that are implemented in the framework. The following diagram should summarize it all. Design of a module with Podfile and podspec examples Demo Apps Every module comes with a demo app we give particular care to. Demo apps are treated as first-class citizens and the stakeholders are both engineers and product managers. They massively help to showcase the module features - especially those under development - vastly simplify collaboration across Engineering, Product, and Design, and force a good mock-based test-first approach. Following is a SpringBoard page showing our demo apps, very useful to individually showcase all the functionalities implemented over time, some of which might not surface in the final product to all users. Some features are behind experiments, some still in development, while others might have been retired but still present in the modules. Every demo app has a main menu to: access the features force a specific language toggle configuration flags via JustTweak customize mock data We show the example of the Account module demo app on the right. Domain modules demo apps Internal design It's worth noting that our root principle mentioned above does not include any reference to the internal architecture of a module and this is intentional. It's common for iOS teams in the industry to debate on which architecture to adopt across the entire codebase but the truth is that such debate aims to find an answer to a non-existing problem. With an increasing number of modules and engineers, it's fundamentally impossible to align on a single paradigm shared and agreed upon by everyone. Betting on a single architectural design would ultimately let down some engineers who would complain down the road that a different design would have played out better. We decided to stick with the following rule of thumb: Developers are free to use the architectural design they feel would work better for a given problem. This approach brought us to have a variety of different designs - spanning from simple old-school MVC, to a more evolved VIPER - and we constantly learn from each other's code. What's important at the end of the day is that techniques such as inversion of control, dependency injection, and more generally the SOLID principles, are used appropriately to embrace our root principle. Dependency Management We rely heavily on CocoaPods since we adopted it in the early days as it felt like the best and most mature choice at the time we started modularizing our codebase. We think this still holds at the time of writing this article but we can envision a shift to SPM (Swift Package Manager) in 1-2 years time. With a growing number of modules, comes the responsibility of managing the dependencies between them. No panacea can cure dependency hell, but one should adopt some tricks to keep the complexity of the stack under reasonable control. Here's a summary of what worked for us: Always respect semantic versioning; Keep the dependency graph as shallow as possible. From our apps to the leaves of the graph there are no more than 2 levels; Use a minimal amount of shared dependencies. Be aware that every extra level with shared modules brings in higher complexity; Reduce the number of third-party libraries to the bare minimum. Code that's not written and owned by your team is not under your control; Never make modules within a group (domain, core, shared) depend on other modules of the same group; Automate the publishing of new versions. When a pull request gets merged into the master branch, it must also contain a version change in the podspec. Our continuous integration system will automatically validate the podspec, publish it to our private spec repository, and in just a matter of minutes the new version becomes available; Fix the version for dependencies in the Podfile. Whether it is a consumer app or a demo app, we want both our modules and third-party libraries not to be updated unintentionally. It's acceptable to use the optimistic operator for third-party libraries to allow automatic updates of new patch versions; Fix the version for third-party libraries in the modules' podspec. This guarantees that modules' behavior won't change in the event of changes in external libraries. Failing to do so would allow defining different versions in the app's Podfile, potentially causing the module to not function correctly or even to not compile; Do not fix the version for shared modules in the modules' podspec. In this way, we let the apps define the version in the Podfile, which is particularly useful for modules that change often, avoiding the hassle of updating the version of the shared modules in every podspec referencing it. If a new version of a shared module is not backward compatible with the module consuming it, the failure would be reported by the continuous integration system as soon as a new pull request gets raised. A note on the Monorepo approach When it comes to dependency management it would be unfair not to mention the opinable monorepo approach. Monorepos have been discussed quite a lot by the community to pose a remedy to dependency management (de facto ignoring it), some engineers praise them, others are quite contrary. Facebook, Google, and Uber are just some of the big companies known to have adopted this technique, but in hindsight, it's still unclear if it was the best decision for them. In our opinion, monorepos can sometimes be a good choice. For example, in our case, a great benefit a monorepo would give us is the ability to prepare a single pull request for both implementing a code change in a module and integrating it into the apps. This will have an even greater impact when all the Just Eat consumer apps are globalized into a single codebase. Onwards and upwards Modularizing the iOS product has been a long journey and the learnings were immense. All in all, it took more than 3 years, from May 2016 to October 2019, always balancing tech and product improvements. Our natural next step is unifying the apps into a single global project, migrating the international countries over to the UK project to ultimately reach the utopian state of having a single global app. All the modules have been implemented in a fairly abstract way and following a white labeling approach, allowing us to extend support to new countries and onboard acquired companies in the easiest possible way.

Lessons learned from handling JWT on mobile
- iOS
- Authorization
- JWT
- Token
- mobile
Implementing Authorization on mobile can be tricky. Here are some recommendations to avoid common issues.
Originally published on the Just Eat Engineering Blog.
OverviewModern mobile apps are more complicated than they used to be back in the early days and developers have to face a variety of interesting problems.
Implementing Authorization on mobile can be tricky. Here are some recommendations to avoid common issues. Originally published on the Just Eat Engineering Blog. Overview Modern mobile apps are more complicated than they used to be back in the early days and developers have to face a variety of interesting problems. While we've put in our two cents on some of them in previous articles, this one is about authorization and what we have learned by handling JWT on mobile at Just Eat. When it comes to authorization, it's standard practice to rely on OAuth 2.0 and the companion JWT (JSON Web Token). We found this important topic was rarely discussed online while much attention was given to new proposed implementations of network stacks, maybe using recent language features or frameworks such as Combine. We'll illustrate the problems we faced at Just Eat for JWT parsing, usage, and (most importantly) refreshing. You should be able to learn a few things on how to make your app more stable by reducing the chance of unauthorized requests allowing your users to virtually always stay logged in. What is JWT JWT stands for JSON Web Token and is an open industry standard used to represent claims transferred between two parties. A signed JWT is known as a JWS (JSON Web Signature). In fact, a JWT has either to be JWS or JWE (JSON Web Encryption). RFC 7515, RFC 7516, and RFC 7519 describe the various fields and claims in detail. What is relevant for mobile developers is the following: JWT is composed of 3 parts dot-separated: Header, Payload, Signature. The Payload is the only relevant part. The Header identifies which algorithm is used to generate the signature. There are reasons for not verifying the signature client-side making the Signature part irrelevant too. JWT has an expiration date. Expired tokens should be renewed/refreshed. JWT can contain any number of extra information specific to your service. It's common practice to store JWTs in the app keychain. Here is a valid and very short token example, courtesy of jwt.io/ which we recommend using to easily decode tokens for debugging purposes. It shows 3 fragments (base64 encoded) concatenated with a dot. eyJhbGciOiJIUzI1NiIsInR5cCI6IkpXVCJ9.eyJzdWIiOiIxMjM0NTY3ODkwIiwibmFtZSI6IkpvaG4gRG9lIiwiaWF0IjoxNTE2MjM5MDIyLCJleHAiOjE1Nzc3NTA0MDB9.7hgBhNK_ZpiteB3GtLh07KJ486Vfe3WAdS-XoDksJCQ The only field relevant to this document is exp (Expiration Time), part of Payload (the second fragment). This claim identifies the time after which the JWT must not be accepted. In order to accept a JWT, it's required that the current date/time must be before the expiration time listed in the exp claim. It's accepted practice for implementers to consider for some small leeway, usually no more than a few minutes, to account for clock skew. N.B. Some API calls might demand the user is logged in (user-authenticated calls), and others don't (non-user-authenticated calls). JWT can be used in both cases, marking a distinction between Client JWT and User JWT we will refer to later on. The token refresh problem By far the most significant problem we had in the past was the renewal of the token. This seems to be something taken for granted by the mobile community, but in reality, we found it to be quite a fragile part of the authentication flow. If not done right, it can easily cause your customers to end up being logged out, with the consequent frustration we all have experienced as app users. The Just Eat app makes multiple API calls at startup: it fetches the order history to check for in-flight orders, fetches the most up-to-date consumer details, etc. If the token is expired when the user runs the app, a nasty race condition could cause the same refresh token to be used twice, causing the server to respond with a 401 and subsequently logging the user out on the app. This can also happen during normal execution when multiple API calls are performed very close to each other and the token expires prior to those. It gets trickier if the client and the server clocks are sensibly off sync: while the client might believe to be in possession of a valid token, it has already expired. The following diagram should clarify the scenario. Common misbehavior I couldn't find a company (regardless of size) or indie developer who had implemented a reasonable token refresh mechanism. The common approach seems to be: to refresh the token whenever an API call fails with 401 Unauthorized. This is not only causing an extra call that could be avoided by locally checking if the token has expired, but it also opens the door for the race condition illustrated above. Avoid race conditions when refreshing the token 🚦 We'll explain the solution with some technical details and code snippets but what what's more important is that the reader understands the root problem we are solving and why it should be given the proper attention. The more we thought about it, we more we convinced ourselves that the best way to shield ourselves from race conditions is by using threading primitives when scheduling async requests to fetch a valid token. This means that all the calls would be regulated via a filter that would hold off subsequent calls to fire until a valid token is retrieved, either from local storage or, if a refresh is needed, from the remote OAuth server. We'll show examples for iOS, so we've chosen dispatch queues and semaphores (using GCD); fancier and more abstract ways of implementing the solution might exist - in particular by leveraging modern FRP techniques - but ultimately the same primitives are used. For simplicity, let's assume that only user-authenticated API requests need to provide a JWT, commonly put in the Authorization header: Authorization: Bearer <jwt-token> The code below implements the "Get valid JWT" box from the following flowchart. The logic within this section is the one that must be implemented in mutual exclusion, in our solution, by using the combination of a serial queue and a semaphore. Here is just the minimum amount of code (Swift) needed to explain the solution. typealias Token = String typealias AuthorizationValue = String struct UserAuthenticationInfo { let bearerToken: Token // the JWT let refreshToken: Token let expiryDate: Date // computed on creation from 'exp' claim var isValid: Bool { return expiryDate.compare(Date()) == .orderedDescending } } protocol TokenRefreshing { func refreshAccessToken(_ refreshToken: Token, completion: @escaping (Result<UserAuthenticationInfo, Error>) -> Void) } protocol AuthenticationInfoStorage { var userAuthenticationInfo: UserAuthenticationInfo? func persistUserAuthenticationInfo(_ authenticationInfo: UserAuthenticationInfo?) func wipeUserAuthenticationInfo() } class AuthorizationValueProvider { private let authenticationInfoStore: AuthenticationInfoStorage private let tokenRefreshAPI: TokenRefreshing private let queue = DispatchQueue(label: <#label#>, qos: .userInteractive) private let semaphore = DispatchSemaphore(value: 1) init(tokenRefreshAPI: TokenRefreshing, authenticationInfoStore: AuthenticationInfoStorage) { self.tokenRefreshAPI = tokenRefreshAPI self.authenticationInfoStore = authenticationInfoStore } func getValidUserAuthorization(completion: @escaping (Result<AuthorizationValue, Error>) -> Void) { queue.async { self.getValidUserAuthorizationInMutualExclusion(completion: completion) } } } Before performing any user-authenticated request, the network client asks an AuthorizationValueProvider instance to provide a valid user Authorization value (the JWT). It does so via the async method getValidUserAuthorization which uses a serial queue to handle the requests. The chunky part is the getValidUserAuthorizationInMutualExclusion. private func getValidUserAuthorizationInMutualExclusion(completion: @escaping (Result<AuthorizationValue, Error>) -> Void) { semaphore.wait() guard let authenticationInfo = authenticationInfoStore.userAuthenticationInfo else { semaphore.signal() let error = // forge an error for 'missing authorization' completion(.failure(error)) return } if authenticationInfo.isValid { semaphore.signal() completion(.success(authenticationInfo.bearerToken)) return } tokenRefreshAPI.refreshAccessToken(authenticationInfo.refreshToken) { result in switch result { case .success(let authenticationInfo): self.authenticationInfoStore.persistUserAuthenticationInfo(authenticationInfo) self.semaphore.signal() completion(.success(authenticationInfo.bearerToken)) case .failure(let error) where error.isClientError: self.authenticationInfoStore.wipeUserAuthenticationInfo() self.semaphore.signal() completion(.failure(error)) case .failure(let error): self.semaphore.signal() completion(.failure(error)) } } } The method could fire off an async call to refresh the token, and this makes the usage of the semaphore crucial. Without it, the next request to AuthorizationValueProvider would be popped from the queue and executed before the remote refresh completes. The semaphore is initialised with a value of 1, meaning that only one thread can access the critical section at a given time. We make sure to call wait at the beginning of the execution and to call signal only when we have a result and therefore ready to leave the critical section. If the token found in the local store is still valid, we simply return it, otherwise, it's time to request a new one. In the latter case, if all goes well, we persist the token locally and allow the next request to access the method, in the case of an error, we should be careful and wipe the token only if the error is a legit client error (2xx range). This includes also the usage of a refresh token that is not valid anymore, which could happen, for instance, if the user resets the password on another platform/device. It's critical to not delete the token from the local store in the case of any other error, such as 5xx or the common Foundation's NSURLErrorNotConnectedToInternet (-1009), or else the user would unexpectedly be logged out. It's also important to note that the same AuthorizationValueProvider instance must be used by all the calls: using different ones would mean using different queues making the entire solution ineffective. It seemed clear that the network client we developed in-house had to embrace JWT refresh logic at its core so that all the API calls, even new ones that will be added in the future would make use of the same authentication flow. General recommendations Here are a couple more (minor) suggestions we thought are worth sharing since they might save you implementation time or influence the design of your solution. Correctly parse the Payload Another problem - even though quite trivial and that doesn't seem to be discussed much - is the parsing of the JWT, that can fail in some cases. In our case, this was related to the base64 encoding function and "adjusting" the base64 payload to be parsed correctly. In some implementations of base64, the padding character is not needed for decoding, since the number of missing bytes can be calculated but in Foundation's implementation it is mandatory. This caused us some head-scratching and this StackOverflow answer helped us. The solution is - more officially - stated in RFC 7515 - Appendix C and here is the corresponding Swift code: func base64String(_ input: String) -> String { var base64 = input .replacingOccurrences(of: "-", with: "+") .replacingOccurrences(of: "_", with: "/") switch base64.count % 4 { case 2: base64 = base64.appending("==") case 3: base64 = base64.appending("=") default: break } return base64 } The majority of the developers rely on external libraries to ease the parsing of the token, but as we often do, we have implemented our solution from scratch, without relying on a third-party library. Nonetheless, we feel JSONWebToken by Kyle Fuller is a very good one and it seems to implement JWT faithfully to the RFC, clearly including the necessary base64 decode function. Handle multiple JWT for multiple app states As previously stated, when using JWT as an authentication method for non-user- authenticated calls, we need to cater for at least 3 states, shown in the following enum: enum AuthenticationStatus { case notAuthenticated case clientAuthenticated case userAuthenticated } On a fresh install, we can expect to be in the .notAuthenticated state, but as soon as the first API call is ready to be performed, a valid Client JWT has to be fetched and stored locally (at this stage, other authentication mechanisms are used, most likely Basic Auth), moving to the .clientAuthenticated state. Once the user completes the login or signup procedure, a User JWT is retrieved and stored locally (but separately to the Client JWT), entering the .userAuthenticated, so that in the case of a logout we are left with a (hopefully still valid) Client JWT. In this scenario, almost all transitions are possible: A couple of recommendations here: if the user is logged in is important to use the User JWT also for the non-user-authenticated calls as the server may personalise the response (e.g. the list of restaurants in the Just Eat app) store both Client and User JWT, so that if the user logs out, the app is left with the Client JWT ready to be used to perform non-user-authenticated requests, saving an unnecessary call to fetch a new token Conclusion In this article, we've shared some learnings from handling JWT on mobile that are not commonly discussed within the community. As a good practice, it's always best to hide complexity and implementation details. Baking the refresh logic described above within your API client is a great way to avoid developers having to deal with complex logic to provide authorization, and enables all the API calls to undergo the same authentication mechanism. Consumers of an API client, should not have the ability to gather the JWT as it’s not their concern to use it or to fiddle with it. We hope this article helps to raise awareness on how to better handle the usage of JWT on mobile applications, in particular making sure we always do our best to avoid accidental logouts to provide a better user experience.
A Smart Feature Flagging System for iOS
- iOS
- feature flags
- Optimizely
- Just Eat
At Just Eat we have experimentation and feature flagging at our heart and we've developed a component, named JustTweak, to make things easier on iOS.
How the iOS team at Just Eat built a scalable open-source solution to handle local and remote flags. Originally published on the Just Eat Engineering Blog. Overview At Just Eat we have experimentation at our heart, and it is very much dependent on feature flagging/toggling. If we may be so bold, here's an analogy: feature flagging is to experimentation as machine learning is to AI, you cannot have the second without the first one. We've developed an in-house component, named JustTweak, to handle feature flags and experiments on iOS without the hassle. We open-sourced JustTweak on github.com in 2017 and we have been evolving it ever since; in particular, with support for major experimentation platforms such as Optimizely and Firebase Remote Config. JustTweak has been instrumental in evolving the consumer Just Eat app in a fast and controlled manner, as well as to support a large number of integrations and migrations happening under the hood. In this article, we describe the feature flagging architecture and engine, with code samples and integration suggestions. What is feature flagging Feature flagging, in its original form, is a software development technique that provides an alternative to maintaining multiple source-code branches, so that a feature can be tested even before it is completed and ready for release. Feature flags are used in code to show/hide or enable/disable specific features at runtime. The technique also allows developers to release a version of a product that has unfinished features, that can be hidden from the user. Feature toggles also allow shorter software integration cycles and small incremental versions of software to be delivered without the cost of constant branching and merging - needless to say, this is crucial to have on iOS due to the App Store review process not allowing continuous delivery. A boolean flag in code is used to drive what code branch will run, but the concept can easily be extended to non-boolean flags, making them more of configuration flags that drive behavior. As an example, at Just Eat we have been gradually rewriting the whole application over time, swapping and customizing entire modules via configuration flags, allowing gradual switches from old to new features in a way transparent to the user. Throughout this article, the term 'tweaks' is used to refer to feature/configuration flags. A tweak can have a value of different raw types, namely Bool, String, Int, Float, and Double. Boolean tweaks can be used to drive features, like so: let isFeatureXEnabled: Bool = ... if isFeatureXEnabled { // show feature X } else { // don't show feature X } Other types of tweaks are instead useful to customise a given feature. Here is an example of configuring the environment using tweaks: let publicApiHost: String = ... let publicApiPort: Int? = ... let endpoint = Endpoint(scheme: "https", host: publicApiHost, port: publicApiPort, path: "/restaurant/:id/menu") // perform a request using the above endpoint object Problem The crucial part to get right is how and from where the flag values (isFeatureXEnabled, publicApiHost, and publicApiPort in the examples above) are fetched. Every major feature flagging/experimentation platform in the market provides its own way to fetch the values, and sometimes the APIs to do so significantly differ (e.g. Firebase Remote Config Vs Optimizely). Aware of the fact that it’s increasingly difficult to build any kind of non-trivial app without leveraging external dependencies, it's important to bear in mind that external dependencies pose a great threat to the long term stability and viability of any application. Following are some issues related to third-party experimentation solutions: third-party SDKs are not under your control using third-party SDKs in a modular architected app would easily cause dependency hell third-party SDKs are easily abused and various areas of your code will become entangled with them your company might decide to move to a different solution in the future and such switch comes with costs depending on the adopted solution, you might end up tying your app more and more to the platform-specific features that don't find correspondence elsewhere it is very hard to support multiple feature flag providers For the above reasons, it is best to hide third-party SDKs behind some sort of a layer and to implement an orchestration mechanism to allow fetching of flag values from different providers. We'll describe how we've achieved this in JustTweak. A note on the approach When designing software solutions, a clear trait was identified over time in the iOS team, which boils down to the kind of mindset and principle been used: Always strive to find solutions to problems that are scalable and hide complexity as much as possible. One word you would often hear if you were to work in the iOS team is 'Facade', which is a design pattern that serves as a front-facing interface masking more complex underlying or structural code. Facades are all over the place in our code: we try to keep components' interfaces as simple as possible so that other engineers could utilize them with minimal effort without necessarily knowing the implementation details. Furthermore, the more succinct an interface is, the rarer the possibility of misusages would be. We have some open source components embracing this approach, such as JustPersist, JustLog, and JustTrack. JustTweak makes no exception and the code to integrate it successfully in a project is minimal. Sticking to the above principle, the idea behind JustTweak is to have a single entry point to gather flag values, hiding the implementation details regarding which source the flag values are gathered from. JustTweak to the rescue JustTweak provides a simple facade interface interacting with multiple configurations that are queried respecting a certain priority. Configurations wrap specific sources of tweaks, that are then used to drive decisions or configurations in the client code. You can find JustTweak on CocoaPods and it's on version 5.0.0 at the time of writing. We plan to add support for Carthage and Swift Package Manager in the future. A demo app is also available for you to try it out. With JustTweak you can achieve the following: use a JSON local configuration providing default tweak values use a number of remote configuration providers, such as Firebase and Optmizely, to run A/B tests and feature flagging enable, disable, and customize features locally at runtime provide a dedicated UI for customization (this comes particularly handy for features that are under development to showcase the progress to stakeholders) Here is a screenshot of the TweakViewController taken from the demo app. Tweak values changed via this screen are immediately available to your code at runtime. Stack setup The facade class previously mentioned is represented by the TweakManager. There should only be a single instance of the manager, ideally configured at startup, passed around via dependency injection, and kept alive for the whole lifespan of the app. Following is an example of the kind of stack implemented as a static let. static let tweakManager: TweakManager = { // mutable configuration (to override tweaks from other configurations) let userDefaultsConfiguration = UserDefaultsConfiguration(userDefaults: .standard) // remote configurations (optional) let optimizelyConfiguration = OptimizelyConfiguration() let firebaseConfiguration = FirebaseConfiguration() // local JSON configuration (default tweaks) let jsonFileURL = Bundle.main.url(forResource: "Tweaks", withExtension: "json")! let localConfiguration = LocalConfiguration(jsonURL: jsonFileURL) // priority is defined by the order in the configurations array // (from highest to lowest) let configurations: [Configuration] = [userDefaultsConfiguration, optimizelyConfiguration, firebaseConfiguration, localConfiguration] return TweakManager(configurations: configurations) }() ``` JustTweak comes with three configurations out-of-the-box: UserDefaultsConfiguration which is mutable and uses UserDefaults as a key/value store LocalConfiguration which is read-only and uses a JSON configuration file that is meant to be the default configuration EphemeralConfiguration which is simply an instance of NSMutableDictionary Besides, JustTweak defines Configuration and MutableConfiguration protocols you can implement to create your own configurations to fit your needs. In the example project, you can find a few example configurations which you can use as a starting point. You can have any source of flags via wrapping it in a concrete implementation of the above protocols. Since the protocol methods are synchronous, you'll have to make sure that the underlying source has been initialised as soon as possible at startup. All the experimentation platforms provide mechanisms to do so, for example here is how Optimizely does it. The order of the objects in the configurations array defines the configurations' priority. The MutableConfiguration with the highest priority, such as UserDefaultsConfiguration in the example above, will be used to reflect the changes made in the UI (TweakViewController). The LocalConfiguration should have the lowest priority as it provides the default values from a local JSON file. It's also the one used by the TweakViewController to populate the UI. When fetching a tweak, the engine will inspect the chain of configurations in order and pick the tweak from the first configuration having it. The following diagram outlines a possible setup where values present in Optimizely override others in the subsequent configurations. Eventually, if no override is found, the local configuration would return the default tweak baked in the app. Structuring the stack this way brings various advantages: the same engine is used to customise the app for development, production, and test runs consumers only interface with the facade and can ignore the implementation details new code put behind flags can be shipped with confidence since we rely on a tested engine ability to remotely override tweaks de facto allowing to greatly customise the app without the need for a new release TweakManager gets populated with the tweaks listed in the JSON file used as backing store of the LocalConfiguration instance. It is therefore important to list every supported tweak in there so that development builds of the app can allow tweaking the values. Here is an excerpt from the file used in the TweakViewController screenshot above. { "ui_customization": { "display_red_view": { "Title": "Display Red View", "Description": "shows a red view in the main view controller", "Group": "UI Customization", "Value": false }, ... "red_view_alpha_component": { "Title": "Red View Alpha Component", "Description": "defines the alpha level of the red view", "Group": "UI Customization", "Value": 1.0 }, "label_text": { "Title": "Label Text", "Description": "the title of the main label", "Group": "UI Customization", "Value": "Test value" } }, "general": { "greet_on_app_did_become_active": { "Title": "Greet on app launch", "Description": "shows an alert on applicationDidBecomeActive", "Group": "General", "Value": false }, ... } } Testing considerations We've seen that the described architecture allows customization via configurations. We've shown in the above diagram that JustTweak can come handy when used in conjunction with our AutomationTools framework too, which is open-source. An Ephemeral configuration would define the app environment at run-time greatly simplifying the implementation of UI tests, which is well-known to be a tedious activity. Usage The two main features of JustTweak can be accessed from the TweakManager. Checking if a feature is enabled // check for a feature to be enabled let isFeatureXEnabled = tweakManager.isFeatureEnabled("feature_X") if isFeatureXEnabled { // show feature X } else { // hide feature X } Getting and setting the value of a flag for a given feature/variable. JustTweak will return the value from the configuration with the highest priority that provides it, or nil if none of the configurations have that feature/variable. // check for a tweak value let tweak = tweakManager.tweakWith(feature: <#feature_key#>, variable: <#variable_key#>") if let tweak = tweak { // tweak was found in some configuration, use tweak.value } else { // tweak was not found in any configuration } The Configuration and MutableConfiguration protocols define the following methods: func tweakWith(feature: String, variable: String) -> Tweak? func set(_ value: TweakValue, feature: String, variable: String) func deleteValue(feature: String, variable: String) You might wonder why is there a distinction between feature and variable. The reason is that we want to support the Optimizely lingo for features and related variables and therefore the design of JustTweak has to necessarily reflect that. Other experimentation platforms (such as Firebase) have a single parameter key, but we had to harmonise for the most flexible platform we support. Property Wrappers With SE-0258, Swift 5.1 introduces Property Wrappers. If you haven't read about them, we suggest you watch the WWDC 2019 "Modern Swift API Design talk where Property Wrappers are explained starting at 23:11. In short, a property wrapper is a generic data structure that encapsulates read/write access to a property while adding some extra behavior to augment its semantics. Common examples are @AtomicWrite and @UserDefault but more creative usages are up for grabs and we couldn't help but think of how handy it would be to have property wrappers for feature flags, and so we implemented them. @TweakProperty and @OptionalTweakProperty are available to mark properties representing feature flags. Here are a couple of examples, making the code so much nicer than before. @TweakProperty(fallbackValue: <#default_value#>, feature: <#feature_key#>, variable: <#variable_key#>, tweakManager: tweakManager) var isFeatureXEnabled: Bool @TweakProperty(fallbackValue: <#default_value#>, feature: <#feature_key#>, variable: <#variable_key#>, tweakManager: tweakManager) var publicApiHost: String @OptionalTweakProperty(fallbackValue: <#default_value_or_nil#>, feature: <#feature_key#>, variable: <#variable_key#>, tweakManager: tweakManager) var publicApiPort: Int? Mind that by using these property wrappers, a static instance of TweakManager must be available. Update a configuration at runtime JustTweak comes with a ViewController that allows the user to edit the tweaks while running the app. That is achieved by using the MutableConfiguration with the highest priority from the configurations array. This is de facto a debug menu, useful for development and internal builds but not to include in release builds. #if DEBUG func presentTweakViewController() { let tweakViewController = TweakViewController(style: .grouped, tweakManager: tweakManager) // either present it modally or push it on a UINavigationController } #endif Additionally, when a value is modified in any MutableConfiguration, a notification is fired to give the clients the opportunity to react and reflect changes in the UI. override func viewDidLoad() { super.viewDidLoad() NotificationCenter.defaultCenter().addObserver(self, selector: #selector(updateUI), name: TweakConfigurationDidChangeNotification, object: nil) } @objc func updateUI() { // update the UI accordingly } A note on modular architecture It's reasonable to assume that any non-trivial application approaching 2020 is composed of a number of modules and our Just Eat iOS app surely is too. With more than 30 modules developed in-house, it's crucial to find a way to inject flags into the modules but also to avoid every module to depend on an external library such as JustTweak. One way to achieve this would be: define one or more protocols in the module with the set of properties desired structure the modules to allow dependency injection of objects conforming to the above protocol implement logic in the module to consume the injected objects For instance, you could have a class wrapping the manager like so: protocol ModuleASettings { var isFeatureXEnabled: Bool { get } } protocol ModuleBSettings { var publicApiHost: String { get } var publicApiPort: Int? { get } } import JustTweak public class AppConfiguration: ModuleASettings, ModuleBSettings { static let tweakManager: TweakManager = { ... } @TweakProperty(...) var isFeatureXEnabled: Bool @TweakProperty(...) var publicApiHost: String @OptionalTweakProperty(...) var publicApiPort: Int? } Future evolution With recent versions of Swift and especially with 5.1, developers have a large set of powerful new tools, such as generics, associated types, opaque types, type erasure, etc. With Combine and SwiftUI entering the scene, developers are also starting adopting new paradigms to write code. Sensible paths to evolve JustTweak could be to have the Tweak object be generic on TweakValue have TweakManager be an ObservableObject which will enable publishing of events via Combine, and use @EnvironmentObject to ease the dependency injection in the SwiftUI view hierarchy. While such changes will need time to be introduced since our contribution to JustTweak is in-line with the evolution of the Just Eat app (and therefore a gradual adoption of SwiftUI), we can't wait to see them implemented. If you desire to contribute, we are more than happy to receive pull requests. Conclusion In this article, we illustrated how JustTweak can be of great help in adding flexible support to feature flagging. Integrations with external providers/experimentation platforms such as Optimizely, allow remote override of flags without the need of building a new version of the app, while the UI provided by the framework allows local overrides in development builds. We've shown how to integrate JustTweak in a project, how to setup a reasonable stack with a number of configurations and we’ve given you some guidance on how to leverage it when writing UI tests. We believe JustTweak to be a great tool with no similar open source alternatives nor proprietary ones and we hope developers will adopt it more and more.
Deep Linking at Scale on iOS
- deep links
- deep linking
- universal links
- iOS
- navigation
- flow controllers
- state machine
- futures
- promises
- Just Eat
How the iOS team at Just Eat built a scalable architecture to support navigation and deep linking.
Originally published on the Just Eat Engineering Blog.
In this article, we propose an architecture to implement a scalable solution to Deep Linking on iOS using an underlying Flow Controller-based architecture, all powered
How the iOS team at Just Eat built a scalable architecture to support navigation and deep linking. Originally published on the Just Eat Engineering Blog. In this article, we propose an architecture to implement a scalable solution to Deep Linking on iOS using an underlying Flow Controller-based architecture, all powered by a state machine and the Futures & Promises paradigm to keep the code more readable. At Just Eat, we use a dedicated component named NavigationEngine that is domain-specific to the Just Eat apps and their use cases. A demo project named NavigationEngineDemo that includes the NavigationEngine architecture (stripped out of many details not necessary to showcase the solution) is available on GitHub. Overview Deep linking is one of the most underestimated problems to solve on mobile. A naïve explanation would say that given some sort of input, mobile apps can load a specific screen, but it only has practical meaning when combined with Universal Links on iOS and App Links on Android. In such cases, the input is a URL that would load a web page on the companion website. Let's use an example from Just Eat: opening the URL https://www.just-eat.co.uk/area/ec4m-london on a web browser would load the list of restaurants in the UK London area for the postcode EC4M. Deep linking to the mobile apps using the same URL should give a similar experience to the user. In reality, the problem is more complex than what it seems at first glance; non-tech people - and sometimes even developers - find it hard to grasp. Loading a web page in a browser is fundamentally different from implementing dedicated logic on mobile to show a UIViewController (iOS) or Activity (Android) to the user and populate it with information that will most likely be gathered from an API call. The logic to perform deep linking starts with parsing the URL, understanding the intent, constructing the user journey, performing the navigation to the target screen passing the info all the way down, and ultimately loading any required data asynchronously from a remote API. On top of all this, it also has to consider the state of the app: the user might have previously left the app in a particular state and dedicated logic would be needed to deep link from the existing to the target screen. A scenario to consider is when the user is not logged in and therefore some sections of the app may not be available. Deep linking can actually be triggered from a variety of sources: Safari web browser any app that allows tapping on a link (iMessage, Notes, etc.) any app that explicitly tries to open the app using custom URL schemes the app itself (to perform jumps between sections) TodayExtension Shortcut items (Home Screen Quick Actions) Spotlight items It should be evident that implementing a comprehensive and scalable solution that fully addresses deep linking is far from being trivial. It shouldn't be an after-thought but rather be baked into the app architecture from the initial app design. It should also be quite glaring what the main problem that needs to be solved first is: the app Navigation. Navigation itself is not a problem with a single solution (if it was, the solution would be provided by Apple/Google and developers would simply stick to it). A number of solutions were proposed over the years trying to make it simpler and generic to some degree - Router, Compass, XCoordinator to name just a few open-source components. I proposed the concept of Flow Controllers in my article Flow Controllers on iOS for a better navigation control back in 2014 when the community had already (I believe) started shifting towards similar approaches. Articles such as Improve your iOS Architecture with FlowControllers (by Krzysztof Zabłocki), A Better MVC, Part 2: Fixing Encapsulation (by Dave DeLong), Flow Coordinators in iOS (by Dennis Walsh), and even as recently as 2019, Navigation with Flow Controllers (by Majid Jabrayilov) was published. To me, all the proposals share one main common denominator: flow controllers/coordinator and their API are necessarily domain-specific. Consider the following methods taken from one of the articles mentioned above referring to specific use cases: func showLoginViewController() { ... } func showSignupViewController() { ... } func showPasswordViewController() { ... } With the support of colleagues and friends, I tried proposing a generic and abstract solution but ultimately hit a wall. Attempts were proposed using enums to list the supported transitions (as XCoordinator shows in its README for instance) or relying on meta-programming dark magic in Objective-C (which is definitely the sign of a terrible design), neither of which satisfied me in terms of reusability and abstraction. I ultimately realized that it's perfectly normal for such problem to be domain-specific and that we don't necessarily have to find abstract solutions to all problems. Terminology For clarity on some of the terminology used in this article. Deep Linking: the ability to reach specific screens (via a flow) in the app either via a Deep Link or a Universal Link. Deep Link: URI with custom scheme (e.g. just-eat://just-eat.co.uk/login, just-eat-dk://just-eat.co.uk/settings) containing the information to perform deep linking in the app. When it comes to deep links, the host is irrelevant but it's good to keep it as part of the URL since it makes it easier to construct the URL using URLComponents and it keeps things more 'standard'. Universal Link: URI with http/https scheme (e.g. https://just-eat.co.uk/login) containing the information to perform deep linking in the app. Intent: the abstract intent of reaching a specific area of the app. E.g. goToOrderDetails(OrderId). State machine transition: transitions in the state machine allow navigating to a specific area in the app (state) from another one. If the app is in a state where the deep linking to a specific screen should not be allowed, the underlying state machine should not have the corresponding transition. Solution NavigationEngine is the iOS module (pod) used by the teams at Just Eat, that holds the isolated logic for navigation and deep linking. As mentioned above, the magic sauce includes the usage of: FlowControllers to handle the transitions between ViewControllers in a clear and pre-defined way. Stateful state machines to allow transitions according to the current application state. More information on FSM (Finite State Machine) here and on the library at The easiest State Machine in Swift. Promis to keep the code readable using Futures & Promises to help avoiding the Pyramid of doom. Sticking to such a paradigm is also a key aspect for the whole design since every API in the stack is async. More info on the library at The easiest Promises in Swift. a pretty heavy amount of 🧠 NavigationEngine maintains separation of concerns between URL Parsing, Navigation, and Deep Linking. Readers can inspect the code in the NavigationEngineDemo project that also includes unit tests with virtually 100% code coverage. Following is an overview of the class diagram of the entire architecture stack. Architecture class diagram While the navigation is powered by a FlowController-based architecture, the deep linking logic is powered by NavigationIntentHandler and NavigationTransitioner (on top of the navigation stack). Note the single entry point named DeepLinkingFacade exposes the following API to cover the various input/sources we mentioned earlier: public func handleURL(_ url: URL) -> Future<Bool> public func openDeepLink(_ deepLink: DeepLink) -> Future<Bool> public func openShortcutItem(_ item: UIApplicationShortcutItem) -> Future<Bool> public func openSpotlightItem(_ userActivity: NSUserActivityProtocol) -> Future<Bool> Here are the sequence diagrams for each one. Refer to the demo project to inspect the code. Navigation As mentioned earlier, the important concept to grasp is that there is simply no single solution to Navigation. I've noticed that such a topic quickly raises discussions and each engineer has different, sometimes strong opinions. It's more important to agree on a working solution that satisfies the given requirements rather than forcing personal preferences. Our NavigationEngine relies on the following navigation rules (based on Flow Controllers): FlowControllers wire up the domain-specific logic for the navigation ViewControllers don't allocate FlowControllers Only FlowControllers, AppDelegate and similar top-level objects can allocate ViewControllers FlowControllers are owned (retained) by the creators FlowControllers can have children FlowControllers and create a parent-child chain and can, therefore, be in a 1-to-many relationship FlowControllers in parent-child relationships communicate via delegation ViewControllers have weak references to FlowControllers ViewControllers are in a 1-to-1 relationship with FlowControllers All the FlowController domain-specific API must be future-based with Future<Bool> as return type Deep linking navigation should occur with no more than one animation (i.e. for long journeys, only the last step should be animated) Deep linking navigation that pops a stack should occur without animation In the demo project, there are a number of *FlowControllerProtocols, each corresponding to a different section/domain of the hosting app. Examples such as RestaurantsFlowControllerProtocol and OrdersFlowControllerProtocol are taken from the Just Eat app and each one has domain specific APIs, e.g: func goToSearchAnimated(postcode: Postcode?, cuisine: Cuisine?, animated: Bool) -> Future<Bool> func goToOrder(orderId: OrderId, animated: Bool) -> Future<Bool> func goToRestaurant(restaurantId: RestaurantId) -> Future<Bool> func goToCheckout(animated: Bool) -> Future<Bool> Note that each one: accepts the animated parameter returns Future<Bool> so that flow sequence can be combined Flow controllers should be combined sensibly to represent the app UI structure. In the case of Just Eat we have a RootFlowController as the root-level flow controller orchestrating the children. A FlowControllerProvider, used by the NavigationTransitioner, is instead the single entry point to access the entire tree of flow controllers. NavigationTransitioner provides an API such as: func goToLogin(animated: Bool) -> Future<Bool> func goFromHomeToSearch(postcode: Postcode?, cuisine: Cuisine?, animated: Bool) -> Future<Bool> This is responsible to keep the underlying state machine and what the app actually shows in sync. Note the goFromHomeToSearch method being verbose on purpose; it takes care of the specific transition from a given state (home). One level up in the stack, NavigationIntentHandler is responsible for combining the actions available from the NavigationTransitioner starting from a given NavigationIntent and creating a complete deep linking journey. It also takes into account the current state of the app. For example, showing the history of the orders should be allowed only if the user is logged in, but it would also be advisable to prompt the user to log in in case he/she is not, and then resume the original action. Allowing so provides a superior user experience rather than simply aborting the flow (it's what websites achieve by using the referring URL). Here is the implementation of the .goToOrderHistory intent in the NavigationIntentHandler: case .goToOrderHistory: switch userStatusProvider.userStatus { case .loggedIn: return navigationTransitioner.goToRoot(animated: false).thenWithResult { _ -> Future<Bool> in self.navigationTransitioner.goToOrderHistory(animated: true) } case .loggedOut: return navigationTransitioner.requestUserToLogin().then { future in switch future.state { case .result: return self.handleIntent(intent) // go recursive default: return Future<Bool>.futureWithResolution(of: future) } } } Since in the design we make the entire API future-based, we can potentially interrupt the deep linking flow to prompt the user for details or simply gather missing information from a remote API. This is crucial and allows us to construct complex flows. By design, all journeys start by resetting the state of the app by calling goToRoot. This vastly reduces the number of possible transitions to take care of as we will describe in more detail in the next section dedicated to the underlying state machine. State Machine As you might have realized by now, the proposed architecture makes use of an underlying Finite State Machine to keep track of the state of the app during a deep linking journey. Here is a simplified version of the state machine configurations used in the Just Eat iOS apps. In the picture, the red arrows are transitions that are available for logged in users only, the blue ones are for logged out users only, while the black ones can always be performed. Note that every state should allow going back to the .allPoppedToRoot state so that, regardless of what the current state of the app is, we can always reset the state and perform a deep linking action starting afresh. This drastically simplifies the graph, avoiding unnecessary transitions such as the one shown in the next picture. Notice that intents (NavigationIntent) are different from transitions (NavigationEngine.StateMachine.EventType). An intent contains the information to perform a deep linking journey, while the event type is the transition from one FSM state to another (or the same). NavigationTransitioner is the class that performs the transitions and applies the companion navigation changes. A navigation step is performed only if the corresponding transition is allowed and completed successfully. If a transition is not allowed, the flow is interrupted, reporting an error in the future. You can showcase a failure in the demo app by trying to follow the Login Universal Link (https://just-eat.co.uk/login) after having faked the login when following the Order History Universal Link (https://just-eat.co.uk/orders). Usage NavigationEngineDemo includes the whole stack that readers can use in client projects. Here are the steps for a generic integration of the code. Add the NavigationEngine stack (NavigationEngineDemo/NavigationEngine folder) to the client project. This can be done by either creating a dedicated pod as we do at Just Eat or by directly including the code. Include Promis and Stateful as dependencies in your Podfile (assuming the usage of Cocoapods). Modify according to your needs, implement classes for all the *FlowControllerProtocols, and connect them to the ViewControllers of the client. This step can be quite tedious depending on the status of your app and we suggest trying to mimic what has been done in the demo app. Add CFBundleTypeRole and CFBundleURLSchemes to the main target Info.plist file to support Deep Links. E.g. <key>CFBundleURLTypes</key> <array> <dict> <key>CFBundleTypeRole</key> <string>Editor</string> <key>CFBundleURLSchemes</key> <array> <string>je-internal</string> <string>justeat</string> <string>just-eat</string> <string>just-eat-uk</string> </array> </dict> </array> Add the applinks (in the Capabilities -> Associated Domains section of the main target) you'd like to support. This will allow iOS to register the app for Universal Links on the given domains looking for the apple-app-site-association file at the root of those domains once the app is installed. E.g. Implement concrete classes for DeepLinkingSettingsProtocol and UserStatusProviding according to your needs. Again, see the examples in the demo project. The internalDeepLinkSchemes property in DeepLinkSettingsProtocol should contain the same values previously added to CFBundleURLSchemes, while the universalLinkHosts should contain the same applinks: values defined in Capabilities -> Associated Domains. Setup the NavigationEngine stack in the AppDelegate's applicationDidFinishLaunching. To some degree, it should be something similar to the following: var window: UIWindow? var rootFlowController: RootFlowController! var deepLinkingFacade: DeepLinkingFacade! var userStatusProvider = UserStatusProvider() let deepLinkingSettings = DeepLinkingSettings() func applicationDidFinishLaunching(_ application: UIApplication) { // Init UI Stack let window = UIWindow(frame: UIScreen.main.bounds) let tabBarController = TabBarController.instantiate() // Root Flow Controller rootFlowController = RootFlowController(with: tabBarController) tabBarController.flowController = rootFlowController // Deep Linking core let flowControllerProvider = FlowControllerProvider(rootFlowController: rootFlowController) deepLinkingFacade = DeepLinkingFacade(flowControllerProvider: flowControllerProvider, navigationTransitionerDataSource: self, settings: deepLinkingSettings, userStatusProvider: userStatusProvider) // Complete UI Stack window.rootViewController = tabBarController window.makeKeyAndVisible() self.window = window } Modify NavigationTransitionerDataSource according to your needs and implement its methods. You might want to have a separate component and not using the AppDelegate. extension AppDelegate: NavigationTransitionerDataSource { func navigationTransitionerDidRequestUserToLogin() -> Future<Bool> { <#async logic#> } ... } Implement the entry points for handling incoming URLs/inputs in the AppDelegate: func application(_ app: UIApplication, open url: URL, options: [UIApplication.OpenURLOptionsKey : Any] = [:]) -> Bool { // from internal deep links & TodayExtension deepLinkingFacade.openDeeplink(url).finally { future in <#...#> } return true } func application(_ application: UIApplication, continue userActivity: NSUserActivity, restorationHandler: @escaping ([UIUserActivityRestoring]?) -> Void) -> Bool { switch userActivity.activityType { // from Safari case NSUserActivityTypeBrowsingWeb: if let webpageURL = userActivity.webpageURL { self.deepLinkingFacade.handleURL(webpageURL).finally { future in <#...#> } return true } return false // from Spotlight case CSSearchableItemActionType: self.deepLinkingFacade.openSpotlightItem(userActivity).finally { future in let originalInput = userActivity.userInfo![CSSearchableItemActivityIdentifier] as! String <#...#> } return true default: return false } } func application(_ application: UIApplication, performActionFor shortcutItem: UIApplicationShortcutItem, completionHandler: @escaping (Bool) -> Void) { // from shortcut items (Home Screen Quick Actions) deepLinkingFacade.openShortcutItem(shortcutItem).finally { future in let originalInput = shortcutItem.type <#...#> completionHandler(future.hasResult()) } } N.B. Since a number of tasks are usually performed at startup (both from cold and warm starts), it's suggested to schedule them using operation queues. The deep linking task should be one of the last tasks in the queue to make sure that dependencies are previously set up. Here is the great Advanced NSOperations talk by Dave DeLong from WWDC15. The UniversalLinkConverter class should be modified to match the paths in the apple-app-site-association, which should be reachable at the root of the website (the associated domain). It should be noted that if the app is opened instead of the browser, it would be because the Universal Link can be handled; and redirecting the user back to the web would be a fundamental mistake that should be solved by correctly defining the supported paths in the apple-app-site-association file. To perform internal app navigation via deep linking, the DeeplinkFactory class should be used to create DeepLink objects that can be fed into either handleURL(_ url: URL) or openDeepLink(_ deepLink: DeepLink). In-app testing The module exposes a DeepLinkingTesterViewController that can be used to easily test deep linking within an app. Simply define a JSON file containing the Universal Links and Deep Links to test: { "universal_links": [ "https://just-eat.co.uk/", "https://just-eat.co.uk/home", "https://just-eat.co.uk/login", ... ], "deep_links": [ "JUSTEAT://irrelev.ant/home", "justeat://irrelev.ant/login", "just-eat://irrelev.ant/resetPassword?resetToken=xyz", ... ] } Then feed it to the view controller as shown below. Alternatively, use a storyboard reference as shown in the demo app. let deepLinkingTesterViewController = DeepLinkingTesterViewController.instantiate() deepLinkingTesterViewController.delegate = self let path = Bundle.main.path(forResource: "deeplinking_test_list", ofType: "json")! deepLinkingTesterViewController.loadTestLinks(atPath: path) and implement the DeepLinkingTesterViewControllerDelegate extension AppDelegate: DeepLinkingTesterViewControllerDelegate { func deepLinkingTesterViewController(_ deepLinkingTesterViewController: DeepLinkingTesterViewController, didSelect url: URL) { self.deepLinkingFacade.handleURL(universalLink).finally { future in self.handleFuture(future, originalInput: universalLink.absoluteString) } } } Conclusion The solution proposed in this article has proven to be highly scalable and customizable. We shipped it in the Just Eat iOS apps in March 2019 and our teams are gradually increasing the number of Universal Links supported as you can see from our apple-app-site-association. Before implementing and adopting NavigationEngine, supporting new kinds of links was a real hassle. Thanks to this architecture, it is now easy for each team in the company to support new deep link journeys. The declarative approach in defining the API, states, transitions, and intents forces a single way to extend the code which enables a coherent approach throughout the codebase.


Performant, sleek and elegant.
Swift 6 suitable notification observers in iOS
- iOS
- Swift
The author discusses challenges managing side projects, specifically updating SignalPath to Swift 6. They encountered errors related to multiple notification observations but resolved them by shifting to publishers, avoiding sendable closure issues. Although the new approach risks background thread notifications, the compiler is satisfied with the adjustments made to the code.
I have a couple of side projects going on, although it is always a challenge to find time of them. One of them, SignalPath, is what I created back in 2015. Currently, I have been spending some time to bump the Swift version to 6 which brought a quite a list of errors. In many places I had code what dealt with observing multiple notifications, but of course Swift 6 was not happy about it. This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters. Learn more about bidirectional Unicode characters Show hidden characters let handler: (Notification) -> Void = { [weak self] notification in self?.keyboardInfo = Info(notification: notification) } let names: [Notification.Name] = [ UIResponder.keyboardWillShowNotification, UIResponder.keyboardWillHideNotification, UIResponder.keyboardWillChangeFrameNotification ] observers = names.map({ name -> NSObjectProtocol in return NotificationCenter.default.addObserver(forName: name, object: nil, queue: .main, using: handler) // Converting non-sendable function value to '@Sendable (Notification) -> Void' may introduce data races }) view raw Observer.swift hosted with ❤ by GitHub After moving all of the notification observing to publishers instead, I can ignore the whole sendable closure problem all together. This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters. Learn more about bidirectional Unicode characters Show hidden characters Publishers.Merge3( NotificationCenter.default.publisher(for: UIResponder.keyboardWillShowNotification), NotificationCenter.default.publisher(for: UIResponder.keyboardWillHideNotification), NotificationCenter.default.publisher(for: UIResponder.keyboardWillChangeFrameNotification) ) .map(Info.init) .assignWeakly(to: \.keyboardInfo, on: self) .store(in: ¬ificationCancellables) view raw Observer.swift hosted with ❤ by GitHub Great, compiler is happy again although this code could cause trouble if any of the notifications are posted from a background thread. But since this is not a case here, I went for skipping .receive(on: DispatchQueue.main). Assign weakly is a custom operator and the implementation looks like this: This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters. Learn more about bidirectional Unicode characters Show hidden characters public extension Publisher where Self.Failure == Never { func assignWeakly<Root>(to keyPath: ReferenceWritableKeyPath<Root, Self.Output>, on object: Root) -> AnyCancellable where Root: AnyObject { return sink { [weak object] value in object?[keyPath: keyPath] = value } } } view raw Combine+Weak.swift hosted with ❤ by GitHub If this was helpful, please let me know on Mastodon@toomasvahter or Twitter @toomasvahter. Feel free to subscribe to RSS feed. Thank you for reading. Support me on Patreon Donate with Paypal Buy me a coffee
AnyClass protocol and Objective-C methods
- iOS
- Swift
- AnyClass
AnyClass is a protocol all classes conform to and it comes with a feature I was not aware of. But first, how to I ended up with using AnyClass. While working on code using CoreData, I needed a way to enumerate all the CoreData entities and call a static function on them. If that function […]
AnyClass is a protocol all classes conform to and it comes with a feature I was not aware of. But first, how to I ended up with using AnyClass. While working on code using CoreData, I needed a way to enumerate all the CoreData entities and call a static function on them. If that function is defined, it runs an entity specific update. Let’s call the function static func resetState(). It is easy to get the list of entity names of the model and then turn them into AnyClass instances using the NSClassFromString() function. This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters. Learn more about bidirectional Unicode characters Show hidden characters let entityClasses = managedObjectModel.entities .compactMap(\.name) .compactMap { NSClassFromString($0) } view raw AnyClass.swift hosted with ❤ by GitHub At this point I had an array of AnyClass instances where some of them implemented the resetState function, some didn’t. While browsing the AnyClass documentation, I saw this: You can use the AnyClass protocol as the concrete type for an instance of any class. When you do, all known @objcclass methods and properties are available as implicitly unwrapped optional methods and properties, respectively. Never heard about it, probably because I have never really needed to interact with AnyClass in such way. Therefore, If I create an @objc static function then I can call it by unwrapping it with ?. Without unwrapping it safely, it would crash because Department type does not implement the function. This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters. Learn more about bidirectional Unicode characters Show hidden characters class Department: NSManagedObject { } class Employee: NSManagedObject { @objc static func resetState() { print("Resetting Employee") } } // This triggers Employee.resetState and prints the message to the console for entityClass in entityClasses { entityClass.resetState?() } view raw AnyClass.swift hosted with ❤ by GitHub It has been awhile since I wrote any Objective-C code, but its features leaking into Swift helped me out here. Reminds me of days filled with respondsToSelector and performSelector. If this was helpful, please let me know on Mastodon@toomasvahter or Twitter @toomasvahter. Feel free to subscribe to RSS feed. Thank you for reading. Support me on Patreon Donate with Paypal Buy me a coffee
AnyView is everywhere in Xcode 16
- iOS
- Xcode
- Swift
Xcode 16 introduces a new execution engine for Previews, enhancing project configuration support and improving performance by up to 30%. However, it wraps SwiftUI views in AnyView for debug builds, which can hinder optimization. Users can override this behavior with a custom build setting to maintain performance in debugging.
Loved to see this entry in Xcode 16’s release notes: Xcode 16 brings a new execution engine for Previews that supports a larger range of projects and configurations. Now with shared build products between Build and Run and Previews, switching between the two is instant. Performance between edits in the source code is also improved for many projects, with increases up to 30%. It has been difficult at times to use SwiftUI previews when they sometimes just stop working with error messages leaving scratch head. Turns out, it comes with a hidden cost of Xcode 16 wrapping views with AnyView in debug builds which takes away performance. If you don’t know it only affects debug builds, one could end up on journey of trying to improve the performance for debug builds and making things worse for release builds. Not sure if this was ever mentioned in any of the WWDC videos, but feels like this kind of change should have been highlighted. As of Xcode 16, every SwiftUI view is wrapped in an AnyView _in debug builds only_. This speeds switching between previews, simulator, and device, but subverts some List optimizations. Add this custom build setting to the project to override the new behavior: `SWIFT_ENABLE_OPAQUE_TYPE_ERASURE=NO` Wrapping in Equatable is likely to make performance worse as it introduces an extra view in the hierarchy for every row. Curt Clifton on Mastodon Fortunately, one can turn off this if this becomes an issue in debug builds. If this was helpful, please let me know on Mastodon@toomasvahter or Twitter @toomasvahter. Feel free to subscribe to RSS feed. Thank you for reading. Support me on Patreon Donate with Paypal Buy me a coffee
Sorting arrays in Swift: multi-criteria
- Foundation
- iOS
- Swift
- localizedCaseInsensitiveCompare
- sort
- sorted(by:)
Swift’s foundation library provides a sorted(by:) function for sorting arrays. The areInIncreasingOrder closure needs to return true if the closure’s arguments are increasing, false otherwise. How to use the closure for sorting by multiple criteria? Let’s take a look at an example of sorting an array of Player structs. As said before, the closure should […]
Swift’s foundation library provides a sorted(by:) function for sorting arrays. The areInIncreasingOrder closure needs to return true if the closure’s arguments are increasing, false otherwise. How to use the closure for sorting by multiple criteria? Let’s take a look at an example of sorting an array of Player structs. Sort by score in descending order Sort by name in ascending order Sort by id in ascending order This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters. Learn more about bidirectional Unicode characters Show hidden characters struct Player { let id: Int let name: String let score: Int } extension Player: CustomDebugStringConvertible { var debugDescription: String { "id=\(id) name=\(name) score=\(score)" } } let players: [Player] = [ Player(id: 0, name: "April", score: 7), Player(id: 1, name: "Nora", score: 8), Player(id: 2, name: "Joe", score: 5), Player(id: 3, name: "Lisa", score: 4), Player(id: 4, name: "Michelle", score: 6), Player(id: 5, name: "Joe", score: 5), Player(id: 6, name: "John", score: 7) ] view raw Sort.swift hosted with ❤ by GitHub As said before, the closure should return true if the left element should be ordered before the right element. If they happen to be equal, we should use the next sorting criteria. For comparing strings, we’ll go for case-insensitive sorting using Foundation’s built-in localizedCaseInsensitiveCompare. This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters. Learn more about bidirectional Unicode characters Show hidden characters let sorted = players.sorted { lhs, rhs in if lhs.score == rhs.score { let nameOrdering = lhs.name.localizedCaseInsensitiveCompare(rhs.name) if nameOrdering == .orderedSame { return lhs.id < rhs.id } else { return nameOrdering == .orderedAscending } } else { return lhs.score > rhs.score } } print(sorted.map(\.debugDescription).joined(separator: "\n")) // id=1 name=Nora score=8 // id=0 name=April score=7 // id=6 name=John score=7 // id=4 name=Michelle score=6 // id=2 name=Joe score=5 // id=5 name=Joe score=5 // id=3 name=Lisa score=4 view raw Sort.swift hosted with ❤ by GitHub If this was helpful, please let me know on Mastodon@toomasvahter or Twitter @toomasvahter. Feel free to subscribe to RSS feed. Thank you for reading. Support me on Patreon Donate with Paypal Buy me a coffee
How to keep Date’s microseconds precision in Swift
- Foundation
- iOS
- Swift
- ISO8601DateFormatter
DateFormatter is used for converting string representation of date and time to a Date type and visa-versa. Something to be aware of is that the conversion loses microseconds precision. This is extremely important if we use these Date values for sorting and therefore ending up with incorrect order. Let’s consider an iOS app which uses […]
DateFormatter is used for converting string representation of date and time to a Date type and visa-versa. Something to be aware of is that the conversion loses microseconds precision. This is extremely important if we use these Date values for sorting and therefore ending up with incorrect order. Let’s consider an iOS app which uses API for fetching a list of items and each of the item contains a timestamp used for sorting the list. Often, these timestamps have the ISO8601 format like 2024-09-21T10:32:32.113123Z. Foundation framework has a dedicated formatter for parsing these strings: ISO8601DateFormatter. It is simple to use: This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters. Learn more about bidirectional Unicode characters Show hidden characters let formatter = ISO8601DateFormatter() formatter.formatOptions = [.withInternetDateTime, .withFractionalSeconds] let date = formatter.date(from: "2024-09-21T10:32:32.113123Z") print(date?.timeIntervalSince1970) // 1726914752.113 view raw ISO8601.swift hosted with ❤ by GitHub Great, but there is on caveat, it ignores microseconds. Fortunately this can be fixed by manually parsing microseconds and adding the missing precision to the converted Date value. Here is an example, how to do this using an extension. This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters. Learn more about bidirectional Unicode characters Show hidden characters extension ISO8601DateFormatter { func microsecondsDate(from dateString: String) -> Date? { guard let millisecondsDate = date(from: dateString) else { return nil } guard let fractionIndex = dateString.lastIndex(of: ".") else { return millisecondsDate } guard let tzIndex = dateString.lastIndex(of: "Z") else { return millisecondsDate } guard let startIndex = dateString.index(fractionIndex, offsetBy: 4, limitedBy: tzIndex) else { return millisecondsDate } // Pad the missing zeros at the end and cut off nanoseconds let microsecondsString = dateString[startIndex..<tzIndex].padding(toLength: 3, withPad: "0", startingAt: 0) guard let microseconds = TimeInterval(microsecondsString) else { return millisecondsDate } return Date(timeIntervalSince1970: millisecondsDate.timeIntervalSince1970 + microseconds / 1_000_000.0) } } view raw ISO8601.swift hosted with ❤ by GitHub That this code does is first converting the string using the original date(from:) method, followed by manually extracting digits for microseconds by handling cases where there are less than 3 digits or event there are nanoseconds present. Lastly a new Date value is created with the microseconds precision. Here are examples of the output (note that float’s precision comes into play). This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters. Learn more about bidirectional Unicode characters Show hidden characters let dateStrings = [ "2024-09-21T10:32:32.113Z", "2024-09-21T10:32:32.1131Z", "2024-09-21T10:32:32.11312Z", "2024-09-21T10:32:32.113123Z", "2024-09-21T10:32:32.1131234Z", "2024-09-21T10:32:32.11312345Z", "2024-09-21T10:32:32.113123456Z" ] let dates = dateStrings.compactMap(formatter.microsecondsDate(from:)) for (string, date) in zip(dateStrings, dates) { print(string, "->", date.timeIntervalSince1970) } /* 2024-09-21T10:32:32.113Z -> 1726914752.113 2024-09-21T10:32:32.1131Z -> 1726914752.1130998 2024-09-21T10:32:32.11312Z -> 1726914752.1131198 2024-09-21T10:32:32.113123Z -> 1726914752.113123 2024-09-21T10:32:32.1131234Z -> 1726914752.113123 2024-09-21T10:32:32.11312345Z -> 1726914752.113123 2024-09-21T10:32:32.113123456Z -> 1726914752.113123 */ view raw ISO8601.swift hosted with ❤ by GitHub If this was helpful, please let me know on Mastodon@toomasvahter or Twitter @toomasvahter. Feel free to subscribe to RSS feed. Thank you for reading. Support me on Patreon Donate with Paypal Buy me a coffee
Wrapping async-await with a completion handler in Swift
- Swift
- async
- iOS
It is not often when we need to wrap an async function with a completion handler. Typically, the reverse is what happens. This need can happen in codebases where the public interface can’t change just right now, but internally it is moving towards async-await functions. Let’s jump in and see how to wrap an async […]
It is not often when we need to wrap an async function with a completion handler. Typically, the reverse is what happens. This need can happen in codebases where the public interface can’t change just right now, but internally it is moving towards async-await functions. Let’s jump in and see how to wrap an async function, an async throwing function and an async throwing function what returns a value. To illustrate how to use it, we’ll see an example of how a PhotoEffectApplier type has a public interface consisting of completion handler based functions and how it internally uses PhotoProcessor type what only has async functions. The end result looks like this: This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters. Learn more about bidirectional Unicode characters Show hidden characters struct PhotoProcessor { func process(_ photo: Photo) async throws -> Photo { // … return Photo(name: UUID().uuidString) } func setConfiguration(_ configuration: Configuration) async throws { // … } func cancel() async { // … } } public final class PhotoEffectApplier { private let processor = PhotoProcessor() public func apply(effect: PhotoEffect, to photo: Photo, completion: @escaping (Result<Photo, Error>) -> Void) { Task(operation: { try await self.processor.process(photo) }, completion: completion) } public func setConfiguration(_ configuration: Configuration, completion: @escaping (Error?) -> Void) { Task(operation: { try await self.processor.setConfiguration(configuration) }, completion: completion) } public func cancel(completion: @escaping (Error?) -> Void) { Task(operation: { await self.processor.cancel() }, completion: completion) } } view raw PhotoEffectApplier.swift hosted with ❤ by GitHub In this example, we have all the interested function types covered: async, async throwing and async throwing with a return type. Great, but let’s have a look at these Task initializers what make this happen. The core idea is to create a Task, run an operation, and then make a completion handler callback. Since most of the time we need to run the completion on the main thread, then we have a queue argument with the default queue set to the main thread. This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters. Learn more about bidirectional Unicode characters Show hidden characters extension Task { @discardableResult init<T>( priority: TaskPriority? = nil, operation: @escaping () async throws -> T, queue: DispatchQueue = .main, completion: @escaping (Result<T, Failure>) -> Void ) where Success == Void, Failure == any Error { self.init(priority: priority) { do { let value = try await operation() queue.async { completion(.success(value)) } } catch { queue.async { completion(.failure(error)) } } } } } view raw AsyncThrowsValue.swift hosted with ❤ by GitHub This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters. Learn more about bidirectional Unicode characters Show hidden characters extension Task { @discardableResult init( priority: TaskPriority? = nil, operation: @escaping () async throws -> Void, queue: DispatchQueue = .main, completion: @escaping (Error?) -> Void ) where Success == Void, Failure == any Error { self.init(priority: priority) { do { try await operation() queue.async { completion(nil) } } catch { queue.async { completion(error) } } } } } view raw AsyncThrows.swift hosted with ❤ by GitHub This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters. Learn more about bidirectional Unicode characters Show hidden characters extension Task { @discardableResult init( priority: TaskPriority? = nil, operation: @escaping () async -> Void, queue: DispatchQueue = .main, completion: @escaping () -> Void ) where Success == Void, Failure == Never { self.init(priority: priority) { await operation() queue.async { completion() } } } } view raw Async.swift hosted with ❤ by GitHub If this was helpful, please let me know on Mastodon@toomasvahter or Twitter @toomasvahter. Feel free to subscribe to RSS feed. Thank you for reading. Support me on Patreon Donate with Paypal Buy me a coffee
Dark Augmented Code theme for Xcode
- Swift
- Xcode
After a couple of years, I tend to get tired of looking at the same colour scheme in Xcode. Then I spend quite a bit of time looking for a new theme and then coming back with empty hands. Material default has served me for a while, but it never felt like a perfect colour […]
After a couple of years, I tend to get tired of looking at the same colour scheme in Xcode. Then I spend quite a bit of time looking for a new theme and then coming back with empty hands. Material default has served me for a while, but it never felt like a perfect colour scheme for me. Therefore, I decided to take on a road of creating a new colour scheme on my own which is going to be named as “Augmented Code (Dark)”. It is available for Xcode and iTerm 2. Download it from here: GitHub If this was helpful, please let me know on Mastodon@toomasvahter or Twitter @toomasvahter. Feel free to subscribe to RSS feed. Thank you for reading. Support me on Patreon Donate with Paypal Buy me a coffee


Cancellable withObservationTracking in Swift
- iOS
- Swift
- SwiftUI
- observation
- withObservationTracking
Observation framework came out along with iOS 17 in 2023. Using this framework, we can make objects observable very easily. Please refer to @Observable macro in SwiftUI for quick recap if needed. It also has a function withObservationTracking(_:onChange:) what can be used for cases where we would want to manually get a callback when a tracked […]
Observation framework came out along with iOS 17 in 2023. Using this framework, we can make objects observable very easily. Please refer to @Observable macro in SwiftUI for quick recap if needed. It also has a function withObservationTracking(_:onChange:) what can be used for cases where we would want to manually get a callback when a tracked property is about to change. This function works as a one shot function and the onChange closure is called only once. Note that it is called before the value has actually changed. If we want to get the changed value, we would need to read the value on the next run loop cycle. It would be much more useful if we could use this function in a way where we could have an observation token and as long as it is set, the observation is active. Here is the function with cancellation support. This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters. Learn more about bidirectional Unicode characters Show hidden characters func withObservationTracking( _ apply: @escaping () -> Void, token: @escaping () -> String?, willChange: (@Sendable () -> Void)? = nil, didChange: @escaping @Sendable () -> Void ) { withObservationTracking(apply) { guard token() != nil else { return } willChange?() RunLoop.current.perform { didChange() withObservationTracking( apply, token: token, willChange: willChange, didChange: didChange ) } } } view raw Observation.swift hosted with ❤ by GitHub The apply closure drives which values are being tracked, and this is passed into the existing withObservationTracking(_:onChange:) function. The token closure controls if the change should be handled and if we need to continue tracking. Will and did change are closures called before and after the value has changed. Here is a simple example where we have a view which controls if the observation should be active or not. Changing the value in the view model only triggers the print lines when observation token is set. This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters. Learn more about bidirectional Unicode characters Show hidden characters struct ContentView: View { @State private var viewModel = ViewModel() @State private var observationToken: String? var body: some View { VStack { Text(viewModel.title) Button("Add") { viewModel.add() } Button("Start Observing") { guard observationToken == nil else { return } observationToken = UUID().uuidString observeAndPrint() } Button("Stop Observing") { observationToken = nil } } .padding() } func observeAndPrint() { withObservationTracking({ _ = viewModel.title }, token: { observationToken }, willChange: { [weak viewModel] in guard let viewModel else { return } print("will change \(viewModel.title)") }, didChange: { [weak viewModel] in guard let viewModel else { return } print("did change \(viewModel.title)") }) } } @Observable final class ViewModel { var counter = 0 func add() { counter += 1 } var title: String { "Number of items: \(counter)" } } view raw ContentView.swift hosted with ❤ by GitHub If this was helpful, please let me know on Mastodon@toomasvahter or Twitter @toomasvahter. Feel free to subscribe to RSS feed. Thank you for reading. Support me on Patreon Donate with Paypal Buy me a coffee
Referencing itself in a struct in Swift
- Foundation
- iOS
- Swift
It took a long time, I mean years, but it finally happened. I stumbled on a struct which had a property of the same type. At first, it is kind of interesting that the replies property compiles fine, although it is a collection of the same type. I guess it is so because array’s storage […]
It took a long time, I mean years, but it finally happened. I stumbled on a struct which had a property of the same type. This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters. Learn more about bidirectional Unicode characters Show hidden characters struct Message { let id: Int // This is OK: let replies: [Message] // This is not OK // Value type 'Message' cannot have a stored property that recursively contains it let parent: Message? } view raw Struct.swift hosted with ❤ by GitHub At first, it is kind of interesting that the replies property compiles fine, although it is a collection of the same type. I guess it is so because array’s storage type is a reference type. The simplest workaround is to use a closure for capturing the actual value. This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters. Learn more about bidirectional Unicode characters Show hidden characters struct Message { let id: Int let replies: [Message] private let parentClosure: () -> Message? var parent: Message? { parentClosure() } } view raw Struct2.swift hosted with ❤ by GitHub Or we could go for using a boxed wrapper type. This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters. Learn more about bidirectional Unicode characters Show hidden characters struct Message { let id: Int let replies: [Message] private let parentBoxed: Boxed<Message>? var parent: Message? { parentBoxed?.value} } class Boxed<T> { let value: T init(value: T) { self.value = value } } view raw Struct3.swift hosted with ❤ by GitHub Or if we prefer property wrappers, using that instead. This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters. Learn more about bidirectional Unicode characters Show hidden characters struct Message { let id: Int let replies: [Message] @Boxed var parent: Message? } @propertyWrapper class Boxed<Value> { var value: Value init(wrappedValue: Value) { value = wrappedValue } var wrappedValue: Value { get { value } set { value = newValue } } } view raw Struct4.swift hosted with ❤ by GitHub Then there are also options like changing the struct into class instead, but that is something to consider. Or finally, creating a All in all, it is fascinating how something simple like this actually has a pretty complex background. If this was helpful, please let me know on Mastodon@toomasvahter or Twitter @toomasvahter. Feel free to subscribe to RSS feed. Thank you for reading. Support me on Patreon Donate with Paypal Buy me a coffee
ScrollView phase changes on iOS 18
- Swift
- SwiftUI
- iOS
- onScrollPhaseChange
- ScrollGeometry
- ScrollPhase
- ScrollPhaseChangeContext
- ScrollView
In addition to scroll related view modifiers covered in the previous blog post, there is another one for detecting scroll view phases aka the state of the scrolling. The new view modifier is called onScrollPhaseChange(_:) and has three arguments in the change closure: old phase, new phase and a context. ScrollPhase is an enum with […]
In addition to scroll related view modifiers covered in the previous blog post, there is another one for detecting scroll view phases aka the state of the scrolling. The new view modifier is called onScrollPhaseChange(_:) and has three arguments in the change closure: old phase, new phase and a context. ScrollPhase is an enum with the following values: animating – animating the content offset decelerating – user interaction stopped and scroll velocity is decelerating idle – no scrolling interacting – user is interacting tracking – potential user initiated scroll event is going to happen The enum has a convenience property of isScrolling which is true when the phase is not idle. ScrollPhaseChangeContext captures additional information about the scroll state, and it is the third argument of the closure. The type gives access to the current ScrollGeometry and the velocity of the scroll view. Here is an example of a scroll view which has the new view modifier attached. This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters. Learn more about bidirectional Unicode characters Show hidden characters struct ContentView: View { @State private var scrollState: ( phase: ScrollPhase, context: ScrollPhaseChangeContext )? let data = (0..<100).map({ "Item \($0)" }) var body: some View { NavigationStack { ScrollView { ForEach(data, id: \.self) { item in Text(item) .frame(maxWidth: .infinity) .padding() .background { RoundedRectangle(cornerRadius: 8) .fill(Color.cyan) } .padding(.horizontal, 8) } } .onScrollPhaseChange { oldPhase, newPhase, context in scrollState = (newPhase, context) } Divider() VStack { Text(scrollStateDescription) } .font(.footnote.monospaced()) .padding() } } private var scrollStateDescription: String { guard let scrollState else { return "" } let velocity: String = { guard let velocity = scrollState.context.velocity else { return "none" } return "\(velocity)" }() let geometry = scrollState.context.geometry return """ State at the scroll phase change Scrolling=\(scrollState.phase.isScrolling) Phase=\(scrollState.phase) Velocity \(velocity) Content offset \(geometry.contentOffset) Visible rect \(geometry.visibleRect.integral) """ } } view raw ScrollPhase.swift hosted with ❤ by GitHub If this was helpful, please let me know on Mastodon@toomasvahter or Twitter @toomasvahter. Feel free to subscribe to RSS feed. Thank you for reading. Support me on Patreon Donate with Paypal Buy me a coffee
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Even though the iOS ecosystem is growing further every day from Objective-C, some companies still heavily rely on it. A week away for another wave of innovation from WWDC 2020, I thought it would be interesting to dive back into Objective-C starting with a MVVM pattern implementation.
100 day challenge of data structure and algorithm in Swift
Since January, I’ve been slowing down blogging for couple reasons: I started doubting about myself and the quality of my content but I also wanted to focus more on some fundamentals I felt I was missing. So I committed to a “100 day challenge” coding challenge, focused on data structure and algorithm in Swift.
Data Structure - Implementing a Tree in Swift
Following up previous articles about common data structure in Swift, this week it’s time to cover the Tree, a very important concept that we use everyday in iOS development. Let’s dive in.
Using Key-Value Observing in Swift to debug your app
Recently, I was looking into a bug where the UITabBar was inconsistently disappearing on specific pages. I tried different approaches but I couldn’t get where it got displayed and hidden. That’s where I thought about KVO.
Data Structure - Coding a Stack in Swift
After covering last week how to code a Queue in Swift, it sounds natural to move on to the Stack, another really handy data structure which also find his place in iOS development. Let’s see why.
Data Structure - How to implement a Queue in Swift
Recently revisiting computer science fundamentals, I was interested to see how specific data structure applies to iOS development, starting this week one of most common data structure: the queue.
Should I quit blogging?
When I started this blog in 2012, it was at first to share solution to technical problem I encountered on my daily work, to give back to the community. Over the years, I extended the content to other projects and ideas I had. Nowadays, I get more and more feedbacks on it, sometimes good, sometimes bad, either way something always good to learn from.
Start your A/B testing journey with SwiftUI
Last year, I shared a solution to tackle A/B testing on iOS in swift. Now that we have SwiftUI, I want to see if there is a better way to implement A/B testing. Starting from the same idea, I’ll share different implementations to find the best one.
How to make your iOS app smarter with sentiment analysis
For quite some time now, I’ve been developing an interest to data analysis to find new ways to improve mobile app. I’ve recently found some time to experiment neural language processing for a very specific usecase related to my daily work, sentiment analysis of customer reviews on fashion items.
Localization with SwiftUI, how to preview your localized content
With SwiftUI being recently introduced, I was curious if we could take advantage of SwiftUI preview to speed up testing localization and make sure your app looks great for any language.
SwiftUI - What has changed in your MVVM pattern implementation
Introduced in 2019, Apple made UI implementation much simpler with With SwiftUI its UI declarative framework. After some time experiencing with it, I’m wondering today if MVVM is still the best pattern to use with. Let’s see what has changed, implementing MVVM with SwiftUI.
Data Structure and Algorithm applied to iOS
When asked about data structure and algorithm for an iOS development role, there is always this idea that it’s not a knowledge needed. Swift got already native data structure, right? Isn’t the rest only UI components? That’s definitely not true. Let’s step back and discuss about data structure and algorithm applied to iOS development.
How to integrate Redux in your MVVM architecture
For last couple years, I’ve been experimenting different architectures to understand pros and cons of each one of them. Redux architecture is definitely one that peek my curiosity. In this new post, I’ll share my finding pairing Redux with MVVM, another pattern I’m familiar with and more importantly why you probably shouldn’t pair them.
Software engineer, it's okay to not have a side project
There is a believe that any software developer must contribute or have a side project to work on. Even if it’s great to have, I think there is something bigger at stake doing that.
How to build a modular architecture in iOS
Over time, any code base grows along with the project evolves and matures. It creates two main constraints for developers: how to have a code well organized while keeping a build time as low as possible. Let’s see how a modular architecture can fix that.
Analytics - How to avoid common mistakes in iOS
I have been interested in analytics tools for a while, especially when it’s applied to mobile development. Over the time, I saw many code mistakes when implementing an analytical solution. Some of them can be easily avoided when developer got the right insights, let’s see how.
Apps and Projects
Over the time, I spent quite some time building different apps and projects. Here is the list of the one that became something. Lighthouse is a webapp written in Swift to test universal link configuration. Driiing, a running companion app to signal runners coming to pedestrians. Appy, an iOS app that takes helps you quit your bad habit. Square is an resizing tool for app icons written in Rust. Japan Direct, an itinerary app for iOS to visit Japan like a local.
Events and Talks
I recently tried to be more active in the iOS community. Becoming speaker and talks to events is my next challenged. Here is the list of talks I’ve made so far. My very first one was recently at iOS meetup Singapore in July 2019, talking about scalability of an iOS app along with your team. You can read more about this whole new journey here. I also got chance to be part of iOS Conf SG 2021, an online version of the very popular international event iOS Conf SG.
Code Coverage in Xcode - How to avoid a vanity metric for your iOS app
Since Xcode 7, iOS developers can generate a code coverage for their app: a report showing which area of their app is covered by unit tests. However, this is isn’t always accurate, let’s see why you should not base your code health only on code coverage.
Appy, an iOS app to help you quit your bad habits
It has been a while since I wanted to create something helpful to others, not than just another random app. Then I found out there were not so many great sobriety apps, so I launched one. Here is Appy, to help you quit your bad habits.
How to integrate Sign In with Apple in your iOS app
With iOS13, Apple is introducing “Sign In with Apple”, an authentication system that allows user create an account for your app based on their Apple ID. Let’s see how to integrate it in your app and be ready for iOS13 launch.
How to avoid common mistakes for your first iOS talk
I have been a bit more quite for the past couple weeks to take a break of my weekly routine of blogging. It’s not because I was lazy, but I wanted to take time to digest WWDC. At the same time I had other running projects, one was my first talk at an iOS meetup. Here is couple tips I would have love to hear earlier.
First steps in functional reactive programming in Swift with Apple Combine framework
One debate over the past year in the iOS ecosystem was the around functional reactive framework like RxSwift or ReactiveCocoa. This year at WWDC2019, Apple took position on it and released their own functional reactive programming framework, here is Combine.
iOS Code Review - Health check of your Swift code
I have been recently asked to review an iOS application to see how healthy was the code base, if it follows the best practices and how easy it would be to add new features to it. If I review some code on daily basis for small pull requests, analyzing one whole app at once is quite different exercise. Here is some guidelines to help doing that analysis.
How to implement Coordinator pattern with RxSwift
After weeks experimenting different patterns and code structures, I wanted to go further in functional reactive programming and see how to take advantage of it while following Coordinator pattern. This post describes how integrate RxSwift with Coordinator pattern and which mistakes to avoid.
ReSwift - Introduction to Redux architecture in Swift
If you are not familiar with it, Redux a Javascript open source library designed to manage web application states. It helps a lot to make sure your app always behaves as expected and makes your code easier to test. ReSwift is the same concept but in Swift. Let’s see how.
Tools and tips to scale your iOS project along with your team
We often talk about scalability of iOS app but not much about the project itself or the team. How to prepare your project to move from 2 developers to 6? How about 10 or 20 more? In that research, I’ve listed different tools to prepare your team and project to scale.
RxSwift & MVVM - Advanced concepts of UITableView with RxDataSources
For the past months, I keep going further in RxSwift usage. I really like the idea of forwarding events through different layers but the user interface stays sometimes a challenge. Today, I’ll describe how to use RxDataSources to keep things as easy as possible.
How to use Vapor Server to write stronger UI tests in Swift
Even if I usually stay focus on the customer facing side of mobile development, I like the idea of writing backend api with all the security that Swift includes. Starting small, why not using Swift Server for our UI Tests to mock content and be at the closest of the real app.
How to bootstrap your iOS app to iterate faster
I love developing new iOS apps and create new products. However, regardless of the project, it often need a team to mix the required skills: design, coding, marketing. Although, this less and less true, so let’s see how to bootstrap your iOS app.
RxSwift & MVVM - How to use RxTests to test your ViewModel
Not that long ago, I wrote how to pair RxSwift with MVVM architecture in an iOS project. Even if I refactored my code to be reactive, I omitted to mention the unit tests. Today I’ll show step by step how to use RxTest to unit test your code.
Down the rabbit hole of iOS design patterns
For years now, the whole iOS community has written content about the best way to improve or replace the Apple MVC we all started with, myself included. MVC, MVVM, MVP, VIPER? Regardless the type of snake you have chosen, it’s time to reflect on that journey.
Coordinator & MVVM - Clean Navigation and Back Button in Swift
After introducing how to implement Coordinator pattern with an MVVM structure, it feels natural for me to go further and cover some of the blank spots of Coordinator and how to fix along the way.
Reversi - An elegant A/B testing framework for iOS in Swift.
Couple weeks ago, I heard somebody talking about A/B testing in iOS and how “mobile native A/B testing is hard to implement”. It didn’t sound right to me. So I build a tiny framework for that in Swift. Here is Reversi.
Dos and Don’ts for creating an onboarding journey on iOS
I was recently searching for onboarding journey in iOS, that succession of screens displayed at the first launch of a freshly installed mobile app. But regardless how beautiful the design can be, why so many people are tempted to skip it. I listed things to consider while creating an onboarding journey for your iOS app.
Introduction to Coordinator pattern in Swift
After some times creating different iOS apps following an MVVM pattern, I’m often not sure how to implement the navigation. If the View handles the rendering and user’s interactions and the ViewModel the service or business logic, where does the navigation sit? That’s where Coordinator pattern takes place.
How to create a customer focused mobile app
Last year, I launched with a friend Japan Direct, an itinerary app for Japan travellers. Even if the first version came up quite quickly, I kept iterate but always staying focus on customer feedback first. Almost a year later, it’s good time for synthesis, see what worked and how we created a customer focused app.
Adaptive Layout and UICollectionView in Swift
Apple introduced in iOS8 trait variations that let developers create more adaptive design for their mobile apps, reducing code complexity and avoiding duplicated code between devices. But how to take advantage of variations for UICollectionView?
This post will cover how to setup variations via Interface Builder as well but also programatically, using AutoLayout and UITraitVariation with a UICollectionView to create a unique adaptive design.
RxSwift & MVVM - An alternative structure for your ViewModel
For last couple weeks, I’ve worked a lot about how to integrate RxSwift into an iOS project but I wasn’t fully satisfied with the view model. After reading many documentation and trying on my side, I’ve finally found a structure I’m happy with.
Create a machine learning model to classify Fashion images in Swift
Since WWDC18, Apple made it way easier to developers to create model for machine learning to integrate iOS apps. I have tried myself in the past different models, one for face detection and create another with Tensorflow to fashion classification during a hackathon. Today I’ll share with you how I create a model dedicated to fashion brands.
How to integrate RxSwift in your MVVM architecture
It took me quite some time to get into Reactive Programming and its variant adapted for iOS development with RxSwift and RxCocoa. However, being fan of MVVM architecture and using an observer design pattern with it, it was natural for me to revisit my approach and use RxSwift instead. Thats what I’m going to cover in this post.
Design pattern in Swift - Delegation
The delegation pattern is one of the most common design pattern in iOS. You probably use it on daily basis without noticing, every time you create a UITableView or UICollectionView and implementing their delegates. Let’s see how it works and how to implement it in Swift.
UI testing - How to inspect your iOS app with Calabash and Appium
Part of the journey in software development is testability. Regarding mobile development, testability for your iOS app goes through UI testing. Let’s see different way to inspect any UI elements and prepare your iOS app for UI automation testing.
Don't forget what you've accomplished this year
While wishing a happy new year around me, people helped me realised how many good things happened to me this year. Funny enough, while listing my goals for 2019, I found the matching list for 2018 and here is what really happened.
Develop your creativity with ephemeral iOS apps
From my first year studying computer science, I’ve always wanted to do more on my free time and create simple projects that could be useful for others. I won’t lie, I wish I was able to monetize them but regardless the outcome, learning was always part of the journey.
Design pattern in Swift - Observers
During this year, I have blogged quite a bit about code architecture in Swift and I’ve realized that I didn’t explain much about which design pattern to use with it. In a series of coming posts, I will cover different design patterns, starting now with observer.
Build a visual search app with TensorFlow in less than 24 hours
For a while now, I really wanted to work on a machine learning project, especially since Apple let you import trained model in your iOS app now. Last September, I took part of a 24h hackathon for an e-commerce business, that was my chance to test it. The idea was simple: a visual search app, listing similar products based on a picture.
Always keep your skills sharp
It has been couple months since my last post and despite the idea, a lot of things kept me busy far from blogging. Looking back, it all articulates around the same idea: why it’s important to always keep your skills sharp.
How to detect if your iOS app hits product market fit
Couple months ago, I’ve built an app and released it on the App Store. Since published, I really wanted to see how it lives and understand how to make it grow. Ideally, I wanted to know if there is a product / market fit. In the article, I describe each steps and ideas that helped my app grow and what I learnt from it.
The best way to encode and decode JSON in Swift4
Most of mobile apps interact at some point with remote services, fetching data from an api, submitting a form… Let’s see how to use Codable in Swift to easily encode objects and decode JSON in couple lines of codes.
Why choosing XCUITest framework over Appium for UI automation testing
I recently went for a Swift conference and UI automation testing was one of the subject. I already mentioned it with Appium in the past but I think it’s time to go back to it and explain why today I still prefer using Apple’s testing framework instead.
Why and how to add home screen shortcut for your iOS app
I recently implemented 3D touch for an app and I was very interested about home screen quick actions. If it can be a good way to improve user experience, it doesn’t mean your app always needs it. In this article, I explain how to add home screen shortcut for your app in Swift but mostly why can justify implementing it.
What I learn from six years of blogging
I recently realised that my first blog post was 6 years ago. It’s a good occasion for me to do a little retrospective and share what I learnt from blogging over the years.
Error handling in MVVM architecture in Swift
If you care about user experience, error handling is a big part you have to cover. We can design how an mobile app looks like when it works, but what happen when something goes wrong. Should we display an alert to the user? Can the error stay silent? And mostly how to implement it the best way with your current design pattern? Let’s see our options while following MVVM pattern.
From the idea of an iOS app to App Store in 10 hours
The best way to learn and become more creative as a developer is to focus on a side project. A really good friend coming back from Japan came to me with an idea when I needed that side project. This is how we created Japan Direct, from the idea to the App Store in almost no time.
How to optimise your UICollectionView implementation in Swift
For the last couple weeks, I tried to step back on my development to analyse what is time consuming in mobile development. I realised that most of new views are based on same approach, reimplementing an similar structure around a UICollectionView or UITableView.
What if I can have a more generic approach where I can focus only on what matters, the user experience. That’s what I tried to explore in this article.
Support universal links in your iOS app
Last couple weeks, I have traveled with only my iPhone with me and I realised how many apps I daily used still relying on their websites. Even with the right iOS app installed, I had to browse on Safari app to get specific details. That is why it’s so important to support universal links in iOS. Let me show you how.
Make the most of enumerations in Swift
Enumerations have changed a lot between Objective-C and Swift. We can easily forget how useful and powerful it can. I wanted to get back to it through simple examples to make the most of it.
How to integrate Firebase in your iOS app
Firebase is a set of tools introduced by Google to build better mobile apps. I worked with this many times and even if it’s straight forward to integrate, here are couple advices of implementation to make the most of it.
From lean programming to growth marketing
I recently followed a growth marketing course, introducing mindset and methodology to make a company grow. I learnt a lot from it and since, I try to apply this knowledge on a daily basis. After more reflection on it, a lot of ideas looked very similar to software development job, this is the part I would like to share.
Introduction to Protocol-Oriented Programming in Swift
When I started coding years ago, it was all about object oriented programming. With Swift, a new approach came up, making the code even easier to reuse and to test, Protocol-Oriented Programming.
Why you should abstract any iOS third party libraries
If you have an iOS app, you might have integrated external libraries and tools to help you getting your product ready faster. However your iOS architecture and swift code shouldn’t depend on those libraries.
Optimise Xcode build to speed Fastlane
The best part of continuous integration is the ability to automatically run tests and build apps, ready to be deployed. However, automatic build doesn’t mean smart or optimised build. Here are some tips I collected along the way to speed up delivery process.
Unit Testing your MVVM architecture in Swift
To be sure new code won’t break old one already implemented, it’s best practice to write unit tests. When it comes to app architectures, it can be a challenge to write those tests. Following an MVVM pattern, how to unit test a view and its viewModel? That’s what I would like to cover here using dependency injection.
How to implement MVVM pattern in Swift from scratch
Creating a new app often raise the question of what architecture to choose, which pattern would fit best. In this post, I show how to implement an MVVM pattern around a sample app in Swift.
Kronos, an iOS app to make runners love numbers
In 2017, I managed to run about 750 miles (1200 km), it’s 250 miles more than the year before. I know it because Strava tracked it for me. I’m such a fan of their product than using it becomes part of my routine and my training. Although, during that journey, I always missed numbers that talked to me. That is how I created Kronos.
Starting your year the right way
Starting a new year is always exciting. Most of us have new resolutions and a bucket list we want to accomplish for 2018 but it’s quite often that as soon something go wrong, the whole list goes wrong. Here is some advices to keep track on it.
Do you need a Today extension for your iOS app?
For the last couple months, I observed Today extensions of some of iOS apps I daily use to see when those widgets are useful and how to justify developing one. Here are my conclusions.
Face detection in iOS with Core ML and Vision in Swift
With iOS11, Apple introduced the ability to integrate machine learning into mobile apps with Core ML. As promising as it sounds, it also has some limitations, let’s discover it around a face detection sample app.
Making five years in three
I always thought a good way to stay motivated and look forward is to have goal you can accomplish in a short term, about 3 to 12 months maximum. It’s at least the way I dealt with my life after being graduated.
How to use Javascript with WKWebView in Swift
Embedding web into native apps is a frequent approach to quickly add content into a mobile app. It can be for a contact form but also for more complex content to bootstrap a missing native feature. But you can go further and build a two bridge between Web and Mobile using JavaScript and Swift.
Using Charles as SSL Proxy on iOS
Most of apps use HTTPS request to access data, and because of SSL encryption, it can be tough to debug it from iOS apps that are already on the App Store. Charles is the perfect tool to help you inspect your HTTPS requests.
Create your private CocoaPod library
Libraries and external dependencies have always been a good way to avoid developers recreate something already existing. It’s also a good way to help each other and leaving something reusable. CocoaPods is the most used tool to manage dependencies around Xcode projects. Let’s see how to create your own private pod.
How to be what you want to be
Starting 2017, I decided that this year would be mine. It doesn’t mean everything would be given, but I would stay open to new opportunities and stay actor of my life, be what I want to be. Half way, here is time for reflection.
Build your Android app with Bitbucket Pipeline and HockeyApp
Configuring a continuous integration can be tricky for mobile apps. Let’s see how quick it is to build an Android app with Bitbucket Pipeline and deliver it with App Center app (ex HockeyApp).
How to migrate from WordPress to a static website with Hugo and AWS
Recently, I got a reminder that my domain name and shared host would eventually expire this summer. I always had a WordPress for my website and thought it was time to move on for something easier to maintain. Here is how I managed to migrate my WordPress blog to a static website with Hugo on AWS.
10 weeks training with running mobile apps
This year, I finally signed up for a marathon and the way I use running apps and their services have clearly changed. Giving the best user experience around those services is essential to make the app useful. Here is my feedback as a mobile developer during my last 10 weeks training.
French Election 2017, don't get fooled by surveys
Technology has never been as important as today in politics. Everything is related to numeric data. If we only analyze news around US elections in 2016, it was mostly about email hacks, fake news in daily news feed, or online surveys. Concerned about French elections 2017, I wanted to be a bit more active and do something related the last one: to online surveys.
Six months of Android development
In my current role at Qudini, I started as an iOS developer. My main task was to create and improve our mobile products for iOS devices based on what was already done on Android. However I wanted to be more efficient in my job and I thought it could be by impacting more users through Android development. Once our iOS apps were at the same level as the Android one, I push the idea that it would be better I start doing Android too. Here is my feedback after 6 months developing on Android.
Feature flag your mobile app with Apptimize
Recently, I got the chance to integrate feature flags into a mobile app I work on. The idea of feature flag is simple, it lets you enable and manage features in your mobile app remotely without requiring a new release. Let see the benefice of it and how integrate a feature flag solution like Apptimize’s one.
Xcode script automation for SauceLabs
Couple months ago, I’ve tried to set a mobile testing environment with Appium and one of the best tools to execute these tests was SauceLabs, a cloud platform dedicated for testing. SauceLabs is pretty easy to use but here is couple tricks to make even easier.
Mobile continuous delivery with bitrise
Continuous integration and continuous delivery is something I wanted to do a while ago, specially since Apple accelerated its approval process to publish new apps on its mobile store. It can now takes less than a day to have an update available for your mobile users: continuous integration and continuous delivery makes more sense than ever on mobile apps.
How can a developer do marketing?
Working as a mobile developer, I created multiple apps during last couple years for companies I worked for, and eventually for personal projects. At the beginning, I though the goal for any developer was the release itself: shipping code and moving on, but I quickly found out that it was more frustrating than everything to stop here. That’s how I started thinking about what should be the next step and if a developer can actually do marketing and how.
Growth Hacking applied to your LinkedIn profile to get a new job
I recently finished Growth Hacking Marketing by Ryan Holiday and learn a lot of things about it. Some of them remembered me the way I found my job in London and how I tweaked my LinkedIn profile to fit the targeted audience.
How to create an iOS app for Sens'it tracker in Swift
Sens’it is small tracker developed by Sigfox and given for free during events to let people test the Sigfox low frequency IoT network. Let’s see how to create an iOS app in Swift based on Sens’it api.
How to keep your privacy in mobile apps
Couple years ago, I worked on a mobile app linked to video and audio recording. I quickly see that, once the user agreed for permissions, it can be easy to track personal data without user noticed it. Let see how limit mobile app permissions to maintain user privacy.
Appium, when automation testing can be randomly wrong
Appium is an UI automation testing framework, helping developers to automatically test their app. This tool can be really powerful but my experience with it let me think it’s not enough accurate to be used everyday and at its full potential.
UI Automation testing on iOS9
During WWDC2015, Apple announced big stuff, but they also released awesome features for developers. One of them was dedicated to UI Testing. Working around UI Automation test, I’ve just discovered last Xcode 7 and how life is going to be easier with their last feature for that.
How to work with native iOS and javascript callbacks in Objective-C
Recently I worked on a small iOS mobile project around Javascript. I wanted to load web content from iOS with Javascript inside and get callbacks from Javascript into iOS, to save native data and transmit it to an other controller if needed. The second part was also to call Javascript methods from iOS part.
AmbiMac, an app creating your own ambilight
Philips created few years ago Ambilight, a TV with a dynamic lights on it back. With two friends, we wanted to design an app with a similar function based on connected light bulb during an hackathon. Here is what we have done in 24h hours of code, let’s meet AmbiMac.
Introduction to sleep analysis with HealthKit with Swift
HealthKit is a powerful tool if you want to create an iOS mobile app based on health data. However, it’s not only for body measurements, fitness or nutrition; it’s also sleep analysis. In this HealthKit tutorial, I will show you how to read and write some sleep data and save them in Health app.
UPDATE - April 2020: Originally written for Swift 1.0, then 2.0, I’ve updated this post for latest Swift 5.1 version and Xcode 11.3.
Dynamic url rewriting in CodeIgniter
I work with CodeIgniter almost exclusively on API, but sometimes it can help on short-lived websites. Rewrite url is a good thing to know if you want to optimize SEO for your key pages of a website. That’s what I want to show you and how it’s easy to set it up.
Le métier de développeur dans les objets connectés
Pour la fin de mes études, j’ai choisi de rédiger mon mémoire sur les objets connectés et plus précisément sur le développement de services numériques autour de ces objets. Ce travail de fond m’a permis de prendre du recul sur mon travail mais c’était aussi l’occasion de trouver une définition de ce qu’est un développeur d’objet connecté.
Majordhome, le projet né durant un startup weekend
En Octobre dernier, j’avais travaillé sur le cocktailMaker, un objet connecté facilitant la création de cocktails. Voulant pousser le concept un peu plus loin, je me suis inscrit au startup weekend de Novembre organisé à l’EM Lyon pour découvrir les aspects marketing et business qui me manque aujourd’hui. Retour sur ces 54h de travail acharné.
Les difficultés autour des objets connectés
Ces temps ci, il y a beaucoup de bruits autour des objets connectés. Tous les jours, on découvre de nouveaux articles sur des objets connectés annoncés sur le marché ou financés sur des plateformes de “crowdfunding”. On a bien moins d’informations sur toutes les difficultés liées autour de ces projets innovants. Voici mes conclusions sur les recherches que j’ai faites à ce sujet.
CocktailMaker, l'objet connecté 100% hackathon
L’année dernière à cette même période, j’ai participé au Fhacktory, ce hackathon nouvelle génération né à Lyon, avec une application mobile dédiée à la chute libre. Cette année, j’ai pu à nouveau monter sur le podium de cet évènement en développement un objet connecté, le CocktailMaker. Retour sur ce week-end 100% hack.
Comment Jawbone s'adapte à l'Internet des Choses
Sur la place des objets connectés, Jawbone est rapidement devenu un pilier du “quantified-self” (auto-mesure) avec ses bracelets UP et UP24. Je vous propose un décryptage des leurs dernières évolutions afin de rester à la pointe du “wearable”.
Moto360 ou Withings Activité
De plus en plus de montres connectées font leur apparition, mais d’après moi, la plupart passe à côté de l’essentiel: la montre reste l’un des seuls accessoires masculin, il faut donc la rendre élégante en respectant sa forme historique. C’est pourquoi, je m’intéresse dans cet article principalement aux montres “habillées” et en attendant la sortie de celle d’Apple, je vous propose un comparatif entre la montre connectée de Motorola et celle de Withings, fraichement annoncée.
Mes premiers pas vers le Lean Startup
Ne voulant pas me limiter à mon background technique, j’essaie de plus en plus de développer des notions d’entrepreneuriat dans l’idée d’être plus utile dans mon analyse technique et de continuer la reflexion autour de différents développement d’applications dans une start-up. L’idée est de ne pas se limiter au développement demandé, mais d’essayer d’appréhender toute la chaine de réflexion, à savoir du besoin de clients jusqu’à l’utilisation d’un nouveau service/produit développé et de voir comment celui-ci est utilisé et ce qu’il faut améliorer.
Pour cela, et avec les conseils avisés d’un ami , Maxime Salomon, j’ai commencé à lire The Lean Startup de Eric Ries. Ce livre aborde de nombreux sujets autour de l’entrepreneuriat, du marketing ainsi que de développement de produit à proprement parlé. L’idée est de proposer un cycle itératif de développement pouvant permettre de mesurer rapidement différents paramètres pour faire évoluer un produit en fonction de nouvelles données.
Etant d’un formation plus scientifique, j’ai ce besoin de mettre en pratique ce dont il est question pour mieux comprendre la solution proposée, j’ai aussi un besoin de me documenter sur les différents termes employés pour ne pas passer à côté du sujet, c’est pourquoi je prends mon temps pour lire ce livre, mais je vous propose mon retour d’expérience sur mes premiers acquis et comment j’essaie de les mettre en pratique.
UP24 - Découverte du bracelet connecté de Jawbone
Nous découvrons chaque jour de plus en plus d’objets connectés, ils se divisent en plusieurs catégories comme la santé, la musique, la lumière, etc. Une bonne partie se retrouve aussi dans le tracking d’activité comme le bracelet Jawbone UP. Etant intéressé de connaitre les performances de ces objets connectés dit “wearable”, je vous propose mon retour d’experience sur le bracelet UP24 ainsi que les services proposés autour.
Introduction à Soundcloud
Soundcloud est une des plus grosses plateformes de musique indépendante, c’est plus de 200 millions d’utilisateurs pour ce réseau sociale basé sur le partage musicale. Certains artistes ne publient leurs musiques que sur cette plateforme. C’est aussi la place pour des novices qui veulent essayer leurs titres et se faire connaitre. Vous pouvez aussi y retrouver des discours, des podcasts et tout autres types de contenu audio.
Dans cette optique de toujours avoir de la bonne musique, Soundcloud est disponible sur toutes les plateformes (web et mobile) et l’écoute est gratuite. Pour une utilisation encore plus variée de leur service, SoundCloud propose une API ainsi que de nombreux SDK (Javascript, Ruby, Python, PHP, Cocoa et Java). Nous allons voir ensemble comment intégrer SoundCloud dans une application mobile iPhone.
Comment réussir son premier entretien
Passer un entretien pour un poste est toujours un peu stressant. Suivant comment ce stress est géré, la personne peut donner une image de quelqu’un qui n’est pas sûre de soi par ses gestes (tremblement, bafouillement, se frotter les mains) ou par ses mots (ne pas finir ses phrases, phrases à rallonge trop complexe, etc). Difficile dans ces cas là de donner la meilleure image de soi pour montrer qu’on est travailleur, motivé et prêt à l’emploi.
Je vous propose par mon retour d’experience quelques conseils simples.
Spotify et ses outils d'intégration
Après avoir travaillé avec les technologies Deezer, nous allons voir quels outils sont proposés par Spotify pour une intégration web ou mobile. Spotify proposant une écoute gratuite sur son client ordinateur et depuis peu sur mobile (parsemé de publicité), il se démarque de Deezer qui nécessite d’avoir un compte Premium pour une utilisation sur smartphone. L’intégration pour les développeurs est aussi différente, mais à quelle mesure? C’est ce que nous allons voir.
Hackathon: ma maison connectėe
Les objets connectės sont de plus en plus présents chez nous. On y retrouve des produits comme des ampoules, des enceintes audio ainsi que des prises intelligentes. On y retrouve aussi des produits plus innovants comme le pèse personne de Withings, la balle de Sphero, la lampe connectée “holî” ou encore le capteur pour plante de Parrot.
C’est dans cette optique là que l’entreprise Direct Energie a organisée un hackathon autour des objets connectés pour présenter différentes solutions autour de la maîtrise d’énergie et des objets intelligents.
C’est en tant que support technique sur le produit “holî” et son SDK que j’y ai participé, afin d’aider les développeurs à se familiariser avec l’outil. Ayant fait un hackathon du côté développeur, c’est un nouveau retour d’expérience cette fois ci du côté partenaire.
SpriteKit, un framework iOS7 pour jeu video
Au jour d’aujourd’hui, les jeux vidéos sont de plus en plus présent. Avec l’univers du smartphone, il est de plus en plus facile d’embarquer des jeux vidéos avec nous et ce partout.
Plusieurs jeux ont eu un tel succès qu’il reste difficile d’ignorer cet utilisation de nos téléphones en tant que console. A n’en citer que quelques-uns: DoodleJump, AngryBird ou encore le fameux CandyCrush.
Depuis la sortie d’iOS7, Apple a rajouté un framework de jeu vidéo 2D directement dans son SDK: SpriteKit. Nous allons voir ensemble comment l’utiliser.
Fhacktory, un hackathon nouvelle génération
Un hackathon est l’équivalent d’un marathon sur le domaine du développement informatique. Bien connu sous le système de “Startup Weekend”, ce principe a été adapté dans l’informatique au développement de projet en un temps donné. Le but est de monter en un weekend une équipe qui évoluera autour d’une idée et proposera une solution à un problème. J’ai récemment participé à l’un d’entre eux, le Fhactory: un hackathon se définissant “100% hack, 0% bullshit” et voici mon retour d’expérience.
À la découverte des outils de Deezer
Deezer étant l’une des plus grosse plateforme d’écoute et de partage de musique, il est intéressant de voir comment se servir des différents outils qu’il nous met à disposition à savoir son API de recherche de morceau et ses différents SDK pour une intégration web ou mobile.
Nous allons voir ensemble, comment les utiliser, à quelles fins et quelles en sont les limites. Pour le SDK, je ne m’intéresserai qu’à celui pour iOS.
iJump, une application iPhone pour les parachutistes
En lançant le portail web de météo Weather, mon idée était d’en faire un support pour une version mobile. En effet l’intérêt pour des données météorologiques est de rester nomade et suivre son utilisateur. En intégrant différentes notions associées à la chute libre et avec l’aide de la Fédération Française de Parachutisme, voici iJump: l’application mobile pour les parachutistes.
La formation au développement mobile
Il y a maintenant 6 mois, j’ai commencé une formation afin de devenir enseignant sur les languages Cocoa et Objective-C.
Cette formation a compris plusieurs étapes, chacune finissant par un examen afin de passer à la suivante:
- Une partie pédagogique au cours de laquelle nous sommes évalués sur notre capacité à communiquer un message, à faire comprendre une technologie, à la gestion de notre temps de parole ainsi qu’à la tenue une classe.
- Une partie technique où l’évaluation se portait exclusivement sur la connaissance des technologies auxquelles je m’étais proposé. Pour ma part, cela m’a permis de revoir les fondements de Cocoa ainsi que de l’historique la société NeXT.
Voici mes différents retours sur ma première experience de formateur.
Sencha Touch: framework HTML5 pour application mobile
Introduction:
Sencha est un framework HTML5 pour créer des application mobiles multiplateformes. L’intérêt de celui-ci est de faire, à partir d’un projet HTML et de code JSON, une même application mobile sur plusieurs plateformes, un gain de temps incroyable si le code s’y tient. Nous allons voir les premiers pas d’une application à partir de Sencha.
MVVM Light sous Windows Phone 8 SDK
Le nouveau système d’exploitation Windows 8 va de paire avec la mise à jour de son système sur mobile: Windows Phone 8.
Voici une petite introduction à MVVM Light Toolkit, un jeu de composant se basant sur une structure Model-View-ViewModel sur les frameworks XAML/C#, pouvant être utilisé pour un développement sur Windows Phone 8.
Réalisation: Weather, un portail météo pour la chute libre
Contexte:
Ayant récemment été initié à la chute libre, cette discipline est largement dépendante de la météo.
Malheureusement, trouver la météo en temps en “temps réel” suivant son centre de saut n’est pas chose aisé. Même à 10km de son centre de saut, la différence météorologique peut être significative quant à la pratique du parachutisme.
C’est pourquoi j’ai décidé de developper un portail web permettant de consulter le dernier relevé météo de n’importe quel centre de saut en France, datant de moins de 12h.
Intégration de DataMapper dans CodeIgniter
Introduction:
Un ORM (Object-relational mapping) est utilisé dans la programmation orienté objet afin de créer virtuellement un modèle en se basant sur une base de donnée. Cela évite de devoir écrire les requêtes dans la base de donnée soit même, un vrai gain de temps.
Réalisation: iDevWeb - Mise à jour
Librairie Restkit et synchronisation de données
Introduction
La synchronisation de données en ligne est une pratique courante afin d’avoir un contenu mis à jour à chaque utilisation (applications d’informations, de news et autres).
Trouver un moyen simple d’embarquer ces données avant une synchronisation en ligne est intéressant, permettant une utilisation de l’application même si les données ne sont pas à jour.
Travaillant en Objective-C sur des applications mobiles pour iphone/ipad, nous allons voir comment utiliser Restkit à ces fins.
Quel-camping.fr
Après avoir fini ma première année d’étude en informatique, j’ai eu l’idée de réaliser un site internet pour une première experience professionnelle à mon compte.
Des idées à l’étude:
Après quelques idées ainsi que des conseils avisés d’un jeune entrepreneur, j’ai décidé de choisir la branche du tourisme et plus précisément le domaine de l’hotellerie de plein air.
En effet, ce domaine est peu exploité sur internet alors que le nombre de réservation de séjour en camping continuait d’augmenter.
Réalisation: iDevWeb - Gestion de projets web
Quand on est développeur web, il arrive qu’on travaille sur plusieurs projets en même temps et qu’on conserve d’anciens projets sans les supprimer.
En utilisant MAMP sous MAC OS X, il faut accéder à l’url exacte du dossier pour pouvoir accéder au site web, il n’existe pas par défaut une page qui indexe les dossiers contenus dans le dossier de développement.
C’est là que j’ai eu l’idée de développer un petit portail en php qui listerait les dossiers contenus dans mon dossier de développement, cela éviterait de devoir se rappeler du nom du projet ainsi que du chemin exacte pour y accéder.
Réécriture d'urls avec htaccess sous CodeIgniter
Le principe de réécriture d’urls permet de “transformer” les urls pour référencer plus simplement des pages clés d’un site internet. Pour cela on utilise le fichier htaccess, un fichier caché situé à la racine du dossier de l’application.
Nous allons voir comment est géré par défaut les urls dans le framework CodeIgniter et comment les modifier pour éviter de perdre le référencement déjà acquis sur un site web.
CodeIgniter et son modèle MVC
CodeIgniter est un framework php open source basé sur une architecture MVC.
Rappel:
L’architecture MVC (Modèle – Vue – Controller) permet d’organiser plus simplement une application.
- Modèle : type de données, objet
- Vue: interface avec l’utilisateur
- Contrôleur: traitement des données, gestion des évènements.
Un framework est un kit qui permet de créer la base d’une application plus rapidement et avec une structure plus solide.
Présentation:
CodeIgniter a pour avantage d’être libre mais surtout d’être plus léger comparé aux autres frameworks php connus. Il possède un “guide utilisateur” (en ligne sur le site officiel et localement dans le dossier téléchargé) plus que complet qui propose de nombreux exemples d’applications. La mise en place est intuitive et aucune configuration n’est nécessaire pour une utilisation simple.

Tips, Tricks, and Techniques on using Cascading Style Sheets.
Bringing Back Parallax With Scroll-Driven CSS Animations
- Articles
- animation
- Scroll Driven Animation
Parallax is a pattern in which different elements of a webpage move at varying speeds as the user scrolls, creating a three-dimensional, layered appearance. It once required JavaScript. Now we have scroll-driven animations in CSS, which is free from the main-thread blocking that can plague JavaScript animations.
Bringing Back Parallax With Scroll-Driven CSS Animations originally published on CSS-Tricks, which is part of the DigitalOcean family. You should get the newsletter.
For a period in the 2010s, parallax was a guaranteed way to make your website “cool”. Indeed, Chris Coyier was writing about it as far back as 2008. For those unfamiliar with the concept, parallax is a pattern in which different elements of a webpage move at varying speeds as the user scrolls, creating a three-dimensional, layered appearance. A true parallax effect was once only achievable using JavaScript. However, scroll-driven animations have now given us a CSS-only solution, which is free from the main-thread blocking that can plague JavaScript animations. Parallax may have become a little cliché, but I think it’s worth revisiting with this new CSS feature. Note: Scroll-driven animations are available on Chrome, Edge, Opera, and Firefox (behind a feature flag) at the time of writing. Use a supported browser when following this tutorial. Starting code In this example, we will apply parallax animations to the background and icons within the three “hero” sections of a universe-themed webpage. We’ll start with some lightly styled markup featuring alternating hero and text sections while including some space-related nonsense as placeholder content. Adding initial animations Let’s add an animation to the background pattern within each hero section to modify the background position. @keyframes parallax { from { background-position: bottom 0px center; } to { background-position: bottom -400px center; } } section.hero { /* previous code */ + animation: parallax 3s linear; } Here we use the keyframes CSS rule to create a start and end position for the background. Then we attach this animation to each of our hero sections using the animation property. By default, CSS animations are duration-based and run when the specified selector is loaded in the DOM. If you refresh your browser, you will see the animation running for three seconds as soon as the page loads. We do not want our animation to be triggered immediately. Instead, we intend to use the page’s scroll position as a reference to calculate the animation’s progress. Scroll-driven animations provide two new animation timeline CSS functions. These additions, view() and scroll(), tell the browser what to reference when calculating the progress of a CSS animation. We will use the view() function later, but for now, let’s focus on scroll(). The scroll progress timeline couples the progression of an animation to the user’s scroll position within a scroll container. Parameters can be included to change the scroll axis and container element, but these are not necessary for our implementation. Let’s use a scroll progress timeline for our animation: section.hero { /* previous code */ - animation: parallax 3s linear; + animation: parallax linear; + animation-timeline: scroll(); } If you refresh the page, you will notice that as you scroll down, the position of the background of each hero section also changes. If you scroll back up, the animation reverses. As a bonus, this CSS animation is handled off the main thread and thus is not subject to blocking by any JavaScript that may be running. Using the view progress timeline Now let’s add a new parallax layer by animating the header text and icons within each hero section. This way, the background patterns, headers, and main page content will all appear to scroll at different speeds. We will initially use the scroll() CSS function for the animation timeline here as well. @keyframes float { from { top: 25%; } to { top: 50%; } } .hero-content { /* previous code */ + position: absolute; + top: 25%; + animation: float linear; + animation-timeline: scroll(); } That’s not quite right. The animation for the sections further down the page is nearly done by the time they come into view. Luckily, the view animation timeline solves this problem. By setting the animation-timeline property to view(), our animation progresses based on the position of the subject within the scrollport, which is the part of the container that is visible when scrolling. Like the scroll animation timeline, scrolling in reverse will also reverse the animation. Let’s try changing our animation timeline property for the hero text: .hero-content { /* previous code */ - animation-timeline: scroll(); + animation-timeline: view(); } That looks pretty good, but there is a problem with the header content flashing into the view when scrolling back up the document. This is because the view timeline is calculated based on the original, pre-animation positioning of the subject element. We can solve this by adding an inset parameter to the view() function. This adjusts the size of the container in which the animation will take place. According to MDN’s documentation, the “inset is used to determine whether the element is in view which determines the length of the animation timeline. In other words, the animation lasts as long as the element is in the inset-adjusted view.” So, by using a negative value, we make the container larger than the window and trigger the animation to start a little before and end a little after the subject is visible. This accounts for the fact that the subject moves during the animation. - animation-timeline: view(); + animation-timeline: view(-100px); Now both the text and background animate smoothly at different speeds. Adjusting animations using animation ranges So far, we have employed both scroll and view progress timelines. Let’s look at another way to adjust the start and end timing of the animations using the animation-range property. It can be used to modify where along the timeline the animation will start and end. We’ll start by adding a view() timeline animation to the #spaceship emoji: @keyframes launch { from { transform: translate(-100px, 200px); } to { transform: translate(100px, -100px); } } #spaceship { animation: launch; animation-timeline: view(); } Again, we see the emoji returning to its 0% position once its original unanimated position is outside of the scrollport. As discussed before, animations are based on the original pre-animation position of the subject. Previously, we solved this by adding an inset parameter to the view() function. We can also adjust the animation range and tell our animation to continue beyond 100% of the animation timeline without having to manipulate the inset of the view timeline itself. #spaceship { animation: launch; animation-timeline: view(); + animation-range: 0% 120%; } Now the animation continues until we have scrolled an extra 20% beyond the calculated scroll timeline’s normal endpoint. Let’s say that we want to add an animation to the #comet emoji, but we don’t want it to start animating until it has passed 4rem from the bottom of the scrollport: @keyframes rotate { from { transform: rotate(0deg) translateX(100px); } to { transform: rotate(-70deg) translateX(0px); } } #comet { animation: rotate linear; transform-origin: center 125px; animation-timeline: view(); animation-range: 4rem 120%; } Here we see the “delayed” animation in action: We can also combine animation ranges to run completely different animations at different points within the same timeline! Let’s illustrate this by combining animation ranges for the #satellite icon at the top of the page. The result is that the first animation runs until the icon passes 80% of the scrollport, then the second animation takes over for the final 20%. @keyframes orbit-in { 0% { transform: rotate(200deg); } 100% { transform: rotate(0deg); } } @keyframes orbit-out { 0% { transform: translate(0px, 0px); } 100% { transform: translate(-50px, -15px); } } #satellite { animation: orbit-in linear, orbit-out ease; animation-timeline: view(); animation-range: 0% 80%, 80% 110%; } Fallbacks and accessibility Our webpage features numerous moving elements that may cause discomfort for some users. Let’s consider accessibility for motion sensitivities and incorporate the prefers-reduced-motion CSS media feature. There are two possible values: no-preference, and reduce. If we want to fine-tune the webpage with animations disabled by default and then enhance each selector with animations and associated styles, then we can use no-preference to enable them. @media (prefers-reduced-motion: no-preference) { .my-selector { position: relative; top: 25%; animation: cool-animation linear; animation-timeline: scroll(); } } For us, however, the webpage content and images will still all be visible if we disable all animations simultaneously. This can be done concisely using the reduce option. It’s important to note that this sort of blanket approach works for our situation, but you should always consider the impact on your specific users when implementing accessibility features. @media (prefers-reduced-motion: reduce) { .my-selector { animation: none !important; } } In addition to considering accessibility, we should also take into account that scroll-driven animations are not supported by all browsers at the time of writing. If we care a lot about users seeing our animations, we can add a polyfill (direct link) to extend this functionality to currently unsupported browsers. This, however, will force the animation to run on the main thread. Alternatively, we could decide that performance is important enough to skip the animations on unsupported browsers, thereby keeping the main thread clear. In this case, we can use the @supports selector and include the styles only on supported browsers. Here is the final code with everything, including the polyfill and reduced motion fallback: Conclusion There we go, we just re-created a classic web effect with scroll-driven animations using scroll and view progress timelines. We also discussed some of the parameters that can be used to adjust animation behavior. Whether or not parallax is your thing, I like the idea that we can use a modern approach that is capable of doing what we could before… only better with a dash of progressive enhancement. More information Unleash the Power of Scroll-Driven Animations animation-timeline (CSS-Tricks) CSS scroll-driven animations (MDN) Scroll-driven Animations Demo Site (Bramus) Bringing Back Parallax With Scroll-Driven CSS Animations originally published on CSS-Tricks, which is part of the DigitalOcean family. You should get the newsletter.
Thinking Deeply About Theming and Color Naming
- Articles
- color
- UI/IX Design
Today, I want to discuss a couple of patterns for naming color palettes that the community is using, and how I propose we can improve, so we achieve both flexibility and beauty.
Thinking Deeply About Theming and Color Naming originally published on CSS-Tricks, which is part of the DigitalOcean family. You should get the newsletter.
As a front-end developer, I’ve been pretty curious about how other people code up their websites. So I tend to poke my head into design systems whenever I find one. Then, late last year, a conversation with Geoff Graham set me off thinking even deeper about theming websites. (If you don’t know that dude, he’s the chief editor of this site, so that guy’s a pretty big deal, too.) So I’ve been watching, pondering, and exploring: How can we create better themes? How can we allow increased flexibility in theming? How can we allow more colors to be used so that sites can be more alive and dimensional instead of being so flat all the time? Today, I want to discuss a couple of patterns that the community is using, and how I propose we can improve, so we achieve both flexibility and beauty. Hope you’re ready to go on a wild ride with me! Color Palettes Let’s begin from the beginning. After all, how can you discuss theming without including colors into the site? I think this problem is pretty much solved by now. Everyone has adopted systems that allows for various hues — along with multiple tints and shades — that can give some life to the design. We don’t need to go very far to see this trend happening. For example, Tailwind CSS includes a ton of colors and their respective tones. Open Props by Adam Argyle provides even more tones, up to 13 per color. And Pico CSS ups the ante by introducing 19 different tones per color. Er… this is not a race, so the number of tones doesn’t really matter. What’s important is you get sufficient color tones to create subtle effects for various parts of the design. Designing Your Own Palette Color palettes provided by these libraries and frameworks can be good starting points, but I’d argue that you almost never want to use them. Why? Because colors create differentiation; differentiation creates distinction; distinction creates identity. You probably know this is true without me telling you. Sites that use Bootstrap, look like Bootstrap. Sites that use Tailwind, look like Tailwind. Sites that use shadcn, look like that too… Of course there are makers who can break the mould, use Tailwind, and make it completely not like Tailwind. But that’s because they tweak many things. Color is one of these things — one of the most important ones — but other important pieces include typography, spacing, the roundness of your corners… and many others. Covering those is a story for another day, and perhaps best covered by Jack McDade who teaches Radical Design. So, if you don’t wanna drown in the sea of sameness — looking like everyone else — creating your own color palettes is a first step forward. Now, you may be anxious about creating color palettes because there’s been lots of writing about the amount of work that goes into creating accessible color palettes, so that might sound like a daunting task. Plus, anything related to accessibility carries “Big Potential Consequences” and “Highly Shameful When Done Incorrectly,” so that can add extra pressure on you. Throw all those pressures away. Don’t be scared. Because if you want to create a corner of the internet that looks like you (or your company), breathes like you, acts like you, and exudes fun like you do, then gotta do what you gotta do. There are only two words you have to remember. Just two words. Sufficient contrast. And you’re set for accessibility (design-wise, at least). That’s it. Designing Color Palettes by Hand I tend to design color palettes by hand — in Figma — when I design my websites. This seems to be the most natural process for me. (Or maybe I’m just influenced by how Jack designs stuff 🙃). If you do this, there’s no need to stress about filling up tones from 50 to 950. That’s because you’ll have no idea what colors would look nice before you fit them into the design. Stressing over tones is putting the cart before the horse. Here’s a decent example. When I designed Splendid Labz, I omitted a ton of color tones. Here’s an example of the pink color variables for the site. Notice I skipped values between 50 and 400? Well, I didn’t need ’em. Notice I added 200d and 600d? Well, I kinda wanted a desaturated (or muted) variant of these colors… which… could not be captured the existing systems. So I added d for desaturated 🙃. You can see the results of that yourself. It’s not too shabby in my opinion — with splashes of color that perhaps bring some joy to your face when you scroll through the site. You get the drift, yeah? It’s not too hard. So, don’t be scared and give that a try. Designing Color Palettes Programmatically If you’re the kinda person that prefers generating colors programmatically (and of course you can hand-tweak them afterwards if you desire), here are a few generators you may fancy: RampenSau Perceptual Palettes Accessible Palette Generator Of these, I highly recommend checking out @meodai‘s RampenSau because he’s really knowledgeable about the color space and does incredible work there. (Use the monochromatic feature to make this easy.) 🎉 Just released RampenSau v1.0.0 on npm and GitHub! 🎢🐷 After some Easter weekend coding, the color palette generation library is now stable with improved docs and APIs. Generate beautiful color ramps for your data viz, design work, or generative art! meodai.github.io/rampensau/ [image or embed] — David Aerne (@meodai.bsky.social) April 21, 2025 at 3:55 PM Using the Color Palettes A thousand words later, we’re finally getting to the meat of this article. 😅 With a seemingly unlimited amount of options given by the color palettes, it makes sense to assume that we can use them however we want — but when it comes to application, most systems seem to fall short. (Even short is generous. They actually seem to be severely restricted.) For example, DaisyUI seems to support only two tones per color… Pico CSS, a system with one of the most options, on first glance, limits to 10 possible variants “semantic class names“. But if you look deeper, we’re still looking at about two tones per “thing”: Primary (one tone) Background and background hover (two tones) Border and border hover (two tone) Underline (is this the same as border? More on this below.) And so on… Which brings me to one very important and very puzzling question: If colors are so important, why do these frameworks allow only the utilization of so few colors? I can’t answer this question because I’m not the creators behind those systems, but I’d guess these might be the possible causes: These system designers might not be as sensitive to colors as visual designers. Semantic class name confusion. Values were simply meant as guidelines. The second one a serious, and limiting, issue that we can deal with today. As for the first, I’m not saying I’m a great designer. I’m simply saying that, with what I know and have discovered, something seems to be amiss here. Anyway, let’s talk about the second point. Semantic Class Name Confusion Observing the “semantic class names” these systems use actually unveil underlying confusion about what “semantic” means to the web development community. Let’s go back to my remark about the --pico-primary-underline variable earlier with Pico CSS. But if you look deeper, we’re still looking at about two tones per “thing” Primary (one tone) Background and background hover (two tones) Border and border hover (two tones) Underline (is this the same as border? More on this below) And so on… Isn’t that an interesting remark? (I ask this question because underline and border can use the same color to create a unifying effect). From what we can see here, the term “semantic” actually means two things conflated into one: An order of hierarchy (primary, secondary, tertiary, etc) The “thing” it was supposed to style This gets even more confusing because the order of hierarchy can now be split into two parts: A color-specific order (so primary means red, secondary means blue, and so on) A use-case specific order (so a heavy button might be primary, while a light button might be secondary) Okay. I can hear you say “naming is hard.” Yes, that’s the common complaint. But “naming is hard” because we conflate and reduce things without making distinctions. I propose that: We keep the hierarchy (primary, secondary, tertiary) to the color hue. We name the strength, “oomph,” or weight of the button with a verb that describes their relative weight or appearance, like outline, light, heavy, ghost, etc. We can create the appearance variations easily with something I call The Pigment System. But perhaps that’s an article for another day. Anyway, by creating this separation, we can now create a wealth amount of color combinations without being restricted by a single hierarchical dimension. Moving on… The Second Problem With Semantics Using the same example (just for simplicity, and definitely not trying to bash Pico CSS because I think they’re doing a really good job in their own right), we see that semantics are conflated by stating its hierarchy along what its supposed to style. Examples are: --pico-primary-background --pico-primary-border These two properties result in a problem when designing and developing the site later. If you consider these questions, you’d see the problems too: First: By using --pico-primary-background… Does it mean we only have one main background color? What if we need other colors? Do we use --pico-secondary-background? What if we need more? Do we use tertiary (3rd), quaternary (4th), quinary (5th), and senary (6th) for other colors? Second: What if we have variants of the same color? Do we use things like --pico-primary-background-1, 2, 3, and so on? Third: Now, what if I need the same color for the --pico-primary-background and the --pico-primary-border of the same component? But I’d need another color for a second one? This starts getting confusing and “semantics” begins to lose its meaning. What Semantics Actually Mean Consulting Etymology and the dictionary gives us clues about how to actually be semantic — and keep meaning. Two things we can see here: Semantics mean to indicate by a sign. It can be related to meaning or logic. What I’m noticing is that people generally ascribe “semantics” to words, as if only words can convey meanings and numbers cannot… But what if we broaden our scope and view numbers as semantic too — since we know 100 is a much lighter tint and 900 is a dark shade, isn’t that semantics showing through numbers? Better Semantics We already have a perfectly usable semantic system — using numbers — through the color palettes. This is highly semantic! What we simply need is to adjust it such that we can use the system to easily theme anything. How? Simple. I made the argument above that the hierarchy (primary, secondary, etc.) should be used to refer to the colors. Then, if you have use pink color as your main (hence primary) color… You can simply set another color, say orange as your secondary color! (Duh? Yeah, it’s obvious in hindsight.) Implementing this into our code, we can do a one-to-one port between hierarchy and hues. If you do this via CSS, it can be manual and not very fun… .theme-pink { --color-primary-100: var(--color-pink-100); --color-primary-200: var(--color-pink-200); --color-primary-300: var(--color-pink-300); /* and so on ...*/ --color-secondary-100: var(--color-orange-100); --color-secondary-200: var(--color-orange-200); --color-secondary-300: var(--color-orange-300); /* and so on ...*/ } With Sass, you can run a quick loop and you’ll get these values quickly. $themes: ( pink: ( primary: pink, secondary: orange ) ); $color-tones: 100, 200, 300, 400, 500, 600, 700, 800, 900; @each $theme-name, $theme-colors in $themes { .theme-#{$theme-name} { @each $tone in $color-tones { --color-primary-#{$tone}: var(--color-#{map-get($theme-colors, primary)}-#{$tone}); --color-secondary-#{$tone}: var(--color-#{map-get($theme-colors, secondary)}-#{$tone}); } } } For Tailwind users, you could do a loop via a Tailwind plugin in v3, but I’m not quite sure how you would do this in v4. // The plugin code const plugin = require('tailwindcss/plugin') module.exports = plugin(function ({ addUtilities, theme }) { const splendidThemes = theme('splendidThemes', {}) const palette = theme('colors') // Collect all unique tone keys used by any color in any theme const allTones = new Set() Object.values(splendidThemes).forEach(themeConfig => { Object.values(themeConfig).forEach(colorName => { if (palette[colorName]) { Object.keys(palette[colorName]).forEach(tone => allTones.add(tone)) } }) }) const utilities = {} Object.entries(splendidThemes).forEach(([themeName, themeConfig]) => { const themeClass = {} Object.entries(themeConfig).forEach(([role, colorName]) => { if (!palette[colorName]) return allTones.forEach(tone => { if (palette[colorName][tone] !== undefined) { themeClass[`--color-${role}-${tone}`] = `var(--color-${colorName}-${tone})` } }) }) utilities[`.theme-${themeName}`] = themeClass }) addUtilities(utilities) }) // Using it in Tailwind v3 module.exports = { plugins: [ require('path-to-splendid-themes.js') ] theme: { splendidThemes: { pink: { primary: 'pink', secondary: 'orange' }, blue: { primary: 'blue', secondary: 'purple', tertiary: 'orange' } } }, } Will this generate a lot of CSS variables? Yes. But will in affect performance? Maybe, but I’d guess it won’t affect performance much, since this code is just a couple of bytes more. (Images, by contrast, weigh thousands of times more than these variables do.) And now we no longer need to worry about knowing whether background-1 or background-2 is the right keyword. We can simply use the semantic numerals in our components: .card { background-color: var(--color-primary-500) } .card-muted { background-color: var(--color-primary-700); } One More Note on Semantics I think most frameworks get it right by creating component-level semantics. This makes a ton of sense. For example, with Pico CSS, you can do this: In your own creations, you might want to reduce the amount of namespaces (so you write less code; it’s less tedious, yeah?): .card-namespaced { --card-header-bg: var(--color-primary-600); } .card-without-namespace { --header-bg: var(--color-primary-600); } No “extra semantics” or even “namespacing” needed when the project doesn’t require it. Feel free to Keep It Simple and Sweet. This brings me to a separate point on component vs global variables. Global Variables Some variables should be global because they can propagate through the entirety of your site without you lifting a finger (that is, once you design the CSS variables appropriately). An example of this with borders: :root { --border-width: 1px; --border-style: solid; --border-color: var(--color-neutral-700); } You can change the global --border-color variable and adjust everything at once. Great! To use this sorta thing, you have to build your components with those variables in mind. .card { border: var(--border-width) var(--border-style) var(--border-color); } This can be easily created with Tailwind utilities or Sass mixins. (Tailwind utilities can be convenient Sass mixins). @utility border-scaffold { border: var(--border-width) var(--border-style) var(--border-color); border-radius: var(--radius); } Then we can easily apply them to the component: .card { @apply border-scaffold; } To change the theme of the card, we can simply change the --border-color variable, without needing to include the card-border namespace. .card-red { --border-color: var(--color-red-500); } This way, authors get the ability to create multiple variations of the component without having to repeat the namespace variable. (See, even the component namespace is unnecessary.) .pico-card-red { --pico-card-background-color: var(--color-red-500); } .card-red { --bg-color: var(--color-red-500); } Now, I know we’re talking about colors and theming, and we segued into design systems and coding… but can you see that there’s a way to create a system that makes styling much easier and much more effective? Well, I’ve been pondering this kinda thing a lot over at Splendid Labz, specifically in Splendid Styles. Take a look if you are interested. Enough tooting my own horn! Let’s go back to theming! I think here are some other values that you might want to consider in your global variables: :root { --border-width: ...; --border-style: ...; --border-color: ...; --outline-width: ...; --outline-style: ...; --outline-focus-color: ...; --outline-offset: ...; --transition-duration: ...; --transition-delay: ...; --transition-easing: ...; } How Important is All of This? It depends on what you need. People who need a single theme can skip the entire conversation we hashed out above because they can just use the color palettes and call it a day. .card { background: var(--color-pink-500); color: var(--color-pink-900); } For those who need multiple themes with a simple design, perhaps the stuff that Pico CSS, DaisyUI, and other frameworks have provided is sufficient. What it takes to create a DaisyUI Theme. Side Rant: Notice that DaisyUI contains variables for --color-success and --color-danger? Why? Isn’t it obvious and consistent enough that you can use --color-red for errors directly in your code? Why create an unnecessary abstraction? And why subject yourself to their limitations? Anyway, rant end. You get my point. For those who want flexibility and lots of possible color shades to play with, you’ll need a more robust system like the one I suggested. This whole thing reminds me of Jason’s Cohen’s article, “Rare things become common at scale”: what is okay at a lower level becomes not okay at a larger scale. So, take what you need. Improve what you wish to. And may this help you through your development journey. If you wanna check out what I’ve created for my design system, head over to Splendid Styles. The documentation may still be lacking when this post gets published, but I’m trying to complete that as soon as I can. And if you’re interested in the same amount of rigour I’ve described in this article — but applied to CSS layouts — consider checking out Splendid Layouts too. I haven’t been able to look back after I started using it. Have fun theming! Thinking Deeply About Theming and Color Naming originally published on CSS-Tricks, which is part of the DigitalOcean family. You should get the newsletter.
Keeping Article Demos Alive When Third-Party APIs Die
- Articles
- api
- third-party
Is there a way to build demos that do not break when the services they rely on fail? How can we ensure educational demos stay available for as long as possible?
Keeping Article Demos Alive When Third-Party APIs Die originally published on CSS-Tricks, which is part of the DigitalOcean family. You should get the newsletter.
After four years, the demos in my “Headless Form Submission with the WordPress REST API” article finally stopped working. The article includes CodePen embeds that demonstrate how to use the REST API endpoints of popular WordPress form plugins to capture and display validation errors and submission feedback when building a completely custom front-end. The pens relied on a WordPress site I had running in the background. But during a forced infrastructure migration, the site failed to transfer properly, and, even worse, I lost access to my account. Sure, I could have contacted support or restored a backup elsewhere. But the situation made me wonder: what if this had not been WordPress? What if it were a third-party service I couldn’t self-host or fix? Is there a way to build demos that do not break when the services they rely on fail? How can we ensure educational demos stay available for as long as possible? Or is this just inevitable? Are demos, like everything else on the web, doomed to break eventually? Parallels with software testing Those who write tests for their code have long wrestled with similar questions, though framed differently. At the core, the issue is the same. Dependencies, especially third-party ones, become hurdles because they are outside the bounds of control. Not surprisingly, the most reliable way to eliminate issues stemming from external dependencies is to remove the external service entirely from the equation, effectively decoupling from it. Of course, how this is done, and whether it’s always possible, depends on the context. As it happens, techniques for handling dependencies can be just as useful when it comes to making demos more resilient. To keep things concrete, I’ll be using the mentioned CodePen demos as an example. But the same approach works just as well in many other contexts. Decoupling REST API dependencies While there are many strategies and tricks, the two most common approaches to breaking reliance on a REST API are: Mocking the HTTP calls in code and, instead of performing real network requests, returning stubbed responses Using a mock API server as a stand-in for the real service and serving predefined responses in a similar manner Both have trade-offs, but let’s look at those later. Mocking a response with an interceptor Modern testing frameworks, whether for unit or end-to-end testing, such as Jest or Playwright, offer built-in mocking capabilities. However, we don’t necessarily need these, and we can’t use them in the pens anyway. Instead, we can monkey patch the Fetch API to intercept requests and return mock responses. With monkey patching, when changing the original source code isn’t feasible, we can introduce new behavior by overwriting existing functions. Implementing it looks like this: const fetchWPFormsRestApiInterceptor = (fetch) => async ( resource, options = {} ) => { // To make sure we are dealing with the data we expect if (typeof resource !== "string" || !(options.body instanceof FormData)) { return fetch(resource, options); } if (resource.match(/wp-json\/contact-form-7/)) { return contactForm7Response(options.body); } if (resource.match(/wp-json\/gf/)) { return gravityFormsResponse(options.body); } return fetch(resource, options); }; window.fetch = fetchWPFormsRestApiInterceptor(window.fetch); We override the default fetch with our own version that adds custom logic for specific conditions, and otherwise lets requests pass through unchanged. The replacement function, fetchWPFormsRestApiInterceptor, acts like an interceptor. An interceptor is simply a pattern that modifies requests or responses based on certain conditions. Many HTTP libraries, like the once-popular axios, offer a convenient API to add interceptors without resorting to monkey patching, which should be used sparingly. It’s all too easy to introduce subtle bugs unintentionally or create conflicts when managing multiple overrides. With the interceptor in place, returning a fake response is as simple as calling the static JSON method of the Response object: const contactForm7Response = (formData) => { const body = {} return Response.json(body); }; Depending on the need, the response can be anything from plain text to a Blob or ArrayBuffer. It’s also possible to specify custom status codes and include additional headers. For the CodePen demo, the response might be built like this: const contactForm7Response = (formData) => { const submissionSuccess = { into: "#", status: "mail_sent", message: "Thank you for your message. It has been sent.!", posted_data_hash: "d52f9f9de995287195409fe6dcde0c50" }; const submissionValidationFailed = { into: "#", status: "validation_failed", message: "One or more fields have an error. Please check and try again.", posted_data_hash: "", invalid_fields: [] }; if (!formData.get("somebodys-name")) { submissionValidationFailed.invalid_fields.push({ into: "span.wpcf7-form-control-wrap.somebodys-name", message: "This field is required.", idref: null, error_id: "-ve-somebodys-name" }); } // Or a more thorough way to check the validity of an email address if (!/^[^\s@]+@[^\s@]+\.[^\s@]+$/.test(formData.get("any-email"))) { submissionValidationFailed.invalid_fields.push({ into: "span.wpcf7-form-control-wrap.any-email", message: "The email address entered is invalid.", idref: null, error_id: "-ve-any-email" }); } // The rest of the validations... const body = !submissionValidationFailed.invalid_fields.length ? submissionSuccess : submissionValidationFailed; return Response.json(body); }; At this point, any fetch call to a URL matching wp-json/contact-form-7 returns the faked success or validation errors, depending on the form input. Now let’s contrast that with the mocked API server approach. Mocked API server with serverless Running a traditionally hosted mock API server reintroduces concerns around availability, maintenance, and cost. Even though the hype around serverless functions has quieted, we can sidestep these issues by using them. And with DigitalOcean Functions offering a generous free tier, creating mocked APIs is practically free and requires no more effort than manually mocking them. For simple use cases, everything can be done through the Functions control panel, including writing the code in the built-in editor. Check out this concise presentation video to see it in action: For more complex needs, functions can be developed locally and deployed using doctl (DigitalOcean’s CLI). To return the mocked response, it’s easier if we create a separate Function for each endpoint, since we can avoid adding unnecessary conditions. Fortunately, we can stick with JavaScript (Node.js), and starting with nearly the same base we used for contactForm7Response: function main(event) { const body = {}; return { body }; } We must name the handler function main, which is invoked when the endpoint is called. The function receives the event object as its first argument, containing the details of the request. Once again, we could return anything, but to return the JSON response we need, it’s enough to simply return an object. We can reuse the same code for creating the response as-is. The only difference is that we have to extract the form input data from the event as FormData ourselves: function main(event) { // How do we get the FormData from the event? const formData = new FormData(); const submissionSuccess = { // ... }; const submissionValidationFailed = { // ... }; if (!formData.get("somebodys-name")) { submissionValidationFailed.invalid_fields.push({ // ... }); } // Or a more thorough way to check the validity of an email address if (!/^[^\s@]+@[^\s@]+\.[^\s@]+$/.test(formData.get("any-email"))) { submissionValidationFailed.invalid_fields.push({ // ... }); } // The rest of the validations... const body = !submissionValidationFailed.invalid_fields.length ? submissionSuccess : submissionValidationFailed; return { body }; } As far as converting the data, serverless functions typically expect JSON inputs, so for other data types an extra parsing step is required. As it happens, the forms in the CodePen demos are submitted as multipart/form-data. Without any libraries, we can convert a multipart/form-data string into a FormData by taking advantage of the Response API’s capabilities: async function convertMultipartFormDataToFormData(data) { const matches = data.match(/^\s*--(\S+)/); if (!matches) { return new FormData(); } const boundary = matches[1]; return new Response(data, { headers: { "Content-Type": `multipart/form-data; boundary=${boundary}` } }).formData(); } The code is mostly focused on extracting the boundary variable. This is typically autogenerated, for example, when submitting a form in a browser. The submitted raw data is available via event.http.body, but since it’s base64-encoded, we need to decode it first: async function main(event) { const formData = await convertMultipartFormDataToFormData( Buffer.from(event?.http?.body ?? "", "base64").toString("utf8") ); // ... const body = !submissionValidationFailed.invalid_fields.length ? submissionSuccess : submissionValidationFailed; return { body }; } And that’s it. With this approach, all that’s left is to replace calls to the original APIs with calls to the mocked ones. Closing thoughts Ultimately, both approaches help decouple the demos from the third-party API dependency. In terms of effort, at least for this specific example, they seem comparable. It’s hard to beat the fact that there’s no external dependency with the manual mocking approach, not even on something we somewhat control, and everything is bundled together. In general, without knowing specific details, there are good reasons to favor this approach for small, self-contained demos. But using a mocked server API also has its advantages. A mocked server API can power not only demos, but also various types of tests. For more complex needs, a dedicated team working on the mocked server might prefer a different programming language than JavaScript, or they might opt to use a tool like WireMock instead of starting from scratch. As with everything, it depends. There are many criteria to consider beyond what I’ve just mentioned. I also don’t think this approach necessarily needs to be applied by default. After all, I had the CodePen demos working for four years without any issues. The important part is having a way to know when demos break (monitoring), and when they do, having the right tools at our disposal to handle the situation. Keeping Article Demos Alive When Third-Party APIs Die originally published on CSS-Tricks, which is part of the DigitalOcean family. You should get the newsletter.
Making a Masonry Layout That Works Today
- Articles
- layout
- masonry
I went on to figure out how make masonry work today with other browsers. I'm happy to report I've found a way — and, bonus! — that support can be provided with only 66 lines of JavaScript.
Making a Masonry Layout That Works Today originally published on CSS-Tricks, which is part of the DigitalOcean family. You should get the newsletter.
Many CSS experts have weighed heavily on possible syntaxes for a new masonry layout feature last year. There were two main camps and a third camp that strikes a balance between the two: Use display: masonry Use grid-template-rows: masonry Use item-pack: collapse I don’t think they’ve came up with a resolution yet. But you might want to know that Firefox already supports the masonry layout with the second syntax. And Chrome is testing it with the first syntax. While it’s cool to see native support for CSS Masonry evolving, we can’t really use it in production if other browsers don’t support the same implementation… So, instead of adding my voice to one of those camps, I went on to figure out how make masonry work today with other browsers. I’m happy to report I’ve found a way — and, bonus! — that support can be provided with only 66 lines of JavaScript. In this article, I’m gonna show you how it works. But first, here’s a demo for you to play with, just to prove that I’m not spewing nonsense. Note that there’s gonna be a slight delay since we’re waiting for an image to load first. If you’re placing a masonry at the top fold, consider skipping including images because of this! Anyway, here’s the demo: What in the magic is this?! Now, there are a ton of things I’ve included in this demo, even though there are only 66 lines of JavaScript: You can define the masonry with any number of columns. Each item can span multiple columns. We wait for media to load before calculating the size of each item. We made it responsive by listening to changes with the ResizeObserver. These make my implementation incredibly robust and ready for production use, while also way more flexible than many Flexbox masonry knockoffs out there on the interwebs. Now, a hot tip. If you combine this with Tailwind’s responsive variants and arbitrary values, you can include even more flexibility into this masonry grid without writing more CSS. Okay, before you get hyped up any further, let’s come back to the main question: How the heck does this work? Let’s start with a polyfill Firefox already supports masonry layouts via the second camp’s syntax. Here’s the CSS you need to create a CSS masonry grid layout in Firefox. .masonry { display: grid; grid-template-columns: repeat( auto-fit, minmax(min(var(--item-width, 200px), 100%), 1fr) ); grid-template-rows: masonry; grid-auto-flow: dense; /* Optional, but recommended */ } Since Firefox already has native masonry support, naturally we shouldn’t mess around with it. The best way to check if masonry is supported by default is to check if grid-template-rows can hold the masonry value. function isMasonrySupported(container) { return getComputedStyle(container).gridTemplateRows === 'masonry' } If masonry is supported, we’ll skip our implementation. Otherwise, we’ll do something about it. const containers = document.querySelectorAll('.masonry') containers.forEach(async container => { if (isMasonrySupported(container)) return }) Masonry layout made simple Now, I want to preface this segment that I’m not the one who invented this technique. I figured out this technique when I was digging through the web, searching for possible ways to implement a masonry grid today. So kudos goes to the unknown developer who developed the idea first — and perhaps me for understanding, converting, and using it. The technique goes like this: We set grid-auto-rows to 0px. Then we set row-gap to 1px. Then we get the item’s height through getBoundingClientRect. We then size the item’s “row allocation” by adding the height the column-gap value together. This is really unintuitive if you’ve been using CSS Grid the standard way. But once you get this, you can also grasp how this works! Now, because this is so unintuitive, we’re gonna take things step-by-step so you see how this whole thing evolves into the final output. Step by step First, we set grid-auto-rows to 0px. This is whacky because every grid item will effectively have “zero height”. Yet, at the same time, CSS Grid maintains the order of the columns and rows! containers.forEach(async container => { // ... container.style.gridAutoRows = '0px' }) Second, we set row-gap to 1px. Once we do this, you begin to notice an initial stacking of the rows, each one one pixel below the previous one. containers.forEach(async container => { // ... container.style.gridAutoRows = '0px' container.style.setProperty('row-gap', '1px', 'important') }) Third, assuming there are no images or other media elements in the grid items, we can easily get the height of each grid item with getBoundingClientRect. We can then restore the “height” of the grid item in CSS Grid by substituting grow-row-end with the height value. This works because each row-gap is now 1px tall. When we do this, you can see the grid beginning to take shape. Each item is now (kinda) back at their respective positions: containers.forEach(async container => { // ... let items = container.children layout({ items }) }) function layout({ items }) { items.forEach(item => { const ib = item.getBoundingClientRect() item.style.gridRowEnd = `span ${Math.round(ib.height)}` }) } We now need to restore the row gap between items. Thankfully, since masonry grids usually have the same column-gap and row-gap values, we can grab the desired row gap by reading column-gap values. Once we do that, we add it to grid-row-end to expand the number of rows (the “height”) taken up by the item in the grid: containers.forEach(async container => { // ... const items = container.children const colGap = parseFloat(getComputedStyle(container).columnGap) layout({ items, colGap }) }) function layout({ items, colGap }) { items.forEach(item => { const ib = item.getBoundingClientRect() item.style.gridRowEnd = `span ${Math.round(ib.height + colGap)}` }) } And, just like that, we’ve made the masonry grid! Everything from here on is simply to make this ready for production. Waiting for media to load Try adding an image to any grid item and you’ll notice that the grid breaks. That’s because the item’s height will be “wrong”. It’s wrong because we took the height value before the image was properly loaded. The DOM doesn’t know the dimensions of the image yet. To fix this, we need to wait for the media to load before running the layout function. We can do this with the following code (which I shall not explain since this is not much of a CSS trick 😅): containers.forEach(async container => { // ... try { await Promise.all([areImagesLoaded(container), areVideosLoaded(container)]) } catch(e) {} // Run the layout function after images are loaded layout({ items, colGap }) }) // Checks if images are loaded async function areImagesLoaded(container) { const images = Array.from(container.querySelectorAll('img')) const promises = images.map(img => { return new Promise((resolve, reject) => { if (img.complete) return resolve() img.onload = resolve img.onerror = reject }) }) return Promise.all(promises) } // Checks if videos are loaded function areVideosLoaded(container) { const videos = Array.from(container.querySelectorAll('video')) const promises = videos.map(video => { return new Promise((resolve, reject) => { if (video.readyState === 4) return resolve() video.onloadedmetadata = resolve video.onerror = reject }) }) return Promise.all(promises) } Voilà, we have a CSS masnory grid that works with images and videos! Making it responsive This is a simple step. We only need to use the ResizeObserver API to listen for any change in dimensions of the masonry grid container. When there’s a change, we run the layout function again: containers.forEach(async container => { // ... const observer = new ResizeObserver(observerFn) observer.observe(container) function observerFn(entries) { for (const entry of entries) { layout({colGap, items}) } } }) This demo uses the standard Resize Observer API. But you can make it simpler by using the refined resizeObserver function we built the other day. containers.forEach(async container => { // ... const observer = resizeObserver(container, { callback () { layout({colGap, items}) } }) }) That’s pretty much it! You now have a robust masonry grid that you can use in every working browser that supports CSS Grid! Exciting, isn’t it? This implementation is so simple to use! Masonry grid with Splendid Labz If you’re not adverse to using code built by others, maybe you might want to consider grabbing the one I’ve built for you in Splendid Labz. To do that, install the helper library and add the necessary code: # Installing the library npm install @splendidlabz/styles /* Import all layouts code */ @import '@splendidlabz/layouts'; // Use the masonry script import { masonry } from '@splendidlabz/styles/scripts' masonry() One last thing: I’ve been building a ton of tools to help make web development much easier for you and me. I’ve parked them all under the Splendid Labz brand — and one of these examples is this masonry grid I showed you today. If you love this, you might be interested in other layout utilities that makes layout super simple to build. Now, I hope you have enjoyed this article today. Go unleash your new CSS masonry grid if you wish to, and all the best! Making a Masonry Layout That Works Today originally published on CSS-Tricks, which is part of the DigitalOcean family. You should get the newsletter.
How to Discover a CSS Trick
- Articles
- inspiration
Do we invent or discover CSS tricks? Lee Meyer discusses how creative limitations, recursive thinking, and unexpected combinations lead to his most interesting ideas.
How to Discover a CSS Trick originally published on CSS-Tricks, which is part of the DigitalOcean family. You should get the newsletter.
Do we invent or discover CSS tricks? Michelangelo described his sculpting process as chiseling away superfluous material to reveal the sculpture hidden inside the marble, and Stephen King says his ideas are pre-existing things he locates and uncovers “like fossils in the ground.” Paragraph one is early for me to get pretentious enough to liken myself to those iconic creative forces, but my work on CSS-Tricks feels like “discovering,” not “inventing,” secret synergies between CSS features, which have been eyeing each other from disparate sections of the MDN web docs and patiently waiting for someone to let them dance together in front of the world. Matchmaking for CSS features A strategy for finding unexpected alliances between CSS features to achieve the impossible is recursive thinking, which I bring to the CSS world from my engineering background. When you build recursive logic, you need to find an escape hatch to avoid infinite recursion, and this inception-style mindset helps me identify pairings of CSS features that seem at odds with each other yet work together surprisingly well. Take these examples from my CSS experiments: What if view-timeline took control of the thing that triggers view-timeline? This led to a pairing between view-timeline and position: fixed. These two features are like a bickering yet symbiotic “odd couple” at the heart of my web-slinger.css library for scroll-triggered animations in pure CSS. What if keyframe animations could trigger other keyframe animations? This idea led to a throuple comprised of keyframe animations, style queries, and animation-play-state, which together can simulate collision detection in CSS. What if scroll-state:(scrollable: value) could control which directions are scrollable? That question led to a scrollytelling version of a “Choose Your Own Adventure,” which — wait, I haven’t published that one yet, but when I do, try to look surprised. Accepting there is nothing new under the sun Indeed, Mark Twain thought new ideas don’t exist — he described them as illusions we create by combining ideas that have always existed, turning and overlaying them in a “mental kaleidoscope” to “make new and curious combinations.” It doesn’t mean creating is easy. No more than a safe can be cracked just by knowing the possible digits. This brings back memories of playing Space Quest III as a kid because after you quit the game, it would output smart-aleck command-line messages, one of which was: “Remember, we did it all with ones and zeros.” Perhaps the point of the mock inspirational tone is that we likely will not be able to sculpt like Michelangelo or make a bestselling game, even if we were given the same materials and tools (is this an inspirational piece or what?). However, understanding the limits of what creators do is the foundation for cracking the combination of creativity to open the door to somewhere we haven’t been. And one truth that helps with achieving magic with CSS is that its constraints help breed creativity. Embracing limitations Being asked “Why would you do that in CSS when you could just use JavaScript?” is like if you asked me: “Why would you write a poem when it’s easier to write prose?” Samuel Coleridge defined prose as “words in their best order,” but poetry as “the best words in the best order.” If you think about it, the difference between prose and poetry is that the latter is based on increased constraints, which force us to find unexpected connections between ideas. Similarly, the artist Phil Hansen learned that embracing limitation could drive creativity after he suffered permanent nerve damage in his hand, causing it to jitter, which prevented him from drawing the way he had in the past. His early experiments using this new mindset included limiting himself to creating a work using only 80 cents’ worth of supplies. This dovetails with the quote from Antoine de Saint-Exupéry often cited in web design, which says that perfection is achieved when there is nothing left to take away. Embracing nothingness The interesting thing about web design is how much it blends art and science. In both art and science, we challenge assumptions about whether commonsense relationships of cause and effect truly exist. Contrary to the saying in vernacular that “you can’t prove a negative,” we can. It’s not necessarily harder than proving a positive. So, in keeping with the discussion above of embracing limitations and removing the superfluous until a creation reveals itself, many of my article ideas prove a negative by challenging the assumption that one thing is necessary to produce another. Maybe we don’t need JavaScript to produce a Sudoku solver, a Tinder-style swiper, or a classic scroll-driven animation demo. Maybe we don’t need checkbox hacks to make CSS games. Maybe we don’t need to hack CSS at all to recreate similar effects to what’s possible in browsers that support the CSS if() function. Maybe I can impart web dev wisdom on CSS-Tricks without including CSS at all, by sharing the “source code” of my thought process to help make you a better developer and a better person. Going to extremes Sometimes we can make a well-worn idea new again by taking it to the extreme. Seth Godin coined the term “edgecraft” to describe a technique for generating ideas by pushing a competitive advantage as far to the edge as the market dares us to go. Similarly, sometimes you can take an old CSS feature that people have seen before, but push it further than anyone else to create something unique. For example: CSS-Tricks covered checkbox hacks and radio button hacks back in 2011. But in 2021, I decided to see if I could use hundreds of radio button hacks using HTML generated with Pug to create a working Sudoku app. At one point, I found out that Chrome dev tools can display an infinite spinner of death when you throw too much generated CSS at it, which meant I had to limit myself to a 4×4 Sudoku, but that taught me more about what CSS can do and what it can’t. The :target selector has existed since the 2000s. But in 2024, I took it to the extreme by using HAML to render the thousands of possible states of Tic Tac Toe to create a game with a computer opponent in pure CSS. At one point, CodePen refused to output as much HTML as I had asked it to, but it’s a fun way for newcomers to learn an important CSS feature; more engaging in my opinion than a table of contents demo. Creating CSS outsider art Chris Coyier has written about his distaste for the gatekeeping agenda hidden behind the question of whether CSS is a programming language. If CSS isn’t deemed as “real” programming, that can be used as an excuse to hold CSS experts in less esteem than people who code in imperative languages, which leads to unfair pay and toxic workplace dynamics. But maybe the other side always seems greener due to the envy radiating from the people on that side, because as a full-stack engineer who completed a computer science degree, I always felt left out of the front-end conversations. It didn’t feel right to put “full stack developer” on my résumé when the creation of everything users can see in a web app seemed mysterious to me. And maybe it wasn’t just psychosomatic that CSS made my head hurt compared to other types of coding because research indicates if you do fMRIs on people who are engaged in design tasks, you see that design cognition appears to involve a unique cognitive profile compared to conventional problem-solving, reflected in the areas of the brain that light up on the fMRIs. Studies show that the brain’s structure changes as people get better at different types of jobs. The brain’s structural plasticity is reminiscent of the way different muscles grow more pronounced with different types of exercise, but achieving what some of my colleagues could with CSS when my brain had been trained for decades on imperative logic felt about as approachable as lifting a car over my head. The intimidation I felt from CSS started to change when I learned about the checkbox hack because I could relate to hiding and showing divs based on checkboxes, which was routine in my work in the back of the front-end. My designer workmate challenged me to make a game in one night using just CSS. I came up with a pure text adventure game made out of radio button hacks. Since creative and curious people are more sensitive to novel stimuli, the design experts on my team were enthralled by my primitive demo, not because it was cutting-edge gameplay but because it was something they had never seen before. My engineering background was now an asset rather than a hindrance in the unique outsider perspective I could bring to the world of CSS. I was hooked. The hack I found to rewire my brain to become more CSS-friendly was to find analogies in CSS to the type of problem-solving I was more familiar with from imperative programming: CSS custom properties are like reactive variables in Vue. The :target selector in CSS is like client-side routing in a single-page application. The min() and max() functions in CSS can be used to simulate some of the logical operations we take for granted in imperative programming. So if you are still learning web development and CSS (ultimately, we are all still learning), instead of feeling imposter syndrome, consider that the very thing that makes you feel like an outsider could be what enables you to bring something unique to your usage of CSS. Finding the purpose Excited as I was when my CSS hacking ended up providing the opportunity to publish my experiments on CSS-Tricks, the first comment on the first hack I published on CSS-Tricks was a generic, defeatist “Why would you do that?” criticism. The other comments popped up and turned out to be more supportive, and I said in a previous article that I’ve made my peace with the fact that not everybody will like my articles. However, this is the second article in which I’ve brought up the critical comment from back in 2021. Hmm… Surely it wasn’t the reason I didn’t write another CSS-Tricks article for years. And it’s probably a coincidence that when I returned to CSS-Tricks last year, my first new article was a CSS hack that lends itself to accessibility after the person who left the negative comment about my first article seemed to have a bee in their bonnet about checkbox hacks breaking accessibility, even in fun CSS games not intended for production. Then again, limiting myself to CSS hacking that enables accessibility became a source of inspiration. We can all do with a reminder to at all times empathize with users who require screen readers, even when we are doing wacky experimental stuff, because we need to embrace the limitations not just of CSS but of our audience. I suppose the reason the negative comment continues to rankle with me is that I agree that clarifying the relevance and purpose of a CSS trick is important. And yet, if I’m right in saying a CSS trick is more like something we discover than something we make, then it’s like finding a beautiful feather when we go for a walk. At first, we pick it up just because we can, but if I bring you with me on the journey that led to the discovery, then you can help me decide whether the significance is that the feather we discovered makes a great quill or reveals that a rare species of bird lives in this region. It’s a journey versus destination thing to share the failures that led to compromises and the limitations I came up against when pushing the boundaries of CSS. When I bring you along on the route to the curious item I found, rather than just showing you that item, then after we part ways, you might retrace the steps and try a different fork in the path we followed, which could lead you to discover your own CSS trick. How to Discover a CSS Trick originally published on CSS-Tricks, which is part of the DigitalOcean family. 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Atomic Design Certification Course
- Links
- design systems
- education
Brad Frost introduced the “Atomic Design” concept wayyyy back in 2013. He even wrote a book on it. And we all took notice, because that term has been part of our lexicon ever since.
It’s a nice way …
Atomic Design Certification Course originally published on CSS-Tricks, which is part of the DigitalOcean family. You should get the newsletter.
Brad Frost introduced the “Atomic Design” concept wayyyy back in 2013. He even wrote a book on it. And we all took notice, because that term has been part of our lexicon ever since. It’s a nice way to divide web designs into separate layers of concern, leaning into biology terms to help scope their context by size: Atoms Molecules Organisms Templates Pages Atoms are part of molecules, which are part of organisms, which make up templates, which become full-blown pages. It’s composable design that’s centered on consistency, reusability, and maintainability. Beautiful. We’ve covered this a bunch over the years. Want to get fully versed in how it works? If so, you’re in luck because Brad and his brother, Ian, are in the process of publishing an entire online course about Atomic Design. It’s in presale for $50 (with discounts for teams). Normally, I like to jump into a course and check it out before sharing it. But this is Brad and all he does is wonderful things. For example: The guy arranged his very own concert! He inspires folks to live creatively and authentically with his Wake Up Excited! podcast. There’s another podcast where he encourages designers and developers to Open Up! about their careers and what drives them. I get to participate in that one! Dude is a solid drummer who records himself playing along to his favorite albums, completely unrehearsed. He’s got a crap ton of tracks he writes and records as well. Oh, and his newsletter is pretty awesome, too. And I’m sure I’m leaving out more things he has floating around the web, but you get the point: he’s incredibly knowledgeable on the topic, is a highly-effective educator and speaker, and most importantly, has an infectious positive posture about him. I know the Atomic Design course will be just as awesome. Preordered! Atomic Design Certification Course originally published on CSS-Tricks, which is part of the DigitalOcean family. You should get the newsletter.
A First Look at the Interest Invoker API (for Hover-Triggered Popovers)
- Articles
- Interest Invoker API
- popover
Chrome 139 is experimenting with Open UI’s proposed Interest Invoker API, which would be used to create tooltips, hover menus, hover cards, quick actions, and other types of UIs for showing more information with hover interactions.
A First Look at the Interest Invoker API (for Hover-Triggered Popovers) originally published on CSS-Tricks, which is part of the DigitalOcean family. You should get the newsletter.
Chrome 139 is experimenting with Open UI’s proposed Interest Invoker API, which would be used to create tooltips, hover menus, hover cards, quick actions, and other types of UIs for showing more information with hover interactions. The Interest Invoker API makes these components declarative and hover-triggered, meaning that you create them with HTML, and then the web browser handles the mouseenter and mouseleave events for you, sans JavaScript. You’d use it like this: <a interestfor="target-id">Interest trigger</a> <div id="target-id" popover>Interest target</div> It’s not stated anywhere that they must be declared as popovers, but they do bake the right accessibility hints in. I want to spend a little time looking at the pieces of this feature, how they‘re used as currently proposed, and offer a few thoughts based on my experience playing with them. Ready to dive in? The interest trigger The trigger is what the user will hover (or long-press on touchscreen devices) to reveal the interest target. I’d call it an “invoker,” but to avoid confusing it with the Invoker Commands API (which is kind of similar), I’ll stick with “trigger” or “interest trigger” for now. The interest trigger can be: a link (<a>), a button (<button>), or an image map area (<area>). And it should have the interestfor attribute whose value should reference the id of the interest target. Here are examples for each supported element: <!-- Link --> <a interestfor="link">Interest trigger</a> <div id="link" popover>Interest target</div> <!-- Button --> <button interestfor="button">Interest trigger</button> <div id="button" popover>Interest target</div> <!-- Image map --> <img src="" alt="" usemap="#map"> <map name="map"> <area interestfor="area" shape="" coords="" alt=""> </map> <div id="area" popover>Interest target</div> If the interest target is a popover (like it is in the examples above), then the interestfor attribute replaces the popovertarget attribute that’s normally required for declarative popovers. So, instead of this: <!-- Button --> <button popovertarget="button">Interest trigger</button> <div id="button" popover>Interest target</div> …we’re looking at this: <!-- Button --> <button interestfor="button">Interest trigger</button> <div id="button" popover>Interest target</div> The interest target The interest target is what’s revealed when the user hovers (or long-presses) the interest trigger. Again, this should be a popover, and it’s important to use the right type of popover because they have different functional and accessibility behaviors. popover attributes that are valueless, empty, or use the auto keyword can be dismissed lightly, i.e., using the esc key, or by clicking outside of the popover. When opened, these popovers close all hint and other auto popovers (at least, the ones that aren’t nested). <div id="target-id" popover>Interest target</div> <!-- Equivalent to --> <div id="target-id" popover="">Interest target</div> <!-- Equivalent to --> <div id="target-id" popover="auto">Interest target</div> hint popovers (the newest type of popovers) can also be dismissed lightly, but only close other hint popovers when opened: <div id="target-id" popover="hint">Interest target</div> manual popovers do their own thing. They can’t be dismissed lightly, don’t tell other popovers what to do, and we can have more than one of them open at a time. They’re suuuper chill. <div id="target-id" popover="manual">Interest target</div> However, Open UI’s explainer and Chrome’s current implementation suggest that interest targets disappear on mouseleave regardless of the type of popover we’re working with. But redefining popover behavior in this context (or any context) feels wrong to me. If the interest target’s popover attribute is set to manual, for example, shouldn’t it persist after mouseleave? Open UI discusses browsers baking the accessibility in depending on the popover type, which justifies interest invokers building off of popovers, but I think accessibility should depend on the content (unless overwritten using ARIA attributes) rather than the popover type. In short, it seems like interest invokers are designed to be used with popovers but for all the wrong reasons (in my opinion anyway). That said, it’s early days still. Interest invokers are very experimental and it’s certainly possible that I’m overlooking something. They’re otherwise straightforward, which is on-brand for Open UI (look at the Customizable Select, after all). They take commonly-used JavaScript-powered components (such as exclusive accordions, invoker commands, and yes, popovers) and make them possible with declarative HTML. That said, there are some JavaScript events that we can use, too. Let’s take a look at those. Interest invoker JavaScript events While I imagine that you’d only need to listen for the interest and loseinterestevents for certain edge cases, JavaScript events for these new declarative HTML features are fairly standard, and they’re there should you need them: interestTrigger.addEventListener("interest", () => { /* User showed interest */ }); interestTrigger.addEventListener("loseinterest", () => { /* User lost interest */ }); But what does “interest” mean, exactly? That’s worth digging into next. Interest delay (and the CSS of it all) You’ve probably noticed that when you show or lose interest, there’s a short delay in the popover showing or hiding itself. This is extremely annoying at first, but when you actually start to build with interest invokers, you realize how necessary it is. Here’s the demo again, so you can try it out (in Chrome 139 or Canary for now): One problem is that if you accidentally mouseleave the interest trigger and the target (which can be very easy to do when the target is too small), then it all disappears. This is even more annoying, but luckily the hide delay allows you some recovery time. Similarly, the show delay offers keyboard and screen reader users the opportunity to skip the interest target, while also preventing it from being triggered accidentally with a mouse pointer. Having said that, if the interest target is unobtrusive, then removing the show delay shouldn’t cause any harm. You could also remove the hide delay for keyboard and screen reader users, who aren’t likely to “lose interest” accidentally. We can do this by setting two new CSS properties, interest-show-delay and interest-hide-delay, to 0. The default is 0.5s and is set on the interest trigger (but not the interest target): /* If unobtrusive */ .unobtrusive[interestfor] { interest-show-delay: 0; } /* If keyboard-focused on a trigger */ [interestfor]:focus-visible { interest-hide-delay: 0; } /* If keyboard-focused within a target of interest, or target of partial interest (these are always keyboard-triggered), the interest trigger that currently has interest or partial interest has the hide delay removed */ body:has(:target-of-interest :focus-visible, :target-of-partial-interest) [interestfor]:where(:has-interest, :has-partial-interest) { interest-hide-delay: 0; } Note: Interest delays are currently buggy, especially with unitless values. Sometimes they work, sometimes they don’t. About those pseudo-selectors, though… Basically, when navigating to an interest trigger using a keyboard or screen reader whose target contains more focusable elements, this is referred to as showing “partial” interest. (I would’ve gone with “potential interest” personally, but I digress.) When this happens, the interest target’s focusable elements actually aren’t focusable (making it easy to skip them, if needed) unless the user hits the option+up/alt+up keyboard shortcut or equivalent screen reader hotkey. There’s even a message that we can customize by targeting :target-of-partial-interest::after: :target-of-partial-interest::after { content: "Press ⌥↑ to activate."; } While you probably shouldn’t change the message content (since it displays the correct keyboard shortcut for the user’s device by default), we can style it by selecting this way. The user agent also throws this in: :target-of-partial-interest { interactivity: not-keyboard-focusable; } The not-keyboard-focusable value is new, and prevents the keyboard focus (like tabindex="-1" but for CSS, which is super interesting in its own right). A full breakdown because, frankly, that was a lot: :has-interest: Triggers with “mouse interest” :has-partial-interest: Triggers with “keyboard interest” :target-of-interest: Targets with mouse interest :target-of-partial-interest: Targets with keyboard interest :target-of-partial-interest::after: The message displayed when targets have keyboard interest interest-show-delay: The <time> before which the interest target appears interest-hide-delay: The <time> before which the interest target disappears interest-delay: Shorthand for interest-show-delay and interest-hide-delay It works with anchors, too Nothing really new here as far as what we’ve already discussed, but I find it cool that we can use anchor elements declaratively just like interest invokers: Conclusion On the surface, interest invokers are simply hover-triggered popovers, but touchscreen devices have never handled hovering well. In addition, hovering is susceptible to human-error, and we certainly don’t want to force keyboards and screen readers to tab into a minefield of focusables. There’s a lot to consider, and Open UI have done a wonderful job of ensuring that user agents do the lion’s share of it. But there’s still more to consider. For example, how exactly would we open interest targets on touchscreen devices? Long-press + “View more info” from the context menu seems to be the best approach at the moment, but that’s a tough one! And, as we’ve discussed, there’s a lot for us to consider, too, such as those delay timings and how interest invokers should be styled. What should interest triggers and targets look like when they have interest? What about the hotkey instruction? We’re talking about some new concepts here, that might require new UX conventions. Honorable mention: We’re also getting interactivity: not-keyboard-focusable out of this, which could help us to build keyboard-friendlier components with CSS. There’s a lot to love here, and I just know that people are going to create incredible tooltips and hover cards and more with this. A First Look at the Interest Invoker API (for Hover-Triggered Popovers) originally published on CSS-Tricks, which is part of the DigitalOcean family. You should get the newsletter.
A Primer on Focus Trapping
- Articles
- accessibility
- JavaScript
Focus trapping is about managing focus within an element, such that focus always stays within it. The whole process sounds simple in theory, but it can quite difficult to build in practice, mostly because of the numerous parts to you got to manage.
A Primer on Focus Trapping originally published on CSS-Tricks, which is part of the DigitalOcean family. You should get the newsletter.
Focus trapping is a term that refers to managing focus within an element, such that focus always stays within it: If a user tries to tab out from the last element, we return focus to the first one. If the user tries to Shift + Tab out of the first element, we return focus back to the last one. This whole focus trap thing is used to create accessible modal dialogs since it’s a whole ‘nother trouble to inert everything else — but you don’t need it anymore if you’re building modals with the dialog API (assuming you do it right). Anyway, back to focus trapping. The whole process sounds simple in theory, but it can quite difficult to build in practice, mostly because of the numerous parts to you got to manage. Simple and easy focus trapping with Splendid Labz If you are not averse to using code built by others, you might want to consider this snippet with the code I’ve created in Splendid Labz. The basic idea is: We detect all focusable elements within an element. We manage focus with a keydown event listener. import { getFocusableElements, trapFocus } from '@splendidlabz/utils/dom' const dialog = document.querySelector('dialog') // Get all focusable content const focusables = getFocusableElements(node) // Traps focus within the dialog dialog.addEventListener('keydown', event => { trapFocus({ event, focusables }) }) The above code snippet makes focus trapping extremely easy. But, since you’re reading this, I’m sure you wanna know the details that go within each of these functions. Perhaps you wanna build your own, or learn what’s going on. Either way, both are cool — so let’s dive into it. Selecting all focusable elements I did research when I wrote about this some time ago. It seems like you could only focus an a handful of elements: a button input textarea select details iframe embed object summary dialog audio[controls] video[controls] [contenteditable] [tabindex] So, the first step in getFocusableElements is to search for all focusable elements within a container: export function getFocusableElements(container = document.body ) { return { get all () { const elements = Array.from( container.querySelectorAll( `a, button, input, textarea, select, details, iframe, embed, object, summary, dialog, audio[controls], video[controls], [contenteditable], [tabindex] `, ), ) } } } Next, we want to filter away elements that are disabled, hidden or set with display: none, since they cannot be focused on. We can do this with a simple filter function. export function getFocusableElements(container = document.body ) { return { get all () { // ... return elements.filter(el => { if (el.hasAttribute('disabled')) return false if (el.hasAttribute('hidden')) return false if (window.getComputedStyle(el).display === 'none') return false return true }) } } } Next, since we want to trap keyboard focus, it’s only natural to retrieve a list of keyboard-only focusable elements. We can do that easily too. We only need to remove all tabindex values that are less than 0. export function getFocusableElements(container = document.body ) { return { get all () { /* ... */ }, get keyboardOnly() { return this.all.filter(el => el.tabIndex > -1) } } } Now, remember that there are two things we need to do for focus trapping: If a user tries to tab out from the last element, we return focus to the first one. If the user tries to Shift + Tab out of the first element, we return focus back to the last one. This means we need to be able to find the first focusable item and the last focusable item. Luckily, we can add first and last getters to retrieve these elements easily inside getFocusableElements. In this case, since we’re dealing with keyboard elements, we can grab the first and last items from keyboardOnly: export function getFocusableElements(container = document.body ) { return { // ... get first() { return this.keyboardOnly[0] }, get last() { return this.keyboardOnly[0] }, } } We have everything we need — next is to implement the focus trapping functionality. How to trap focus First, we need to detect a keyboard event. We can do this easily with addEventListener: const container = document.querySelector('.some-element') container.addEventListener('keydown', event => {/* ... */}) We need to check if the user is: Pressing tab (without Shift) Pressing tab (with Shift) Splendid Labz has convenient functions to detect these as well: import { isTab, isShiftTab } from '@splendidlabz/utils/dom' // ... container.addEventListener('keydown', event => { if (isTab(event)) // Handle Tab if (isShiftTab(event)) // Handle Shift Tab /* ... */ }) Of course, in the spirit of learning, let’s figure out how to write the code from scratch: You can use event.key to detect whether the Tab key is being pressed. You can use event.shiftKey to detect if the Shift key is being pressed Combine these two, you will be able to write your own isTab and isShiftTab functions: export function isTab(event) { return !event.shiftKey && event.key === 'Tab' } export function isShiftTab(event) { return event.shiftKey && event.key === 'Tab' } Since we’re only handling the Tab key, we can use an early return statement to skip the handling of other keys. container.addEventListener('keydown', event => { if (event.key !== 'Tab') return if (isTab(event)) // Handle Tab if (isShiftTab(event)) // Handle Shift Tab /* ... */ }) We have almost everything we need now. The only thing is to know where the current focused element is at — so we can decide whether to trap focus or allow the default focus action to proceed. We can do this with document.activeElement. Going back to the steps: Shift focus if user Tab on the last item Shift focus if the user Shift + Tab on the first item Naturally, you can tell that we need to check whether document.activeElement is the first or last focusable item. container.addEventListener('keydown', event => { // ... const focusables = getFocusableElements(container) const first = focusables.first const last = focusables.last if (document.activeElement === last && isTab(event)) { // Shift focus to the first item } if (document.activeElement === first && isShiftTab(event)) { // Shift focus to the last item } }) The final step is to use focus to bring focus to the item. container.addEventListener('keydown', event => { // ... if (document.activeElement === last && isTab(event)) { first.focus() } if (document.activeElement === first && isShiftTab(event)) { last.focus() } }) That’s it! Pretty simple if you go through the sequence step-by-step, isn’t it? Final callout to Splendid Labz As I resolve myself to stop teaching (so much) and begin building applications, I find myself needing many common components, utilities, even styles. Since I have the capability to build things for myself, (plus the fact that I’m super particular when it comes to good DX), I’ve decided to gather these things I find or build into a couple of easy-to-use libraries. Just sharing these with you in hopes that they will help speed up your development workflow. Thanks for reading my shameless plug. All the best for whatever you decide to code! A Primer on Focus Trapping originally published on CSS-Tricks, which is part of the DigitalOcean family. You should get the newsletter.
Getting Creative With Versal Letters
- Articles
- initial-letter
- inspiration
- typography
A versal letters is a typographic flourish found in illuminated manuscripts and traditional book design, where it adds visual interest and helps guide a reader’s eye to where they should begin.
Getting Creative With Versal Letters originally published on CSS-Tricks, which is part of the DigitalOcean family. You should get the newsletter.
A while back, our man Geoff Graham treated us to a refresher on the CSS initial-letter property, but how can you style drop and initial caps to reflect a brand’s visual identity and help to tell its stories? Here’s how I do it in CSS by combining ::first-letter and initial-letter with other unexpected properties, including border-image, and clip-path. Patty Meltt is an up-and-coming country music sensation. My brief: Patty Meltt is an up-and-coming country music sensation, and she needed a website to launch her new album. She wanted it to be distinctive-looking and memorable, so she called Stuff & Nonsense. Patty’s not real, but the challenges of designing and developing sites like hers are. First, a drop cap recap. Chris Coyier wrote about drop caps several years ago. They are a decorative letter at the beginning of a paragraph, often spanning several lines of text. It’s a typographic flourish found in illuminated manuscripts and traditional book design, where it adds visual interest and helps guide a reader’s eye to where they should begin. Study manuscripts from the Middle Ages onwards, and you’ll find hand-decorated illuminated capitals. The artists who made these initial letters were fabulously called “illuminators.” These medieval versals went beyond showing someone where to start reading; historiated letters also illustrated the stories, which was especially useful since most people in the Middle Ages couldn’t read. A basic drop cap On the web, drop caps can improve readability and reflect a brand’s visual identity. A brief refresher on properties and values In CSS, drop caps are created using the ::first-letter pseudo-element in combination with initial-letter. As you might expect, ::first-letter targets the very first letter of a block of text, enabling you to style it independently from the rest of a paragraph. The first number sets how many lines tall the letter appears, and the second controls its baseline alignment — that is, which line of text the bottom of the cap sits on. p::first-letter { -webkit-initial-letter: 3 3; initial-letter: 3 3; } Because browser support still varies, it’s common to include both the unprefixed and -webkit- prefixed properties for maximum compatibility. And speaking of browser support, it’s also sensible to wrap the initial-letter property inside an @supports CSS at-rule so we can check for browser support and provide a fallback, if needed: @supports (initial-letter:2) or (-webkit-initial-letter:2) { p::first-letter { -webkit-initial-letter: 3 3; initial-letter: 3 3; } } The initial-letter property automatically calculates the font size to match the number of lines a drop cap spans. On its own, this can make for quite a first impression. However, drop caps really start to come to life when you combine initial-letter with other CSS properties. Tip: Interactive examples from this article are available in my lab. Shadows Text shadows applied to first letters (live demo) When I want to lift a drop cap off the page, I can add a single text-shadow. Shadows can be colourful and don’t have to be black. I created a full live demo you can check out. p::first-letter { /* ... *// text-shadow: 6px 6px 0 #e6d5b3; } But why use just one shadow when two hard-edged shadows will turn a cap into a classic graphic typographic element? p::first-letter { /* ... */ text-shadow: -6px -6px 0 #7d6975, 6px 6px 0 #e6d5b3; } Examples showing unstyled, single text shadow, and two text shadows (live demo) Strokes A text shadow applied to a first letter (live demo) The text-stroke property — shorthand for text-stroke-width and text-stroke-color — adds an outline to the centre of the text shape. It’s a Baseline feature and is now widely available. I can make the cap text transparent or colour it to match the page background. p::first-letter { /* ... */ text-stroke: 5px #e6d5b3; } Backgrounds Solid and gradient backgrounds applied to first letters (live demo) Adding a background is a simple way to start making a cap more decorative. I could start by adding a solid background-color. p::first-letter { /* ... */ background-color: #97838f; } To add a lighting effect, I could apply a conical, linear, or radial gradient background image (here’s a demo): p::first-letter { /* ... */ background-color: #e6d5b3; background-image: linear-gradient(135deg,#c8b9c2 0%, #7d6975 50%); } And even an image URL to use a bitmap or vector image as a background (and here’s that demo): p::first-letter { /* ... */ background-color: #e6d5b3; background-image: url(...); background-size: cover; } Background images and a background clipped to text Things become even more interesting by clipping a bitmap, gradient, or vector background image to the text while setting its colour to transparent. Now, the image will only appear inside the text space (demo). p::first-letter { /* ... */ background-clip: text; color: transparent; } Borders Two examples of borders applied to first letters, one square and one rounded You might think borders are boring, but there’s plenty you can do to make them look interesting. I could start by applying a solid border to surround the cap box (demo). p::first-letter { /* ... */ border: 5px solid #e6d5b3; } Then, I could apply border-radius to slightly round all its corners (demo). p::first-letter { /* ... */ border-radius: 1rem; } Or, I might round individual corners for a more interesting look (demo): p::first-letter { /* ... */ border-top-left-radius: 3rem; border-bottom-right-radius: 3rem; } A border radius applied to the first letter, where the top-left and bottom-right edges are rounded (live demo) And then there’s the border-image property, a powerful, yet often overlooked CSS tool. By slicing, repeating, and outsetting images, you can create intricate borders and decorative drop caps with minimal code. A CSS border image applied to a first letter (live demo) You can insert a bitmap or vector format image, or drop a CSS gradient into the border space: p::first-letter { /* ... */ border-style: solid; border-width: 10px; border-image: conic-gradient(...) 1; } Clipping Clipping first letters The clip-path property lets you define a custom shape that controls which parts of an element are visible and which are hidden. Instead of always showing a rectangular box, you can use clip-path to crop elements into circles, polygons, or even complex shapes defined with SVG paths. It’s an effective way to create visual effects like this right-facing arrow. Clipping the drop cap into an arrow shape isn’t just decorative — it reinforces direction and hierarchy, literally pointing readers to where the story begins. Here’s a demo of the following example. p::first-letter { /* ... */ padding-inline: 1rem 2rem; background-color: #e6d5b3; clip-path: polygon(...); } Or a glossy sticker shape cap, made by combining clip-path with a gradient background image and a text shadow (demo). Transforms Two examples of transforming first letters, one rotated (demo) and one scaled (demo) You can transform a drop cap independently from the rest of a paragraph by rotating, scaling, skewing, or translating it to make it feel more dynamic: p::first-letter { /* ... */ margin-inline-end: 2.5em; transform: skew(20deg, 0deg); } And with a little trial and error to arrive at the correct values, you could even flow the remaining paragraph text around the cap using the shape-outside property (demo): p::first-letter { /* ... */ display: block; float: left; shape-outside: polygon(0 0, 0 200px, 250px 600px); shape-margin: 50px; transform: skew(20deg, 0deg) translateX(-60px); } Drop caps don’t just help guide a reader’s eye to where they should begin; they also set the tone for what follows. A well-designed drop cap adds visual interest at the start of a block of text, drawing attention in a way that feels intentional and designed. Because it’s often the first element the reader sees, caps can carry a lot of visual weight, making them powerful tools for expressing a brand’s identity. Designing for Patty Meltt Patty Meltt wanted a website packed with design details. Every element added to a design is an opportunity to be expressive, and that includes her drop caps. Her biography page is presentable, but we felt a focus on where someone should start reading was lacking. Patty Meltt’s biography without a drop cap From the selection of designs I showed her, she felt the sticker-style cap best suited her brand. To implement it, first, I added a cursive typeface which matches her branding and contrasts with the rest of her typographic design: p::first-letter { font-family: "Lobster Two", sans-serif; font-weight: 700; } I changed the cap colour to match the page background and added a semi-transparent text shadow: p::first-letter { /* ... */ color: #140F0A; text-shadow: 6px 6px 0 rgba(163,148, 117, .8); } Next, I clipped the cap box to a visible area shaped like a sticker: p::first-letter { /* ... */ clip-path: polygon(...); } …before applying two background images — a noise-filled SVG and a radial gradient — that I blended using a background-blend-mode: p::first-letter { /* ... */ background-image: url(img/cap-noise.svg), radial-gradient(circle, #e6d5b3 0%, #cdaa65 100%); background-blend-mode: soft-light, normal; } Patty Meltt’s biography with a stylsh new drop cap (demo) The result is a drop cap that’s as stylish as cut-off jeans and a pair of gator-skinned boots. Conclusion Styling drop caps isn’t just about decoration — it’s about setting a tone, drawing readers in, and using every detail to express a brand’s voice. CSS has the tools to go beyond the default: gradients, textures, borders, and even complex shapes all help transform first letters into statements. So don’t waste the opportunities that drop caps give you. Make ’em sing. Getting Creative With Versal Letters originally published on CSS-Tricks, which is part of the DigitalOcean family. You should get the newsletter.
Getting Clarity on Apple’s Liquid Glass
- Notes
- apple
- design systems
- Graphic Design
- UI/IX Design
Gathered notes on Liquid Glass, Apple’s new design language that was introduced at WWDC 2025. These links are a choice selection of posts and resources that I've found helpful for understanding the context of Liquid Glass, as well as techniques for recreating it in code.
Getting Clarity on Apple’s Liquid Glass originally published on CSS-Tricks, which is part of the DigitalOcean family. You should get the newsletter.
Folks have a lot to say about “liquid glass,” the design aesthetic that Apple introduced at WWDC 2025. Some love it, some hate it, and others jumped straight into seeing how to they could create it in CSS. There’s a lot to love, hate, and experience with liquid glass. You can love the way content reflects against backgrounds. You can hate the poor contrast between foreground and background. And you can be eager to work with it. All of those can be true at the same time. Image credit: Apple I, for one, am generally neutral with things like this for that exact reason. I’m intrigued by liquid glass, but hold some concern about legibility, particularly as someone who already struggles with the legibility of Apple’s existing design system (notably in Control Center). And I love looking at the many and clever ways that devs have tried to replicate liquid glass in their own experiments. So, I’m in the process of gathering notes on the topic as I wrap my head around this “new” (or not-so-new, depending on who’s talking) thing and figure out where it fits in my own work. These links are a choice selection of posts that I’ve found helpful and definitely not meant to be an exhaustive list of what’s out there. WWDC Introduction Always a good idea to start with information straight from the horse’s mouth. In short: It’s the first design system that is universally applied to all of Apple’s platforms, as opposed to a single platform like Apple’s last major overhaul, iOS 7. It’s designed to refract light and dynamically react to user interactions. By “dynamic” we’re referring to UI elements updating into others as the context changes, such as displaying additional controls. This sounds a lot like the Dynamic Island, supporting shape-shifting animations. There’s a focus on freeing up space by removing hard rectangular edges, allowing UI elements to become part of the content and respond to context. Apple also released a more in-depth video aimed at introducing liquid glass to designers and developers. In short: Liquid glass is an evolution of the “aqua” blue interface from macOS 10, the real-time introduced in iOS 7, the “fluidity” of iOS 10, the flexibility of the Dynamic Island, and the immersive interface of visionOS. It’s a “digital meta-material” that dynamically bends and shapes light while moving fluidly like water. It’s at least partially a response to hardware devices adopting deeper rounded corners. Lensing: Background elements are bended and warped rather than scattering light as it’s been in previous designs. There’s gel-like feel to elements. Translucence helps reveal what is underneath a control, such as a progress indicator you can scrub more precisely by seeing what is behind the surface. Controls are persistent between views for establishing a relationship between controls and states. This reminds me of the View Transition API. Elements automatically adapt to light and dark modes. Liquid glass is composed of layers: highlight (light casting and movement), shadow (added depth for separation between foreground and background), and illumination (the flexible properties of the material). It is not meant to be used everywhere but is most effective for the navigation layer. And avoid using glass on glass. There are two variants: regular (most versatile) and clear (does not have adaptive behaviors for allowing content to be more visible below the surface). Glass can be tinted different colors. Documentation Right on cue, Apple has already made a number of developer resources available for using and implementing liquid glass that are handy references. Introduction to Liquid Glass Adopting Liquid Glass Landmarks: Building an app with Liquid Glass Applying Liquid Glass to custom views ‘Beautiful’ and ‘Hard to Read’: Designers React to Apple’s Liquid Glass Update This Wired piece is a nice general overview of what liquid glass is and context about how it was introduced at WWDC 2025. I like getting a take on this from a general tech perspective as opposed to, say, someone’s quick hot take. It’s a helpful pulse on what’s happening from a high level without a bunch of hyperbole, setting the stage for digging deeper into things. In short: Apple is calling this “Liquid Glass.” It’s Apple’s first significant UI overhaul in 10 years. It will be implemented across all of Apple’s platforms, including iOS, macOS, iPadOS, and even the Vision Pro headset from which it was inspired. “From a technical perspective, it’s a very impressive effect. I applaud the time and effort it must have taken to mimic refraction and dispersion of light to such a high degree.” “Similar to the first beta for iOS 7, what we’ve seen so far is rough on the edges and potentially veers into distracting or challenging to read, especially for users with visual impairments.” Accessibility Let’s get right to the heart of where the pushback against liquid glass is coming from. While the aesthetic, purpose, and principles of liquid glass are broadly applauded, many are concerned about the legibility of content against a glass surface. Traditionally, we fill backgrounds with solid or opaque solid color to establish contrast between the foreground and background, but with refracted light, color plays less a role and it’s possible that highlighting or dimming a light source will not produce enough contrast, particularly for those with low-vision. WCAG 2.2 emphasizes color and font size for improving contrast and does provide guidance for something that’s amorphous like liquid glass where bending the content below it is what establishes contrast. “Apple’s “Liquid Glass” and What It Means for Accessibility”: “When you have translucent elements letting background colors bleed through, you’re creating variable contrast ratios that might work well over one background, but fail over a bright photo of the sunset.” “Apple turned the iPhone’s notch into the Dynamic Island, Android phones that don’t have notches started making fake notches, just so they could have a Dynamic Island too. That’s influence. But here they are making what looks like a purely aesthetic decision without addressing the accessibility implications.” “People with dyslexia, who already struggle with busy backgrounds and low-contrast text, now deal with an interface where visual noise is baked into the design language. People with attention disorders may have their focus messed up when they see multiple translucent layers creating a whole lot of visual noise.” “It’s like having a grand entrance and a side door marked ‘accessible.’ Technically compliant. But missing the point.” “The legal landscape adds another layer. There’s thousands of digital accessibility lawsuits filed in the U.S. yearly for violating the ADA, or the American Disabilities Act. Companies are paying millions in settlements. But this is Apple. They have millions. Plus all the resources in the world to save them from legal risks. But their influence means they’re setting precedents.” “Liquid Glass: Apple vs accessibility”: “Yet even in Apple’s press release, linked earlier, there are multiple screenshots where key interface components are, at best, very difficult to read. That is the new foundational point for Apple design. And those screenshots will have been designed to show the best of things.” “Apple is still very often reactive rather than proactive regarding vision accessibility. Even today, there are major problems with the previous versions of its operating systems (one example being the vestibular trigger if you tap-hold the Focus button in Control Centre). One year on, they aren’t fixed.” “State, correctly, that Apple is a leader in accessibility. But stop assuming that just because this new design might be OK for you and because Apple has controls in place that might help people avoid the worst effects of design changes, everything is just peachy. Because it isn’t.” “Liquid Glass” by Hardik Pandya “The effect is technically impressive, but it introduces a layer of visual processing between you and your memories. What was once immediate now feels mediated. What was once direct now feels filtered.” “While Apple’s rationale for Liquid Glass centers on ‘seeing’ content through a refractive surface, user interface controls are not meant to be seen—they are meant to be operated. When you tap a button, slide a slider, or toggle a switch, you are not observing these elements. You are manipulating them directly.” “Buttons become amorphous shapes. Sliders lose their mechanical clarity. Toggle switches abandon their physical affordances. They appear as abstract forms floating behind glass—beautiful perhaps, but disconnected from the fundamental purpose of interface controls: to invite and respond to direct manipulation.” “The most forward-thinking interface design today focuses on invisibility – making the interaction so seamless that the interface itself disappears. Liquid Glass makes the interface more visible, more present, and more demanding of attention.” “Liquid glass, now with frosted tips”: It’s easy to dump on liquid glass in its introductory form, but it’s worth remembering that it’s in beta and that Apple is actively developing it ahead of its formal release. A lot has changed between the Beta 2 and Beta 3 releases. The opacity between glass and content has been bumped up in several key areas. Tutorials, Generators, and Frameworks It’s fun to see the difference approaches many folks have used to re-create the liquid glass effect in these early days. It amazes me that there is already a deluge of tutorials, generators, and even UI frameworks when we’re only a month past the WWDC 2025 introduction. Create this trendy blurry glass effect with CSS (Kevin Powell) Liquid Glass design using CSS (Nordcraft) Adopting Apple’s Liquid Glass: Examples and best practices (LogRocket) Liquid Glass Figma File CSS Liquid Glass Effects (DesignFast) Liquid Glass UI Framework Liquid Glass CSS Generator Experiments Let’s drop in a few interesting demos that folks have created. To be clear, glass-based interfaces are not new and have been plenty explored, which you can find over at CodePen in abundance. These are recent experiments. The most common approaches appear to reach for SVG filters and background blurs, though there are many programmatic demos as well. Using a CSS-only approach with an SVG filter with backdrop-filter with a series of nested containers that sorta mimics how Apple describes glass as being composed of three layers (highlight, shadow and illumination): Same sort of deal here, but in the context of a theme toggle switch that demonstrates how glass can be tinted: Comparing a straight-up CSS blur with an SVG backdrop: Contextual example of a slider component: Using WebGL: Assorted links and coverage A few more links from this browser tab group I have open: “Apple’s Liquid Glass is exactly as ambitious as Apple” (Fast Company) “Apple unveils iOS 26 with Liquid Glass” (9to5Mac) “Apple Announces All-New ‘Liquid Glass’ Software Redesign Across iOS 26 and More” (MacRumors) “Apple just added more frost to its Liquid Glass design” (The Verge) “Apple tones down Liquid Glass effect in iOS 26 beta 3” (The Apple Post) “More assorted notes on Liquid Glass” (Riccardo Mori) A bunch of CodePen Collections Getting Clarity on Apple’s Liquid Glass originally published on CSS-Tricks, which is part of the DigitalOcean family. 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What I Took From the State of Dev 2025 Survey
- Articles
- opinion
- survey
State of Devs 2025 survey results are out! Sunkanmi Fafowora highlights a few key results about diversity, health, and salaries.
What I Took From the State of Dev 2025 Survey originally published on CSS-Tricks, which is part of the DigitalOcean family. You should get the newsletter.
State of Devs 2025 survey results are out! While the survey isn’t directly related to the code part of what we do for work, I do love the focus Devographics took ever since its inception in 2020. And this year it brought us some rather interesting results through the attendance of 8,717 developers, lots of data, and even more useful insights that I think everyone can look up and learn from. I decided to look at the survey results with an analytical mindset, but wound up pouring my heart out because, well, I am a developer, and the entire survey affects me in a way. I have some personal opinions, it turns out. So, sit back, relax, and indulge me for a bit as we look at a few choice pieces of the survey. And it’s worth noting that this is only part one of the survey results. A second data dump will be published later and I’m interested to poke at those numbers, too. An opportunity to connect One thing I noticed from the Demographics section is how much tech connects us all. The majority of responses come from the U.S. (26%) but many other countries, including Italy, Germany, France, Estonia, Austria, South Africa and many more, account for the remaining 74%. I mean, I am working and communicating with you right now, all the way from Nigeria! Isn’t that beautiful, to be able to communicate with people around the world through this wonderful place we call CSS-Tricks? And into the bigger community of developers that keeps it so fun? I think this is a testament to how much we want to connect. More so, the State of Devs survey gives us an opportunity to express our pain points on issues surrounding our experiences, workplace environments, quality of health, and even what hobbies we have as developers. And while I say developers, the survey makes it clear it’s more than that. Behind anyone’s face is someone encountering life challenges. We’re all people and people are capable of pure emotion. We are all just human. It’s also one of the reasons I decided to open a Bluesky account: to connect with more developers. I think this survey offers insights into how much we care about ourselves in tech, and how eager we are to solve issues rarely talked about. And the fact that it’s global in nature illustrates how much in common we all have. More women participated this year From what I noticed, fewer women participated in the 2024 State of JavaScript and State of CSS fewer women (around 6%), while women represented a bigger share in this year’s State of Devs survey. I’d say 15% is still far too low to fairly “represent” an entire key segment of people, but it is certainly encouraging to see a greater slice in this particular survey. We need more women in this male-dominated industry. Experience over talent Contrary to popular opinion, personal performance does not usually equate to higher pay, and this is reflected in the results of this survey. It’s more like, the more experienced you are, the more you’re paid. But even that’s not the full story. If you’re new to the field, you still have to do some personal marketing, find and keep a mentor, and a whole bunch of stuff. Cassidy shares some nice insights on this in a video interview tracing her development career. You should check it out, especially if you’re just starting out. Notice that the average income for those with 10-14 of experience ($115,833) is on par with those with between 15-29 years of experience ($118,000) and not far from those with 30+ years ($120,401). Experience appears to influence income, but perhaps not to the extent you would think, or else we’d see a wider gap between those with 15 years versus those with more than double the service time. More than that, notice how income for the most experienced developers (30+ years) is larger on average but the range of how much they make is lower than than those with 10-29 years under their belts. I’m curious what causes that decline. Is it a lack of keeping up with what’s new? Is it ageism? I’m sure there are lots of explanations. Salary, workplace, and job hunting I prefer not drill into each and every report. I’m interested in very specific areas that are covered in the survey. And what I take away from the survey is bound to be different than your takeaways, despite numbers being what they are. So, here are a few highlights of what stood out to me personally as I combed through the results. Your experience, employment status, and company’s employer count seem to directly affect pay. For example, full-timers report higher salaries than freelancers. I suppose that makes sense, but I doubt it provides the full picture because freelancers freelance for a number of reasons, whether its flexible hours, having more choice to choose their projects, or having personal constraints that limit how much they can work. In some ways, freelancers are able to command higher pay while working less. Bad management and burnout seem to be the most talked-about issues in the workplace. Be on guard during interviews, look up reviews about the company you’re about to work for, and make sure there are far fewer complaints than accolades. Make sure you’re not being too worked up during work hours; breaks are essential for a boost in productivity. Seventy percent of folks reported no discrimination in the workplace, which means we’re perhaps doing something right. That said, it’s still disheartening that 30% experience some form of discrimination and lowering that figure is something we ought to aim for. I’m hoping companies — particularly the tech giants in our space — take note of this and enforce laws and policies surrounding this. Still, we can always call out discriminatory behavior and make corrections where necessary. And who’s to say that everyone who answered the survey felt safe sharing that sort of thing? Silence can be the enemy of progress. Never get too comfortable in your job. Although 69% report having never been laid off, I still think that job security is brittle in this space. Always learn, build, and if possible, try to look for other sources of income. Layoffs are still happening, and looking at the news, it’s likely to continue for the foreseeable future, with the U.S., Australia, and U.K. being leading the way. One number that jumped off the page for me is that it takes an average of four applications for most developers to find a new job. This bamboozles me. I’m looking for a full-time role (yes, I’m available!), and I regularly apply for more than four jobs in a given day. Perhaps I’m doing something wrong, but that’s also not consistent with those in my social and professional circles. I know and see plenty of people who are working hard to find work, and the number of jobs they apply for has to bring that number up. Four applications seems way low, though I don’t have the quantitative proof for it. Your personal network is still the best way to find a job. We will always and forever be social animals, and I think that’s why most survey participants say that coworker relationships are the greatest perk of a job. I find this to be true with my work here at CSS-Tricks. I get to collaborate with other like-minded CSS and front-end enthusiasts far and wide. I’ve developed close relationships with the editors and other writers, and that’s something I value more than any other benefits I could get somewhere else. Compensation is still a top workplace challenge. JavaScript is still the king of programming (bias alert), taking the top spot as the most popular programming language. I know you’re interested, that CSS came in at third. To my surprise, Bluesky is more popular amongst developers than X. I didn’t realize how much toxicity I’ve been exposed to at X until I opened a Bluesky account. I hate saying that the “engagement” is better, or some buzz-worthy thing like that, but I do experience more actual discussions over at Bluesky than I have for a long time at X. And many of you report the same. I hasten to say that Bluesky is a direct replacement for what X (let’s face it, Twitter) used to be, but it seems we at least have a better alternative. Health issues Without our health, we are nothing. Embrace your body for what it is: your temple. It’s a symbiotic relationship. — Mrs. N. I’m looking closer at the survey’s results on health because of the sheer number of responses that report health issues. I struggle with issues, like back pains, and that forced me to upgrade my work environment with a proper desk and chair. I tend to code on my bed, and well, it worked. But perhaps it wasn’t the best thing for my physical health. I know we can fall into the stereotype of people who spend 8-12 hours staring at two big monitors, sitting in a plush gaming chair, while frantically typing away at a mechanical keyboard. You know, the Hackers stereotype. I know that isn’t an accurate portrayal of who we are, but it’s easy to become that because of how people look at and understand our work. And if you feel a great deal of pressure to keep up with that image, I think it’s worth getting into a more healthy mindset, one that gets more than a few hours of sleep, prioritizes exercise, maintains a balanced diet, and all those things we know are ultimately good for us. Even though 20% of folks say they have no health issues at all, a whopping 80% struggle with health issues ranging from sleep deprivation to keeping a healthy weight. You are important and deserve to feel healthy. Think about your health the way you think about the UI/UX of the websites you design and build. It makes up a part of the design, but has the crucial role of turning ordinary tasks into enjoyable experiences, which in turn, transforms into an overall beautiful experience for the user. Your health is the same. Those small parts often overlooked can and will affect the great machine that is your body. Here’s a small list of life improvements you can make right now. Closing thoughts Diversity, representation, experience, income, and health. That’s what stood out to me in the 2025 State of Devs survey results. I see positive trends in the numbers, but also a huge amount of opportunity to be better, particularly when it comes being more inclusive of women, providing ample chances for upward mobility based on experience, and how we treat ourselves. Please check out the results and see what stands out to you. What do you notice? Is there anything you are able to take away from the survey that you can use in your own work or life? I’d love to know! What I Took From the State of Dev 2025 Survey originally published on CSS-Tricks, which is part of the DigitalOcean family. You should get the newsletter.
Setting Line Length in CSS (and Fitting Text to a Container)
- Articles
- typography
The many ways to juggle line length when working with text... including two proposed properties that could make it easier in the future.
Setting Line Length in CSS (and Fitting Text to a Container) originally published on CSS-Tricks, which is part of the DigitalOcean family. You should get the newsletter.
First, what is line length? Line length is the length of a container that holds a body of multi-line text. “Multi-line” is the key part here, because text becomes less readable if the beginning of a line of text is too far away from the end of the prior line of text. This causes users to reread lines by mistake, and generally get lost while reading. Luckily, the Web Content Accessibility Guidelines (WCAG) gives us a pretty hard rule to follow: no more than 80 characters on a line (40 if the language is Chinese, Japanese, or Korean), which is super easy to implement using character (ch) units: width: 80ch; The width of 1ch is equal to the width of the number 0 in your chosen font, so the exact width depends on the font. Setting the optimal line length Just because you’re allowed up to 80 characters on a line, it doesn’t mean that you have to aim for that number. A study by the Baymard Institute revealed that a line length of 50-75 characters is the optimal length — this takes into consideration that smaller line lengths mean more lines and, therefore, more opportunities for users to make reading mistakes. That being said, we also have responsive design to think about, so setting a minimum width (e.g., min-width: 50ch) isn’t a good idea because you’re unlikely to fit 50 characters on a line with, for example, a screen/window size that is 320 pixels wide. So, there’s a bit of nuance involved, and the best way to handle that is by combining the clamp() and min() functions: clamp(): Set a fluid value that’s relative to a container using percentage, viewport, or container query units, but with minimum and maximum constraints. min(): Set the smallest value from a list of comma-separated values. Let’s start with min(). One of the arguments is 93.75vw. Assuming that the container extends across the whole viewport, this’d equal 300px when the viewport width is 320px (allowing for 20px of spacing to be distributed as you see fit) and 1350px when the viewport width is 1440px. However, for as long as the other argument (50ch) is the smallest of the two values, that’s the value that min() will resolve to. min(93.75vw, 50ch); Next is clamp(), which accepts three arguments in the following order: the minimum, preferred, and maximum values. This is how we’ll set the line length. For the minimum, you’d plug in your min() function, which sets the 50ch line length but only conditionally. For the maximum, I suggest 75ch, as mentioned before. The preferred value is totally up to you — this will be the width of your container when not hitting the minimum or maximum. width: clamp(min(93.75vw, 50ch), 70vw, 75ch); In addition, you can use min(), max(), and calc() in any of those arguments to add further nuance. If the container feels too narrow, then the font-size might be too large. If it feels too wide, then the font-size might be too small. Fit text to container (with JavaScript) You know that design trend where text is made to fit the width of a container? Typically, to utilize as much of the available space as possible? You’ll often see it applied to headings on marketing pages and blog posts. Well, Chris wrote about it back in 2018, rounding up several ways to achieve the effect with JavaScript or jQuery, unfortunately with limitations. However, the ending reveals that you can just use SVG as long as you know the viewBox values, and I actually have a trick for getting them. Although it still requires 3-5 lines of JavaScript, it’s the shortest method I’ve found. It also slides into HTML and CSS perfectly, particularly since the SVG inherits many CSS properties (including the color, thanks to fill: currentColor): <h1 class="container"> <svg> <text>Fit text to container</text> </svg> </h1> h1.container { /* Container size */ width: 100%; /* Type styles (<text> will inherit most of them) */ font: 900 1em system-ui; color: hsl(43 74% 3%); text { /* We have to use fill: instead of color: here But we can use currentColor to inherit the color */ fill: currentColor; } } /* Select all SVGs */ const svg = document.querySelectorAll("svg"); /* Loop all SVGs */ svg.forEach(element => { /* Get bounding box of <text> element */ const bbox = element.querySelector("text").getBBox(); /* Apply bounding box values to SVG element as viewBox */ element.setAttribute("viewBox", [bbox.x, bbox.y, bbox.width, bbox.height].join(" ")); }); Fit text to container (pure CSS) If you’re hell-bent on a pure-CSS method, you are in luck. However, despite the insane things that we can do with CSS these days, Roman Komarov’s fit-to-width hack is a bit complicated (albeit rather impressive). Here’s the gist of it: The text is duplicated a couple of times (although hidden accessibly with aria-hidden and hidden literally with visibility: hidden) so that we can do math with the hidden ones, and then apply the result to the visible one. Using container queries/container query units, the math involves dividing the inline size of the text by the inline size of the container to get a scaling factor, which we then use on the visible text’s font-size to make it grow or shrink. To make the scaling factor unitless, we use the tan(atan2()) type-casting trick. Certain custom properties must be registered using the @property at-rule (otherwise they don’t work as intended). The final font-size value utilizes clamp() to set minimum and maximum font sizes, but these are optional. <span class="text-fit"> <span> <span class="text-fit"> <span><span>fit-to-width text</span></span> <span aria-hidden="true">fit-to-width text</span> </span> </span> <span aria-hidden="true">fit-to-width text</span> </span> .text-fit { display: flex; container-type: inline-size; --captured-length: initial; --support-sentinel: var(--captured-length, 9999px); & > [aria-hidden] { visibility: hidden; } & > :not([aria-hidden]) { flex-grow: 1; container-type: inline-size; --captured-length: 100cqi; --available-space: var(--captured-length); & > * { --support-sentinel: inherit; --captured-length: 100cqi; --ratio: tan( atan2( var(--available-space), var(--available-space) - var(--captured-length) ) ); --font-size: clamp( 1em, 1em * var(--ratio), var(--max-font-size, infinity * 1px) - var(--support-sentinel) ); inline-size: var(--available-space); &:not(.text-fit) { display: block; font-size: var(--font-size); @container (inline-size > 0) { white-space: nowrap; } } /* Necessary for variable fonts that use optical sizing */ &.text-fit { --captured-length2: var(--font-size); font-variation-settings: "opsz" tan(atan2(var(--captured-length2), 1px)); } } } } @property --captured-length { syntax: "<length>"; initial-value: 0px; inherits: true; } @property --captured-length2 { syntax: "<length>"; initial-value: 0px; inherits: true; } Watch for new text-grow/text-shrink properties To make fitting text to a container possible in just one line of CSS, a number of solutions have been discussed. The favored solution seems to be two new text-grow and text-shrink properties. Personally, I don’t think we need two different properties. In fact, I prefer the simpler alternative, font-size: fit-width, but since text-grow and text-shrink are already on the table (Chrome intends to prototype and you can track it), let’s take a look at how they could work. The first thing that you need to know is that, as proposed, the text-grow and text-shrink properties can apply to multiple lines of wrapped text within a container, and that’s huge because we can’t do that with my JavaScript technique or Roman’s CSS technique (where each line needs to have its own container). Both have the same syntax, and you’ll need to use both if you want to allow both growing and shrinking: text-grow: <fit-target> <fit-method>? <length>?; text-shrink: <fit-target> <fit-method>? <length>?; <fit-target> per-line: For text-grow, lines of text shorter than the container will grow to fit it. For text-shrink, lines of text longer than the container will shrink to fit it. consistent: For text-grow, the shortest line will grow to fit the container while all other lines grow by the same scaling factor. For text-shrink, the longest line will shrink to fit the container while all other lines shrink by the same scaling factor. <fit-method> (optional) scale: Scale the glyphs instead of changing the font-size. scale-inline: Scale the glyphs instead of changing the font-size, but only horizontally. font-size: Grow or shrink the font size accordingly. (I don’t know what the default value would be, but I imagine this would be it.) letter-spacing: The letter spacing will grow/shrink instead of the font-size. <length> (optional): The maximum font size for text-grow or minimum font size for text-shrink. Again, I think I prefer the font-size: fit-width approach as this would grow and shrink all lines to fit the container in just one line of CSS. The above proposal does way more than I want it to, and there are already a number of roadblocks to overcome (many of which are accessibility-related). That’s just me, though, and I’d be curious to know your thoughts in the comments. Conclusion It’s easier to set line length with CSS now than it was a few years ago. Now we have character units, clamp() and min() (and max() and calc() if you wanted to throw those in too), and wacky things that we can do with SVGs and CSS to fit text to a container. It does look like text-grow and text-shrink (or an equivalent solution) are what we truly need though, at least in some scenarios. Until we get there, this is a good time to weigh-in, which you can do by adding your feedback, tests, and use-cases to the GitHub issue. Setting Line Length in CSS (and Fitting Text to a Container) originally published on CSS-Tricks, which is part of the DigitalOcean family. You should get the newsletter.
Scroll-Driven Sticky Heading
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- position
- Scroll Driven Animation
I was playing around with scroll-driven animations, just searching for all sorts of random things you could do. That’s when I came up with the idea to animate main headings and, using scroll-driven animations, change the headings based on the user’s scroll position.
Scroll-Driven Sticky Heading originally published on CSS-Tricks, which is part of the DigitalOcean family. You should get the newsletter.
Scroll-driven animations are great! They’re a powerful tool that lets developers tie the movement and transformation of elements directly to the user’s scroll position. This technique opens up new ways to create interactive experiences, cuing images to appear, text to glide across the stage, and backgrounds to subtly shift. Used thoughtfully, scroll-driven animations (SDA) can make your website feel more dynamic, engaging, and responsive. A few weeks back, I was playing around with scroll-driven animations, just searching for all sorts of random things you could do with it. That’s when I came up with the idea to animate the text of the main heading (h1) and, using SDA, change the heading itself based on the user’s scroll position on the page. In this article, we’re going to break down that idea and rebuild it step by step. This is the general direction we’ll be heading in, which looks better in full screen and viewed in a Chromium browser: It’s important to note that the effect in this example only works in browsers that support scroll-driven animations. Where SDA isn’t supported, there’s a proper fallback to static headings. From an accessibility perspective, if the browser has reduced motion enabled or if the page is being accessed with assistive technology, the effect is disabled and the user gets all the content in a fully semantic and accessible way. Just a quick note: this approach does rely on a few “magic numbers” for the keyframes, which we’ll talk about later on. While they’re surprisingly responsive, this method is really best suited for static content, and it’s not ideal for highly dynamic websites. Closer Look at the Animation Before we dive into scroll-driven animations, let’s take a minute to look at the text animation itself, and how it actually works. This is based on an idea I had a few years back when I wanted to create a typewriter effect. At the time, most of the methods I found involved animating the element’s width, required using a monospace font, or a solid color background. None of which really worked for me. So I looked for a way to animate the content itself, and the solution was, as it often is, in pseudo-elements. Pseudo-elements have a content property, and you can (kind of) animate that text. It’s not exactly animation, but you can change the content dynamically. The cool part is that the only thing that changes is the text itself, no other tricks required. Start With a Solid Foundation Now that you know the trick behind the text animation, let’s see how to combine it with a scroll-driven animation, and make sure we have a solid, accessible fallback as well. We’ll start with some basic semantic markup. I’ll wrap everything in a main element, with individual sections inside. Each section gets its own heading and content, like text and images. For this example, I’ve set up four sections, each with a bit of text and some images, all about Primary Colors. <main> <section> <h1>Primary Colors</h1> <p>The three primary colors (red, blue, and yellow) form the basis of all other colors on the color wheel. Mixing them in different combinations produces a wide array of hues.</p> <img src="./colors.jpg" alt="...image description"> </section> <section> <h2>Red Power</h2> <p>Red is a bold and vibrant color, symbolizing energy, passion, and warmth. It easily attracts attention and is often linked with strong emotions.</p> <img src="./red.jpg" alt="...image description"> </section> <section> <h2>Blue Calm</h2> <p>Blue is a calm and cool color, representing tranquility, stability, and trust. It evokes images of the sky and sea, creating a peaceful mood.</p> <img src="./blue.jpg" alt="...image description"> </section> <section> <h2>Yellow Joy</h2> <p>Yellow is a bright and cheerful color, standing for light, optimism, and creativity. It is highly visible and brings a sense of happiness and hope.</p> <img src="./yellow.jpg" alt="...image description"> </section> </main> As for the styling, I’m not doing anything special at this stage, just the basics. I changed the font and adjusted the text and heading sizes, set up the display for the main and the sections, and fixed the image sizes with object-fit. So, at this point, we have a simple site with static, semantic, and accessible content, which is great. Now the goal is to make sure it stays that way as we start adding our effect. The Second First Heading We’ll start by adding another h1 element at the top of the main. This new element will serve as the placeholder for our animated text, updating according to the user’s scroll position. And yes, I know there’s already an h1 in the first section; that’s fine and we’ll address it in a moment so that only one is accessible at a time. <h1 class="scrollDrivenHeading" aria-hidden="true">Primary Colors</h1> Notice that I’ve added aria-hidden="true" to this heading, so it won’t be picked up by screen readers. Now I can add a class specifically for screen readers, .srOnly, to all the other headings. This way, anyone viewing the content “normally” will see only the animated heading, while assistive technology users will get the regular, static semantic headings. Note: The style for the .srOnly class is based on “Inclusively Hidden” by Scott O’Hara. Handling Support As much as accessibility matters, there’s another concern we need to keep in mind: support. CSS Scroll-Driven Animations are fantastic, but they’re still not fully supported everywhere. That’s why it’s important to provide the static version for browsers that don’t support SDA. The first step is to hide the animated heading we just added using display: none. Then, we’ll add a new @supports block to check for SDA support. Inside that block, where SDA is supported, we can change back the display for the heading. The .srOnly class should also move into the @supports block, since we only want it to apply when the effect is active, not when it’s not supported. This way, just like with assistive technology, anyone visiting the page in a browser without SDA support will still get the static content. .scrollDrivenHeading { display: none; } @supports (animation-timeline: scroll()) { .scrollDrivenHeading { display: block; } /* Screen Readers Only */ .srOnly { clip: rect(0 0 0 0); clip-path: inset(50%); height: 1px; overflow: hidden; position: absolute; white-space: nowrap; width: 1px; } } Get Sticky The next thing we need to do is handle the stickiness of the heading. To make sure the heading always stays on screen, we’ll set its position to sticky with top: 0 so it sticks to the top of the viewport. While we’re at it, let’s add some basic styling, including a background so the text doesn’t blend with whatever’s behind the heading, a bit of padding for spacing, and white-space: nowrap to keep the heading on a single line. /* inside the @supports block */ .scrollDrivenHeading { display: block; position: sticky; top: 0; background-image: linear-gradient(0deg, transparent, black 1em); padding: 0.5em 0.25em; white-space: nowrap; } Now everything’s set up: in normal conditions, we’ll see a single sticky heading at the top of the page. And if someone uses assistive technology or a browser that doesn’t support SDA, they’ll still get the regular static content. Now we’re ready to start animating the text. Almost… The Magic Numbers To build the text animation, we need to know exactly where the text should change. With SDA, scrolling basically becomes our timeline, and we have to determine the exact points on that timeline to trigger the animation. To make this easier, and to help you pinpoint those positions, I’ve prepared the following script: @property --scroll-position { syntax: "<number>"; inherits: false; initial-value: 0; } body::after { counter-reset: sp var(--scroll-position); content: counter(sp) "%"; position: fixed; top: 0; left: 0; padding: 1em; background-color: maroon; animation: scrollPosition steps(100); animation-timeline: scroll(); } @keyframes scrollPosition { 0% { --scroll-position: 0; } 100% { --scroll-position: 100; } } I don’t want to get too deep into this code, but the idea is to take the same scroll timeline we’ll use next to animate the text, and use it to animate a custom property (--scroll-position) from 0 to 100 based on the scroll progress, and display that value in the content. If we’ll add this at the start of our code, we’ll see a small red square in the top-left corner of the screen, showing the current scroll position as a percentage (to match the keyframes). This way, you can scroll to any section you want and easily mark the percentage where each heading should begin. With this method and a bit of trial and error, I found that I want the headings to change at 30%, 60%, and 90%. So, how do we actually do it? Let’s start animating. Animating Text First, we’ll clear out the content inside the .scrollDrivenHeading element so it’s empty and ready for dynamic content. In the CSS, I’ll add a pseudo-element to the heading, which we’ll use to animate the text. We’ll give it empty content, set up the animation-name, and of course, assign the animation-timeline to scroll(). And since I’m animating the content property, which is a discrete type, it doesn’t transition smoothly between values. It just jumps from one to the next. By setting the animation-timing-function property to step-end, I make sure each change happens exactly at the keyframe I define, so the text switches precisely where I want it to, instead of somewhere in between. .scrollDrivenHeading { /* style */ &::after { content: ''; animation-name: headingContent; animation-timing-function: step-end; animation-timeline: scroll(); } } As for the keyframes, this part is pretty straightforward (for now). We’ll set the first frame (0%) to the first heading, and assign the other headings to the percentages we found earlier. @keyframes headingContent { 0% { content: 'Primary Colors'} 30% { content: 'Red Power'} 60% { content: 'Blue Calm'} 90%, 100% { content: 'Yellow Joy'} } So, now we’ve got a site with a sticky heading that updates as you scroll. But wait, right now it just switches instantly. Where’s the animation?! Here’s where it gets interesting. Since we’re not using JavaScript or any string manipulation, we have to write the keyframes ourselves. The best approach is to start from the target heading you want to reach, and build backwards. So, if you want to animate between the first and second heading, it would look like this: @keyframes headingContent { 0% { content: 'Primary Colors'} 9% { content: 'Primary Color'} 10% { content: 'Primary Colo'} 11% { content: 'Primary Col'} 12% { content: 'Primary Co'} 13% { content: 'Primary C'} 14% { content: 'Primary '} 15% { content: 'Primary'} 16% { content: 'Primar'} 17% { content: 'Prima'} 18% { content: 'Prim'} 19% { content: 'Pri'} 20% { content: 'Pr'} 21% { content: 'P'} 22% { content: 'R'} 23% { content: 'Re'} 24% { content: 'Red'} 25% { content: 'Red '} 26% { content: 'Red P'} 27% { content: 'Red Po'} 28%{ content: 'Red Pow'} 29% { content: 'Red Powe'} 30% { content: 'Red Power'} 60% { content: 'Blue Calm'} 90%, 100% { content: 'Yellow Joy'} } I simply went back by 1% each time, removing or adding a letter as needed. Note that in other cases, you might want to use a different step size, and not always 1%. For example, on longer headings with more words, you’ll probably want smaller steps. If we repeat this process for all the other headings, we’ll end up with a fully animated heading. User Preferences We talked before about accessibility and making sure the content works well with assistive technology, but there’s one more thing you should keep in mind: prefers-reduced-motion. Even though this isn’t a strict WCAG requirement for this kind of animation, it can make a big difference for people with vestibular sensitivities, so it’s a good idea to offer a way to show the content without animations. If you want to provide a non-animated alternative, all you need to do is wrap your @supports block with a prefers-reduced-motion query: @media screen and (prefers-reduced-motion: no-preference) { @supports (animation-timeline: scroll()) { /* style */ } } Leveling Up Let’s talk about variations. In the previous example, we animated the entire heading text, but we don’t have to do that. You can animate just the part you want, and use additional animations to enhance the effect and make things more interesting. For example, here I kept the text “Primary Color” fixed, and added a span after it that handles the animated text. <h1 class="scrollDrivenHeading" aria-hidden="true"> Primary Color<span></span> </h1> And since I now have a separate span, I can also animate its color to match each value. In the next example, I kept the text animation on the span, but instead of changing the text color, I added another scroll-driven animation on the heading itself to change its background color. This way, you can add as many animations as you want and change whatever you like. Your Turn! CSS Scroll-Driven Animations are more than just a cool trick; they’re a game-changer that opens the door to a whole new world of web design. With just a bit of creativity, you can turn even the most ordinary pages into something interactive, memorable, and truly engaging. The possibilities really are endless, from subtle effects that enhance the user experience, to wild, animated transitions that make your site stand out. So, what would you build with scroll-driven animations? What would you create with this new superpower? Try it out, experiment, and if you come up with something cool, have some ideas, wild experiments, or even weird failures, I’d love to hear about them. I’m always excited to see what others come up with, so feel free to share your work, questions, or feedback below. Special thanks to Cristian Díaz for reviewing the examples, making sure everything is accessible, and contributing valuable advice and improvements. Scroll-Driven Sticky Heading originally published on CSS-Tricks, which is part of the DigitalOcean family. You should get the newsletter.
The Layout Maestro Course
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- layout
Layout. It’s one of those easy-to-learn, difficult-to-master things, like they say about playing bass. Not because it’s innately difficult to, say, place two elements next to each other, but because there are many, many ways to tackle it. And …
The Layout Maestro Course originally published on CSS-Tricks, which is part of the DigitalOcean family. You should get the newsletter.
Layout. It’s one of those easy-to-learn, difficult-to-master things, like they say about playing bass. Not because it’s innately difficult to, say, place two elements next to each other, but because there are many, many ways to tackle it. And layout is one area of CSS that seems to evolve more than others, as we’ve seen in the past 10-ish years with the Flexbox, CSS Grid, Subgrid, and now Masonry to name but a few. May as well toss in Container Queries while we’re at it. And reading flow. And… That’s a good way to start talking about a new online course that Ahmad Shadeed is planning to release called The Layout Maestro. I love that name, by the way. It captures exactly how I think about working with layouts: orchestrating how and where things are arranged on a page. Layouts are rarely static these days. They are expected to adapt to the user’s context, not totally unlike a song changing keys. Ahmad is the perfect maestro to lead a course on layout, as he does more than most when it comes to experimenting with layout features and demonstrating practical use cases, as you may have already seen in his thorough and wildly popular interactive guides on Container Queries, grid areas, box alignment, and positioning (just to name a few). The course is still in development, but you can get a leg up and sign up to be notified by email when it’s ready. That’s literally all of the information I have at this point, but I still feel compelled to share it and encourage you to sign up for updates because I know few people more qualified to wax on about CSS layout than Ahmad and am nothing but confident that it will be great, worth the time, and worth the investment. I’m also learning that I have a really hard time typing “maestro” correctly. 🤓 The Layout Maestro Course originally published on CSS-Tricks, which is part of the DigitalOcean family. You should get the newsletter.
Better CSS Shapes Using shape() — Part 4: Close and Move
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- clip-path
- CSS functions
- css shapes
The shape()
function's close
and move
commands may not be ones you reach for often, but are incredibly useful for certain shapes.
Better CSS Shapes Using shape() — Part 4: Close and Move originally published on CSS-Tricks, which is part of the DigitalOcean family. You should get the newsletter.
This is the fourth post in a series about the new CSS shape() function. So far, we’ve covered the most common commands you will use to draw various shapes, including lines, arcs, and curves. This time, I want to introduce you to two more commands: close and move. They’re fairly simple in practice, and I think you will rarely use them, but they are incredibly useful when you need them. Better CSS Shapes Using shape() Lines and Arcs More on Arcs Curves Close and Move (you are here!) The close command In the first part, we said that shape() always starts with a from command to define the first starting point but what about the end? It should end with a close command. But you never used any close command in the previous articles!? That’s true. I never did because I either “close” the shape myself or rely on the browser to “close” it for me. Said like that, it’s a bit confusing, but let’s take a simple example to better understand: clip-path: shape(from 0 0, line to 100% 0, line to 100% 100%) If you try this code, you will get a triangle shape, but if you look closely, you will notice that we have only two line commands whereas, to draw a triangle, we need a total of three lines. The last line between 100% 100% and 0 0 is implicit, and that’s the part where the browser is closing the shape for me without having to explicitly use a close command. I could have written the following: clip-path: shape(from 0 0, line to 100% 0, line to 100% 100%, close) Or instead, define the last line by myself: clip-path: shape(from 0 0, line to 100% 0, line to 100% 100%, line to 0 0) But since the browser is able to close the shape alone, there is no need to add that last line command nor do we need to explicitly add the close command. This might lead you to think that the close command is useless, right? It’s true in most cases (after all, I have written three articles about shape() without using it), but it’s important to know about it and what it does. In some particular cases, it can be useful, especially if used in the middle of a shape. In this example, my starting point is the center and the logic of the shape is to draw four triangles. In the process, I need to get back to the center each time. So, instead of writing line to center, I simply write close and the browser will automatically get back to the initial point! Intuitively, we should write the following: clip-path: shape( from center, line to 20% 0, hline by 60%, line to center, /* triangle 1 */ line to 100% 20%, vline by 60%, line to center, /* triangle 2 */ line to 20% 100%, hline by 60%, line to center, /* triangle 3 */ line to 0 20%, vline by 60% /* triangle 4 */ ) But we can optimize it a little and simply do this instead: clip-path: shape( from center, line to 20% 0, hline by 60%, close, line to 100% 20%, vline by 60%, close, line to 20% 100%, hline by 60%, close, line to 0 20%, vline by 60% ) We write less code, sure, but another important thing is that if I update the center value with another position, the close command will follow that position. Don’t forget about this trick. It can help you optimize a lot of shapes by writing less code. The move command Let’s turn our attention to another shape() command you may rarely use, but can be incredibly useful in certain situations: the move command. Most times when we need to draw a shape, it’s actually one continuous shape. But it may happen that our shape is composed of different parts not linked together. In these situations, the move command is what you will need. Let’s take an example, similar to the previous one, but this time the triangles don’t touch each other: Intuitively, we may think we need four separate elements, with its own shape() definition. But the that example is a single shape! The trick is to draw the first triangle, then “move” somewhere else to draw the next one, and so on. The move command is similar to the from command but we use it in the middle of shape(). clip-path: shape( from 50% 40%, line to 20% 0, hline by 60%, close, /* triangle 1 */ move to 60% 50%, line to 100% 20%, vline by 60%, close, /* triangle 2 */ move to 50% 60%, line to 20% 100%, hline by 60%, close, /* triangle 3 */ move to 40% 50%, line to 0 20%, vline by 60% /* triangle 4 */ ) After drawing the first triangle, we “close” it and “move” to a new point to draw the next triangle. We can have multiple shapes using a single shape() definition. A more generic code will look like the below: clip-path: shape( from X1 Y1, ..., close, /* shape 1 */ move to X2 Y2, ..., close, /* shape 2 */ ... move to Xn Yn, ... /* shape N */ ) The close commands before the move commands aren’t mandatory, so the code can be simplified to this: clip-path: shape( from X1 Y1, ..., /* shape 1 */ move to X2 Y2, ..., /* shape 2 */ ... move to Xn Yn, ... /* shape N */ ) Let’s look at a few interesting use cases where this technique can be helpful. Cut-out shapes Previously, I shared a trick on how to create cut-out shapes using clip-path: polygon(). Starting from any kind of polygon, we can easily invert it to get its cut-out version: We can do the same using shape(). The idea is to have an intersection between the main shape and the rectangle shape that fits the element boundaries. We need two shapes, hence the need for the move command. The code is as follows: .shape { clip-path: shape(from ...., move to 0 0, hline to 100%, vline to 100%, hline to 0); } You start by creating your main shape and then you “move” to 0 0 and you create the rectangle shape (Remember, It’s the first shape we create in the first part of this series). We can even go further and introduce a CSS variable to easily switch between the normal shape and the inverted one. .shape { clip-path: shape(from .... var(--i,)); } .invert { --i:,move to 0 0, hline to 100%, vline to 100%, hline to 0; } By default, --i is not defined so var(--i,)will be empty and we get the main shape. If we define the variable with the rectangle shape, we get the inverted version. Here is an example using a rounded hexagon shape: In reality, the code should be as follows: .shape { clip-path: shape(evenodd from .... var(--i,)); } .invert { --i:,move to 0 0, hline to 100%, vline to 100%, hline to 0; } Notice the evenodd I am adding at the beginning of shape(). I won’t bother you with a detailed explanation on what it does but in some cases, the inverted shape is not visible and the fix is to add evenodd at the beginning. You can check the MDN page for more details. Another improvement we can do is to add a variable to control the space around the shape. Let’s suppose you want to make the hexagon shape of the previous example smaller. It‘s tedious to update the code of the hexagon but it’s easier to update the code of the rectangle shape. .shape { clip-path: shape(evenodd from ... var(--i,)) content-box; } .invert { --d: 20px; padding: var(--d); --i: ,move to calc(-1*var(--d)) calc(-1*var(--d)), hline to calc(100% + var(--d)), vline to calc(100% + var(--d)), hline to calc(-1*var(--d)); } We first update the reference box of the shape to be content-box. Then we add some padding which will logically reduce the area of the shape since it will no longer include the padding (nor the border). The padding is excluded (invisible) by default and here comes the trick where we update the rectangle shape to re-include the padding. That is why the --i variable is so verbose. It uses the value of the padding to extend the rectangle area and cover the whole element as if we didn’t have content-box. Not only you can easily invert any kind of shape, but you can also control the space around it! Here is another demo using the CSS-Tricks logo to illustrate how easy the method is: This exact same example is available in my SVG-to-CSS converter, providing you with the shape() code without having to do all of the math. Repetitive shapes Another interesting use case of the move command is when we need to repeat the same shape multiple times. Do you remember the difference between the by and the to directives? The by directive allows us to define relative coordinates considering the previous point. So, if we create our shape using only by, we can easily reuse the same code as many times as we want. Let’s start with a simple example of a circle shape: clip-path: shape(from X Y, arc by 0 -50px of 1%, arc by 0 50px of 1%) Starting from X Y, I draw a first arc moving upward by 50px, then I get back to X Y with another arc using the same offset, but downward. If you are a bit lost with the syntax, try reviewing Part 1 to refresh your memory about the arc command. How I drew the shape is not important. What is important is that whatever the value of X Y is, I will always get the same circle but in a different position. Do you see where I am going with this idea? If I want to add another circle, I simply repeat the same code with a different X Y. clip-path: shape( from X1 Y1, arc by 0 -50px of 1%, arc by 0 50px of 1%, move to X2 Y2, arc by 0 -50px of 1%, arc by 0 50px of 1% ) And since the code is the same, I can store the circle shape into a CSS variable and draw as many circles as I want: .shape { --sh:, arc by 0 -50px of 1%, arc by 0 50px of 1%; clip-path: shape( from X1 Y1 var(--sh), move to X2 Y2 var(--sh), ... move to Xn Yn var(--sh) ) } You don’t want a circle? Easy, you can update the --sh variable with any shape you want. Here is an example with three different shapes: And guess what? You can invert the whole thing using the cut-out technique by adding the rectangle shape at the end: This code is a perfect example of the shape() function’s power. We don’t have any code duplication and we can simply adjust the shape with CSS variables. This is something we are unable to achieve with the path() function because it doesn’t support variables. Conclusion That’s all for this fourth installment of our series on the CSS shape() function! We didn’t make any super complex shapes, but we learned how two simple commands can open a lot of possibilities of what can be done using shape(). Just for fun, here is one more demo recreating a classic three-dot loader using the last technique we covered. Notice how much further we could go, adding things like animation to the mix: Better CSS Shapes Using shape() Lines and Arcs More on Arcs Curves Close and Move (you are here!) Better CSS Shapes Using shape() — Part 4: Close and Move originally published on CSS-Tricks, which is part of the DigitalOcean family. You should get the newsletter.
Hello Developer: August 2025
Sign up for new Apple developer workshops all over the world. Plus, download Apple UI design kits for Figma and Sketch, meet the Italy-based team behind Sunlitt, and more.
Updated age ratings in App Store Connect
The App Store is designed to be a safe and trusted place for all ages, including children. The age rating system for apps and games has been updated in order to provide people with more granular age ratings. We’ve also introduced new age rating questions to help identify sensitive content in your app and added the ability to set a higher rating to reflect your app’s minimum age requirement. Ratings for all apps and games on the App Store have been automatically updated to align with this new system and will be reflected on Apple devices running beta versions of iOS 26, iPadOS 26, macOS Tahoe 26, tvOS 26, visionOS 26, and watchOS 26.
The updated age rating system adds 13+, 16+, and 18+ to the existing 4+ and 9+ ratings. Age ratings are assigned to each country or region and may vary based on region-specific suitability standards.
We’ve introduced a new set of required questions to the ratings questionnaire for all apps. These new questions cover:
- In-app controls.
- Capabilities.
- Medical or wellness topics.
- Violent themes in your app or game.
Your answers to these questions will help Apple better calculate a rating and help you deliver an age-appropriate experience.
If your app has a policy requiring a higher minimum user age than the rating assigned by Apple, you can set a higher age rating after you respond to the age ratings questions. You can view the age rating for each of your apps under the updated system and respond to the new questions for each app in the App Information section in App Store Connect.
As a reminder, you must consider how all app features, including AI assistants and chatbot functionality, impact the frequency of sensitive content appearing within your app to make sure it receives the appropriate rating. All apps are subject to the App Review Guidelines, such as the safety guidelines regarding objectionable content or user generated content, and must abide by all applicable local laws and regulations, like the Children’s Online Privacy Protection Act (“COPPA”), and the European Union’s General Data Protection Regulation (“GDPR”).
Please provide responses to the updated age rating questions for each of your apps by January 31, 2026, to avoid an interruption when submitting your app updates in App Store Connect.
New 64-bit requirement for watchOS apps
Beginning April 2026, watchOS apps uploaded to App Store Connect must also include 64-bit support and be built with the watchOS 26 SDK. To enable 64-bit support in your project, we recommend using the default Xcode build setting of “Standard architectures” to build a single binary with 64-bit code.
You can test ARM64 compatibility for your apps in the Xcode Simulator, and on Apple Watch Series 9 or 10, Apple Watch SE (2nd generation) or Apple Watch Ultra 2 running watchOS 11 or watchOS 26 beta.
iOS and iPadOS 26 design kits are here
Apple Ul design kits for Figma and Sketch are now available for iOS and iPadOS 26.
Updates for apps in the European Union
The European Commission has required Apple to make a series of additional changes under the Digital Markets Act:
Communication and promotion of offers
- Today, we’re introducing updated terms that let developers with apps in the European Union storefronts of the App Store communicate and promote offers for purchase of digital goods or services available at a destination of their choice. The destination can be a website, alternative app marketplace, or another app, and can be accessed outside the app or within the app via a web view or native experience.
- App Store apps that communicate and promote offers for digital goods or services will be subject to new business terms for those transactions — an initial acquisition fee, store services fee, and for apps on the StoreKit External Purchase Link Entitlement (EU) Addendum, the Core Technology Commission (CTC). The CTC reflects value Apple provides developers through ongoing investments in the tools, technologies, and services that enable them to build and share innovative apps with users.
- Music streaming apps on the App Store in the European Economic Area (EEA) wanting to use the Music Streaming Services Entitlement (EEA) can use these options.
Update to Business Terms for Apps in the European Union
- By January 1, 2026, Apple plans to move to a single business model in the EU for all developers. Under this single business model, Apple will transition from the Core Technology Fee (CTF) to the CTC on digital goods or services. The CTC will apply to digital goods or services sold by apps distributed from the App Store, Web Distribution, and/or alternative marketplaces.
- Apps currently under the Alternative Terms Addendum for Apps in the EU continue to be subject only to the CTF until the transition to the CTC is fully implemented next year. At that time, qualifying transactions will be subject to the CTC, and the CTF will no longer apply. Additional details regarding this transition will be provided at a later date.
User Experience Update
- Beginning with iOS 18.6 and iPadOS 18.6, iOS and iPadOS will provide an updated user experience in the EU for installing alternative marketplaces or apps from a developer’s website. Additionally, later this year, we will provide an API which will allow developers to initiate the download of alternatively distributed apps they publish from within their app.
To learn more, view Communication and promotion of offers on the App Store in the EU. To read the full terms, view the Alternative Terms Addendum for Apps in the EU or the StoreKit External Purchase Link Entitlement Addendum for EU Apps. You can also request a 30-minute online appointment to ask questions and provide feedback about these changes.
Today @ WWDC25: Day 5
The European Commission has required Apple to make a series of additional changes under the Digital Markets Act:
Communication and promotion of offers
- Today, we’re introducing updated terms that let developers with apps in the European Union storefronts of the App Store communicate and promote offers for purchase of digital goods or services available at a destination of their choice. The destination can be a website, alternative app marketplace, or another app, and can be accessed outside the app or within the app via a web view or native experience.
- App Store apps that communicate and promote offers for digital goods or services will be subject to new business terms for those transactions — an initial acquisition fee, store services fee, and for apps on the StoreKit External Purchase Link Entitlement (EU) Addendum, the Core Technology Commission (CTC). The CTC reflects value Apple provides developers through ongoing investments in the tools, technologies, and services that enable them to build and share innovative apps with users.
- Music streaming apps on the App Store in the European Economic Area (EEA) wanting to use the Music Streaming Services Entitlement (EEA) can use these options.
Update to Business Terms for Apps in the European Union
- By January 1, 2026, Apple plans to move to a single business model in the EU for all developers. Under this single business model, Apple will transition from the Core Technology Fee (CTF) to the CTC on digital goods or services. The CTC will apply to digital goods or services sold by apps distributed from the App Store, Web Distribution, and/or alternative marketplaces.
- Apps currently under the Alternative Terms Addendum for Apps in the EU continue to be subject only to the CTF until the transition to the CTC is fully implemented next year. At that time, qualifying transactions will be subject to the CTC, and the CTF will no longer apply. Additional details regarding this transition will be provided at a later date.
User Experience Update
- Beginning with iOS 18.6 and iPadOS 18.6, iOS and iPadOS will provide an updated user experience in the EU for installing alternative marketplaces or apps from a developer’s website. Additionally, later this year, we will provide an API which will allow developers to initiate the download of alternatively distributed apps they publish from within their app.
To learn more, view Communication and promotion of offers on the App Store in the EU. To read the full terms, view the Alternative Terms Addendum for Apps in the EU or the StoreKit External Purchase Link Entitlement Addendum for EU Apps. You can also request a 30-minute online appointment to ask questions and provide feedback about these changes.
Today @ WWDC25: Day 4
The European Commission has required Apple to make a series of additional changes under the Digital Markets Act:
Communication and promotion of offers
- Today, we’re introducing updated terms that let developers with apps in the European Union storefronts of the App Store communicate and promote offers for purchase of digital goods or services available at a destination of their choice. The destination can be a website, alternative app marketplace, or another app, and can be accessed outside the app or within the app via a web view or native experience.
- App Store apps that communicate and promote offers for digital goods or services will be subject to new business terms for those transactions — an initial acquisition fee, store services fee, and for apps on the StoreKit External Purchase Link Entitlement (EU) Addendum, the Core Technology Commission (CTC). The CTC reflects value Apple provides developers through ongoing investments in the tools, technologies, and services that enable them to build and share innovative apps with users.
- Music streaming apps on the App Store in the European Economic Area (EEA) wanting to use the Music Streaming Services Entitlement (EEA) can use these options.
Update to Business Terms for Apps in the European Union
- By January 1, 2026, Apple plans to move to a single business model in the EU for all developers. Under this single business model, Apple will transition from the Core Technology Fee (CTF) to the CTC on digital goods or services. The CTC will apply to digital goods or services sold by apps distributed from the App Store, Web Distribution, and/or alternative marketplaces.
- Apps currently under the Alternative Terms Addendum for Apps in the EU continue to be subject only to the CTF until the transition to the CTC is fully implemented next year. At that time, qualifying transactions will be subject to the CTC, and the CTF will no longer apply. Additional details regarding this transition will be provided at a later date.
User Experience Update
- Beginning with iOS 18.6 and iPadOS 18.6, iOS and iPadOS will provide an updated user experience in the EU for installing alternative marketplaces or apps from a developer’s website. Additionally, later this year, we will provide an API which will allow developers to initiate the download of alternatively distributed apps they publish from within their app.
To learn more, view Communication and promotion of offers on the App Store in the EU. To read the full terms, view the Alternative Terms Addendum for Apps in the EU or the StoreKit External Purchase Link Entitlement Addendum for EU Apps. You can also request a 30-minute online appointment to ask questions and provide feedback about these changes.
Today @ WWDC25: Day 3
The European Commission has required Apple to make a series of additional changes under the Digital Markets Act:
Communication and promotion of offers
- Today, we’re introducing updated terms that let developers with apps in the European Union storefronts of the App Store communicate and promote offers for purchase of digital goods or services available at a destination of their choice. The destination can be a website, alternative app marketplace, or another app, and can be accessed outside the app or within the app via a web view or native experience.
- App Store apps that communicate and promote offers for digital goods or services will be subject to new business terms for those transactions — an initial acquisition fee, store services fee, and for apps on the StoreKit External Purchase Link Entitlement (EU) Addendum, the Core Technology Commission (CTC). The CTC reflects value Apple provides developers through ongoing investments in the tools, technologies, and services that enable them to build and share innovative apps with users.
- Music streaming apps on the App Store in the European Economic Area (EEA) wanting to use the Music Streaming Services Entitlement (EEA) can use these options.
Update to Business Terms for Apps in the European Union
- By January 1, 2026, Apple plans to move to a single business model in the EU for all developers. Under this single business model, Apple will transition from the Core Technology Fee (CTF) to the CTC on digital goods or services. The CTC will apply to digital goods or services sold by apps distributed from the App Store, Web Distribution, and/or alternative marketplaces.
- Apps currently under the Alternative Terms Addendum for Apps in the EU continue to be subject only to the CTF until the transition to the CTC is fully implemented next year. At that time, qualifying transactions will be subject to the CTC, and the CTF will no longer apply. Additional details regarding this transition will be provided at a later date.
User Experience Update
- Beginning with iOS 18.6 and iPadOS 18.6, iOS and iPadOS will provide an updated user experience in the EU for installing alternative marketplaces or apps from a developer’s website. Additionally, later this year, we will provide an API which will allow developers to initiate the download of alternatively distributed apps they publish from within their app.
To learn more, view Communication and promotion of offers on the App Store in the EU. To read the full terms, view the Alternative Terms Addendum for Apps in the EU or the StoreKit External Purchase Link Entitlement Addendum for EU Apps. You can also request a 30-minute online appointment to ask questions and provide feedback about these changes.
Today @ WWDC25: Day 2
Welcome to Day 2 at WWDC25! Watch the Platforms State of the Union recap, then dive into all the updates to Swift, SwiftUI, and Xcode through group labs and video sessions.
WWDC25 Platforms State of the Union Recap Watch nowToday’s group labs
Developer Tools group lab View now Swift group lab View now Metal & game technologies group lab View now Camera & Photos frameworks group lab View nowFind out what’s new for Apple developers
Discover the latest advancements on all Apple platforms. With incredible new features in iOS, iPadOS, macOS, tvOS, visionOS, and watchOS, and major enhancements across languages, frameworks, tools, and services, you can create even more unique experiences in your apps and games.
Updated agreements and guidelines now available
The Apple Developer Program License Agreement and App Review Guidelines have been revised to support new features and updated policies, and to provide clarification. Please review the changes below.
Apple Developer Program License Agreement
- Section 3.3.3(D): Updated language on requirements for data and privacy.
- Section 3.3.3(N): Updated requirements for use of the ID Verifier APIs.
- Definitions, 3.3.3(P): Specified requirements for use of the Declared Age Range API.
- Definitions, 3.3.7(G): Specified requirements for use of the Wi-Fi Aware framework.
- Definitions, 3.3.7(H): Specified requirements for use of the TelephonyMessagingKit APIs.
- Definitions, 3.3.7(I): Specified requirements for use of the Default Dialer APIs.
- Definition, Section 3.3.8(H), Attachment 11: Specified requirements for use of EnergyKit.
- Definitions, 3.3.8(I): Specified requirements for use of the Foundation Models framework.
- Definitions, Attachment 4: Specified requirements for use of the iCloud Extended Share APIs.
- Section 6.4: Removed language on Bitcode submissions as it is no longer applicable, and replaced it with terms regarding iOS app widgets on CarPlay.
- Section 7.4(B): Updated and clarified requirements for TestFlight related to digital purchases and tester invitations.
- Section 7.7: Updated language on customization of icons and widgets.
- Section 7.8: Specified terms related to the Apple Games app.
- Attachment 6: Updated terms regarding the entity that distributes the map in China.
App Review Guidelines
- 3.1.2(a), bullet 2: This language has been deleted (“You may offer a single subscription that is shared across your own apps and services”).
- 3.1.2(a), bullet 5: This language has been relocated to Guideline 3.2.2(x).
- 3.2.1(viii): Clarified that financial apps must have necessary licensing and permissions in the locations where developers make them available.
- 3.2.2(x): This new guideline contains the language relocated from Guideline 3.1.2(a), bullet 5, and permits developers to otherwise incentivize users to take specific actions within app.
Please sign in to your account to accept the updated Apple Developer Program License Agreement.
Translations of the guidelines will be available on Apple Developer website within one month.
Today @ WWDC25: Day 1
WWDC25 is here! Watch a quick welcome video to help you get started, then dive into sessions and sign up for tomorrow’s group labs.
Welcome to WWDC25 Watch nowTuesday’s group labs
Developer Tools group lab View now Swift group lab View now Metal & game technologies group lab View now Camera & Photos frameworks group lab View nowIntroducing the 2025 Apple Design Award winners and finalists
An artistic puzzler with a wildlife twist. A translation app powered by machine learning and stickers. And a card game that’s been on quite a run. Say hello to the wildly inventive crop of 2025 Apple Design Award honorees.
Hello Developer: June 2025
WWDC25 is just days away! Here’s everything you need to get ready — and a big announcement to start things off. Say hello to the wildly inventive crop of 2025 Apple Design Award winners and finalists.
Sleek peek.
WWDC25 is almost here! Find out how to tune in to the Keynote and Platforms State of the Union on Monday, June 9.
Tax and Price updates for Apps, In-App Purchases, and Subscriptions
The App Store is designed to make it easy to sell your digital goods and services globally, with support for 44 currencies across 175 storefronts.
From time to time, we may need to adjust prices or your proceeds due to changes in tax regulations or foreign exchange rates. These adjustments are made using publicly available exchange rate information from financial data providers to help make sure prices for apps and In-App Purchases stay consistent across all storefronts.
Tax and price updates
As of May 16:
Your proceeds from the sale of eligible apps and In‑App Purchases have been modified in Brazil to account for the Contribuições de Intervenção no Domínio Econômico (CIDE) tax introduction of 10% for developers based outside of Brazil.
Beginning June 2:
Pricing for apps and In-App Purchases will be updated for Brazil and Kazakhstan if you haven’t selected one of these storefronts as the base storefront for your app or In‑App Purchase.¹ The updates in Brazil also consider the 10% CIDE tax introduction.
If you’ve selected Brazil or Kazakhstan as the base storefront for your app or In-App Purchase, prices won’t change. On other storefronts, prices will be updated to maintain equalization with your chosen base price.
Prices won’t change in any region if your In‑App Purchase is an auto‑renewable subscription. Prices also won’t change on the storefronts where you manually manage prices instead of using the automated equalized prices.
The Pricing and Availability section of Apps has been updated in App Store Connect to display these upcoming price changes. As always, you can change the prices of your apps, In‑App Purchases, and auto‑renewable subscriptions at any time.
Additional upcoming changes
Beginning August 4:
All auto-renewable subscription price increases in Austria, Germany, and Poland will require customers to consent to the new price for their subscription to continue renewing.
- Price increases scheduled with a start date on or after August 4: All customers must consent to the new price. If a subscriber doesn’t agree to the new price or takes no action, Apple will continue to request consent approximately weekly through email, push notifications, and in-app messaging until their subscription expires at the end of their current billing cycle.
- Price increases scheduled with a start date before August 4: Current notice criteria will remain in effect, even if the renewal occurs after August 4 (for annual subscriptions, renewal could be as late as August 2026). See criteria, noting that consent may apply to customers depending on the size or velocity of your price increases.
To help ensure a smooth transition, we recommend avoiding scheduling price increases with a start date between August 2 and August 4.
Learn more about managing your prices
View or edit upcoming price changes
Edit your app’s base country or region
Pricing and availability start times by country or region
Set a price for an In-App Purchase
Learn more about your proceeds
¹ Excludes auto-renewable subscriptions.
Hello Developer: May 2025
In this edition: Join us to learn how to make your apps more accessible to everyone. Plus, check out our new and refreshed Pathways, and uncover the time-traveling secrets of the Apple Design Award-winning game The Wreck.
Random access memories: Inside the time-shifting narrative of The Wreck
The Wreck is filed under games, but it’s also been called a visual novel, an interactive experience, and a playable movie. Florent Maurin is OK with all of it. “I like to think we’re humbly participating in expanding the idea of what a video game can be,” he says.
Maurin is the co-writer, designer, and producer of The Wreck — and here we’ll let you decide what to call it. The Wreck tells the tale of Junon, a writer who’s abruptly called to a hospital to make a life-changing decision involving her mother. The story is anchored by the accident that lends the game its name, but the ensuing narrative is splintered, and begins to take shape only as players navigate through seemingly disconnected scenes that can be viewed multiple times from different perspectives. The Wreck is far from light. But its powerful story and unorthodox mechanics combine for a unique experience.
“We tried to make a game that’s a bit off the beaten path,” says Maurin, who’s also the president and CEO of The Pixel Hunt studio, “and hopefully it connects with people.”
ADA FACT SHEET
The Wreck- Winner: Social impact
- Team: The Pixel Hunt
- Available on: iPhone, iPad
- Team size: 4
Maurin is a former children’s journalist who worked at magazines and newspapers in his native France. After nearly 10 years in the field, he pivoted to video games, seeing them as a different way to share real stories about real people. “Reality is a source of inspiration in movies, novels, and comic books, but it’s almost completely absent in the gaming landscape,” he says. “We wanted to challenge that.”
Founded in 2014, The Pixel Hunt has released acclaimed titles like the App Store Award–winning historical adventure Inua and the text-message adventure Bury Me, My Love. It was near the end of the development process for the latter that Maurin and his daughter were involved in a serious car accident.
“It was honestly like a movie trope,” he says. “Time slowed down. Weird memories that had nothing to do with the moment flashed before my eyes. Later I read that the brain parses through old memories to find relevant knowledge for facing that kind of situation. It was so sudden and so intense, and I knew I wanted to make something of it. And what immediately came to mind was a game.”
Junon's interactions with the hospital staff drive the narrative in The Wreck.
But Maurin was too close to the source material; the accident had left a lasting impact, and he separated himself from the creative process. “I think I was trying to protect myself from the intensity of that feeling,” he says. “That’s when Alex, our art director, told me, ‘Look, this is your idea, and I don’t think it’ll bloom if you don’t really dig deep and own the creative direction.’ And he was right.”
That was art director Alexandre Grilletta, who helmed the development team alongside lead developer Horace Ribout, animator Peggy Lecouvey, sound designers Luis and Rafael Torres, and Maurin’s sister, Coralie, who served as a “second brain” during writing. (In a nice bit of serendipity, the game’s script was written in an open-source scripting language developed by Inkle, which used it for their own Apple Design Award-winning game, Overboard, in 2022.)
Junon's sister might not be an entirely welcome presence in The Wreck.
The story of The Wreck is split into two parts. The first — what the team calls the “last day” — follows Junon at the hospital while she faces her mother’s situation as well as revealing interactions with her sister and ex-husband. Maurin says the “last day” was pretty straightforward from a design standpoint. “We knew we wanted a cinematic look,” he says, “so we made it look like a storyboard with some stop-motion animation and framing. It was really nothing too fancy. The part that was way more challenging was the memories.”
Those “memories” — and the backstory they tell — employ a clever mechanism in which players view a scene as a movie and have the ability to fast-forward or rewind the scene. These memory scenes feel much different; they’re dreamlike and inventive, with swooping camera angles, shifting perspectives, and words that float in the air. “I saw that first in What Remains of Edith Finch,” says Maurin. “I thought it was an elegant way of suggesting the thing that triggers a character’s brain in that moment.”
Junon's thoughts are often conveyed in floating phrases that surround her in stressful moments.
Successive viewings of these memories can reveal new details or cast doubt on their legitimacy — something Maurin wrote from experience. “I’ll give you an example,” he says. “When my parents brought my baby sister home from the hospital, I remember the exact moment they arrived in the car. It’s incredibly vivid. But the weird part is: This memory is in the third person. I see myself tiptoeing to the window to watch them in the street — which is impossible! I rewrote my own memory for some reason, and only my brain knows why it works like that. But it feels so real.”
Throughout the development process, Maurin and team held close to the idea of a “moving and mature” story. In fact, early prototypes of The Wreck were more gamified — in one version, players grabbed floating items — but playtesters found the activity distracting. “It took them out of the story,” Maurin says. “It broke the immersion. And that was counterproductive to our goal.”
Items in The Wreck — like this tin of peppermints — often carry a larger meaning.
Maurin admits that approaching games with this mindset can be a challenge. “Some players are curious about our games and absolutely love them. Some people think, ‘These don’t fit the perception of what I think I enjoy.’ And maybe the games are for them, and maybe they’re not. But this is what we’ve been doing for 11 years. And I think we're getting better at it.”
Meet the 2024 Apple Design Award winners
Behind the Design is a series that explores design practices and philosophies from finalists and winners of the Apple Design Awards. In each story, we go behind the screens with the developers and designers of these award-winning apps and games to discover how they brought their remarkable creations to life.
Updated guidelines now available
The App Review Guidelines have been updated for compliance with a United States court decision regarding buttons, external links, and other calls to action in apps. These changes affect apps distributed on the United States storefront of the App Store, and are reflected in updates to Guidelines 3.1.1, 3.1.1(a), 3.1.3, and 3.1.3(a).
View the App Review Guidelines
Translations of the guidelines will be available on Apple Developer website within one month.
Hello Developer: April 2025
In this edition: Revisit foundational sessions, join us to dive into SwiftUI, and meet an Apple Design Award winner that defies description.
Rooms at the top: How this ADA-winning team built a title that defies description
Ask Jason Toff whether his Apple Design Award winner is a game or an app, and his answer is yes.
“There’s no one-sentence description for Rooms, and that can be a blessing,” laughs Toff, CEO and head designer of Things, Inc. “It’s not entirely a game, and it’s not entirely a tool. It’s more like a toy.”
It’s also a blank canvas, cozy game, coding teacher, and social network — but we’re getting ahead of ourselves. At its heart, Rooms is a collection of user-generated 3-D spaces that feels like the open-ended world of the early internet. Start with an empty room or existing template, then fill it with an array of voxel decorations, items, pets, and avatars to create whatever space you like: a college apartment, medieval castle chamber, floating fantasy realm, pirate ship, or a Weezer concert (really), to name just a few. The only limits are the room’s boundaries — and Rooms fans have even gotten around those. “Our 404 page is a room with no walls,” Toff says, “so people just started copying it to work around the constraint.”
ADA FACT SHEET
Rooms- Winner: Visuals and Graphics
- Team: Things, Inc.
- Available on: iOS, iPadOS
- Team size: 4
Download Rooms from the App Store
In fact, that community element is a strong point: This creative tapestry of quirky games, tranquil havens, and clever ideas has been conjured by real people, which makes Rooms a social network as well. What’s more, users can click on each item to reveal its underlying code, offering them more options for customization.
To create Rooms — which, incidentally, won the ADA for Visuals and Graphics in games — Toff and cofounders Nick Kruge and Bruno Oliveira threw themselves back into their childhoods. “I was obsessed with Legos as a kid,” says Toff, not unexpectedly. “I found myself wondering, ‘What’s the digital equivalent of that?’”
Rooms isn’t just about rooms; creators have plenty of ways to noodle on their ideas.
Drawing on that inspiration — as well as Toff’s experiences with Kid Pix on his dad’s 1989-era Mac — the Rooms team began envisioning something that, as Oliveira says, kept the floor low but the ceiling high. “We wanted anyone from 4-year-olds to their grandparents to be able to use Rooms,” he says, “and that meant making something free-form and creative.”
It also meant building something that gave a sense of approachability and creativity, which led them right to voxels. “Blocks have a charm, but they can also be kind of ugly,” Toff laughs. “Luckily, Bruno’s were cute and soft, so they felt approachable and familiar.” And from Oliveira’s side, blocks offered a practical value. “It’s much easier to do 3-D modeling with blocks,” says Oliveira. “You can just add or remove voxels whenever you want, which lowers the bar for everyone.”
We wanted anyone from 4-year-olds to their grandparents to be able to use Rooms, and that meant making something free-form and creative.
Jason Toff, CEO and head designer of Things, Inc.
Rooms launched in 2023 as a web-based app that included 1,000 voxel objects and allowed users to write their own code. It gained traction through both word of mouth and, more directly, a video that went viral in the cozy-gaming community. “All of a sudden, we had all these people coming,” says Oliveira, “and we realized we needed to prioritize the mobile app. Nick was like, ‘I think we can get feature parity with desktop on the iPhone screen,’ and we basically pulled a rabbit out of a hat.” Today, the vast majority of Rooms users are on mobile, where they spend the bulk of their time editing. “We were just shocked by how much time people were spending making rooms,” he says. “These weren’t quick five-minute projects. We did not anticipate that.”
Of course the Things, Inc. team rebuilt their own offices in Rooms.
All that building fed into a social aspect as well. Toff says most of the items in Rooms are now created, edited, and amplified by lots of different users. “Here’s a good example: We have a sway effect that makes things wave back and forth a little,” he says. “Someone realized that if they put some branches on a tree and added that effect, the tree immediately looked alive. Now everyone’s doing that. There’s a real additive effect to building in Rooms.” Today, the Rooms library contains more than 10,000 items.
There’s a lot of power under the hood, too. “Rooms uses a Lua scripting language that runs in a C++ context,” says Oliveira, “so it’s kind of Lua, encased in C++, encased in Unity, encased in iOS.” Every room, he says, is a new Unity instance. And adding native iOS elements — like sliders on the Explore page and a bottom navigation — gives what he calls the “design chef’s kiss.”
An early sketch of Rooms shows how the room design came together early in the process.
Like its community, the Rooms team is used to moving fast. “One day I said, ‘It would be cool if this had a D-pad and A/B buttons,” says Toff, “and about 10 hours later Bruno was like, ‘Here you go.’” On another lark, Toff mentioned that it would be fun to let users fly around their rooms, and Kruge and Oliveira promptly created a “camera mode” that’s come to be known internally as the “Jason-Cam.”
That’s satisfying to a team that simply set out to build a cutting-edge plaything. “We always had this metaphor that Rooms was a swimming pool with a shallow side and a deep side,” says Oliveira. “It should be fun for people dabbling in the shallow side. But it should also be amazing for people swimming in the deep end. If you just want to look at rooms, you can. But you can also dive all the way down and write complicated code. There’s something for everyone.”
Meet the 2024 Apple Design Award winners
Behind the Design is a series that explores design practices and philosophies from finalists and winners of the Apple Design Awards. In each story, we go behind the screens with the developers and designers of these award-winning apps and games to discover how they brought their remarkable creations to life.
WWDC25: June 9-13, 2025
Join the worldwide developer community online for a week of technology and creativity.
Be there for the reveal of the latest Apple tools, frameworks, and features. Learn to elevate your apps and games through video sessions hosted by Apple engineers and designers. Engage with Apple experts in labs and connect with the worldwide developer community. All online and at no cost.
Assassin’s Creed Shadows comes to Mac
It’s an ice-cold late winter’s morning in Canada, but the offices of Ubisoft Quebec are ablaze with excitement.
The Ubisoft team is preparing the release of Assassin’s Creed Shadows, the 14th main entry in the series and an evolution for the franchise in nearly every detail. It’s set in feudal 16th-century Japan, a rich and elegant period that’s been long sought-after by fans and Ubisoft team members alike. It introduces a pair of fierce protagonists: Yasuke, a powerful warrior of African origin, and Naoe, an agile Shinobi assassin, both brought to life with attention to historical accuracy. Its world feels alive with an ever-changing dynamism that’s apparent in everything from the shifting weather to the rotating seasons to the magical interplay of light and shadow.
And what’s more, it’s set to release on Mac the same day it arrives on PCs and consoles.
“It’s been a longtime dream to bring the game to Mac,” says Ubisoft executive producer Marc-Alexis Côté, who debuted the game on Mac during the WWDC24 Keynote. “It’s incredible that I can now open a MacBook Pro and get this level of immersion.” Shadows will also be coming later to iPad with M-series chips.
Naoe, one of the game’s two protagonists, is an agile assassin who’s at her best when striking from the shadows.
Today marks one of the first times that the gaming community will get its hands on Shadows, and to celebrate the occasion, the Ubisoft offices — a mix of cozy chalet-worthy reclaimed wood and wide-open windows that afford a view of snowy Quebec City rooftops — have been reskinned with an Assassin’s Creed theme, including a display that emphasizes the heft of Yasuke’s weapons, especially an imposing-looking 13-pound model of the character’s sword. (On this day, the display is hosted by associate game director Simon Lemay-Comtois, who appears quite capable of wielding it.)
Download Assassin's Creed Shadows from the Mac App Store
Côté calls Shadows his team’s “most ambitious” game. In crafting the game’s expansive world, Ubisoft’s development team took advantage of an array of advanced Mac technologies: Metal 3 (working in concert with Ubisoft’s next-generation Anvil engine), Apple silicon, and a mix of HDR support and real-time ray tracing on Macs with M3 and M4 that Côté says was “transformative” in creating the game’s immersion.
It’s been a longtime dream to bring the game to Mac.
Marc-Alexis Côté, Ubisoft executive producer
“Seeing those millions of lines of code work natively on a Mac was a feeling that’s hard to describe,” Côté says. “When you look at the game’s performance, the curve Apple is on with successive improvements to the M-series chips year after year, and the way the game looks on an HDR screen, you’re like, ‘Is this real?’”
Assassin’s Creed Shadows is a balance of the technical and creative. For the former, associate technical director Mathieu Belanger says the capabilities of Mac laid the groundwork for technical success. “The architecture of the hardware is so well done, thanks in part to the unified memory between the GPU and CPU. That made us think the future is bright for gaming on the platform. So many things about doing this on Mac were great right out of the box.”
Naoe’s counterpart, Yasuke, prefers the use of brute force.
On the creative side, Ubisoft creative director Jonathan Dumont focused on a different opportunity. “The important thing was: Does this feel right? Is it what we want to send to players? And the answer was yes.”
The creative team’s goal was nothing short of “making this world feel alive,” says Martin Bedard, a 20-year Ubisoft veteran who served as the game’s technology director (and is very good at playing as Naoe). “You’re put into a moment that really existed,” he says. “This story is your playground.”
There are also fluffy kittens. We’ll get to those.
The ever-changing seasons lend an incredible variety to the game’s environments.
And there’s tremendous power behind the beauty, because the game’s biomes, seasons, weather, and lighting are all dynamic creations. The sunset hour bathes the mountains in soft purple light; the sun’s rays float in through leaves and temple roofs. Pretty much every room has a candle in it, which means the light is always changing. “Look at the clouds here,” says Bedard, pointing at the screen. “That’s not a rendering. These are all fluid-based cloud simulations.”
“Japan feels like it’s 80 percent trees and mountains,” says Dumont. “If you’re building this world without the rain, and the winds, and the mountains, it doesn’t feel right.”
Wherever you are, wherever you go, everything is beautiful and alive.
Mathieu Belanger, associate technical director
And those winds? “We developed a lot of features that were barely possible before, and one of them was a full simulation of the wind, not just an animation,” says Belanger. “We even built a humidity simulation that gathers clouds together.” For the in-game seasons, Ubisoft developed an engine that depicted houses, markets, and temples, in ever-changing conditions. “This was all done along the way over the past four years,” he says.
To pursue historical accuracy, Dumont and the creative team visited Japan to study every detail, including big-picture details (like town maps) to very specific ones (like the varnish that would have been applied to 16th-century wood). It wasn’t always a slam dunk, says Côté: In one visit, their Japanese hosts recommended a revision to the light splashing against the mountains. “We want to get all those little details right,” he says. (A “full-immersion version,” entirely in Japanese with English subtitles, is available.)
To recreate the world of 16th-century Japan, the Ubisoft creative visited Japan to study every detail.
Ubisoft’s decision to split the protagonist into two distinct characters with different identities, skill sets, origin stories, and class backgrounds came early in the process. (“That was a fun day,” laughs Belanger.) Ubisoft team members emphasize that choosing between Naoe and Yasuke is a matter of personal preference — lethal subtlety vs. brute force. Players can switch between characters at any time, and, as you might suspect, the pair grows stronger together as the story goes on. Much of Naoe’s advantage comes from her ability to linger in the game’s shadows — not just behind big buildings, but wherever the scene creates a space for her to hide. “The masterclass is clearing out a board without being spotted once,” says Bedard.
(The Hideout is) peaceful. You can say, ‘I feel like putting some trees down, seeing what I collected, upgrading my buildings, and petting the cats.’
Jonathan Dumont, Ubisoft creative director
Which brings us to the Hideout, Naoe and Yasuke’s home base and a bucolic rural village that acts as a zen-infused respite from the ferocity of battle. “It’s a place that welcomes you back,” says Dumont. It’s eminently customizable, both from a game-progression standpoint but also in terms of aesthetics. Where the battle scenes are a frenzy of bruising combat or stealth attacks, the Hideout is a refuge for supplies, artwork, found objects, and even a furry menagerie of cats, dogs, deer, and other calming influences. “There are progressions, of course,” says Dumont, “but it’s peaceful. You can say, ‘I feel like putting some trees down, seeing what I collected, upgrading my buildings, and petting the cats.”
“The kittens were a P1 feature,” laughs associate game director Dany St-Laurent.
Yasuke prepares to face off against an opponent in what will likely be a fruitful battle.
Yet for all those big numbers, Dumont says the game boils down to something much simpler. “I just think the characters work super-well together,” he says. “It’s an open-world game, yes. But at its core, it features two characters you’ll like. And the game is really about following their journey, connecting with them, exploring their unique mysteries, and seeing how they flow together. And I think the way in which they join forces is one of the best moments in the franchise.”
And if the Ubisoft team has its way, there will be plenty more moments to come. “I think the game will scale for years to come on the Mac platform,” says Côté. “Games can be more and more immersive with each new hardware release. We’re trying to create something here where more people can come with day-one games on the Mac, because I think it’s a beautiful platform.”
Hello Developer: March 2025
In this edition: An incredible AAA game comes to Mac. Plus, the latest on International Women’s Day activities, WeChat, and more.
Apple Developer is now on WeChat
Check out the official Apple Developer WeChat account to find news, announcements, and upcoming activities for the developer community.
Get ready with the latest beta releases
The beta versions of iOS 18.4, iPadOS 18.4, macOS 15.4, tvOS 18.4, visionOS 2.4, and watchOS 11.4 are now available. Get your apps ready by confirming they work as expected on these releases. And to take advantage of the advancements in the latest SDKs, make sure to build and test with Xcode 16.3.
As previewed last year, iOS 18.4 and iPadOS 18.4 include support for default translation apps for all users worldwide, and default navigation apps for EU users.
Beginning April 24, 2025, apps uploaded to App Store Connect must be built with Xcode 16 or later using an SDK for iOS 18, iPadOS 18, tvOS 18, visionOS 2, or watchOS 11.
New requirement for apps on the App Store in the European Union
As of today, apps without trader status have been removed from the App Store in the European Union (EU) until trader status is provided and verified by Apple.
Account Holders or Admins in the Apple Developer Program will need to enter this status in App Store Connect to comply with the Digital Services Act.
New features for APNs token authentication are now available
You can now take advantage of upgraded security options when creating new token authentication keys for the Apple Push Notification service (APNs).
Team-scoped keys enable you to restrict your token authentication keys to either development or production environments, providing an additional layer of security and ensuring that keys are used only in their intended environments.
Topic-specific keys provide more granular control by enabling you to associate each key with a specific bundle ID, allowing for more streamlined and organized key management. This is particularly beneficial for large organizations that manage multiple apps across different teams.
Your existing keys will continue to work for all push topics and environments. At this time, you don’t have to update your keys unless you want to take advantage of the new capabilities.
For detailed instructions on how to secure your communications with APNs, read Establishing a token-based connection to APNs.
Upcoming changes to offers and trials for subscriptions in South Korea
Starting February 14, 2025, new regulatory requirements in South Korea will apply to all apps with offers and trials for auto-renewing subscriptions.
To comply, if you offer trials or offers for auto-renewing subscriptions to your app or game, additional consent must be obtained for your trial or offer after the initial transaction. The App Store will help to get consent by informing the affected subscribers with an email, push notification, and in-app price consent sheet, and asking your subscribers to agree to the new price.
This additional consent must be obtained from customers within 30 days from the payment or conversion date for:
- Free to paid trials
- Discounted subscription offers to standard-price subscriptions
Apps that do not offer a free trial or discounted offer before a subscription converts to the regular price are not affected.
Tax and price updates for apps, In-App Purchases, and subscriptions
The App Store is designed to make it easy to sell your digital goods and services globally, with support for 44 currencies across 175 storefronts.
From time to time, we may need to adjust prices or your proceeds due to changes in tax regulations or foreign exchange rates. These adjustments are made using publicly available exchange rate information from financial data providers to help make sure prices for apps and In-App Purchases stay consistent across all storefronts.
Tax and pricing updates for FebruaryAs of February 6:
Your proceeds from the sale of eligible apps and In‑App Purchases have been modified in:
- Azerbaijan: value-added tax (VAT) introduction of 18%
- Peru: VAT introduction of 18%
- Slovakia: Standard VAT rate increase from 20% to 23%
- Slovakia: Reduced VAT rate introduction of 5% for ebooks
- Estonia: Reduced VAT rate increase from 5% to 9% for news publications, magazines, and other periodicals
- Finland: Reduced VAT rate increase from 10% to 14% for ebooks
Exhibit B of the Paid Applications Agreement has been updated to indicate that Apple collects and remits applicable taxes in Azerbaijan and Peru.¹
As of February 24:
Pricing for apps and In-App Purchases will be updated for the Azerbaijan and Peru storefronts if you haven’t selected one of these as the base for your app or In‑App Purchase.² These updates also consider VAT introductions listed in the tax updates section above.
If you’ve selected the Azerbaijan or Peru storefront as the base for your app or In-App Purchase, prices won’t change. On other storefronts, prices will be updated to maintain equalization with your chosen base price.
Prices won’t change in any region if your In‑App Purchase is an auto‑renewable subscription. Prices also won’t change on the storefronts where you manually manage prices instead of using the automated equalized prices.
The Pricing and Availability section of Apps has been updated in App Store Connect to display these upcoming price changes. As always, you can change the prices of your apps, In‑App Purchases, and auto‑renewable subscriptions at any time.
Learn more about managing your prices
View or edit upcoming price changes
Edit your app’s base country or region
Pricing and availability start times by country or region
Set a price for an In-App Purchase
Beginning April 1:
As a result of last year’s change in Japan’s tax regulations, Apple (through iTunes K.K. in Japan) is now designated as a Specified Platform Operator by the Japan tax authority. All paid apps and In-App Purchases, (including game items, such as coins) sold by non-Japan-based developers on the App Store in Japan will be subject to the platform tax regime. Apple will collect and remit a 10% Japanese consumption tax (JCT) to the National Tax Agency JAPAN on such transactions at the time of purchase. Your proceeds will be adjusted accordingly.
Please note any prepaid payment instruments (such as coins) sold prior to April 1, 2025, will not be subject to platform taxation, and the relevant JCT compliance should continue to be managed by the developer.
For specific information on how the JCT affects in-game items, see Question 7 in the Tax Agency of Japan’s Q&A about Platform Taxation of Consumption Tax.
Learn more about your proceeds
¹ Translations of the updated agreement are available on the Apple Developer website today.
² Excludes auto-renewable subscriptions.
Game distribution on the App Store in Vietnam
The Vietnamese Ministry of Information and Communications (MIC) requires games to be licensed to remain available on the App Store in Vietnam. To learn more and apply for a game license, review the regulations.
Once you have obtained your license:
- Sign in to App Store Connect.
- Enter the license number and the associated URL in the description section of your game’s product page.
- Note that you only need to provide this information for the App Store localization displayed on the Vietnam storefront.
- Submit an update to App Review.
If you have questions on how to comply with these requirements, please contact the Authority of Broadcasting and Electronic Information (ABEI) under the Vietnamese Ministry of Information and Communications.
Hello Developer: February 2025
In this edition: The latest on developer activities, the Swift Student Challenge, the team behind Bears Gratitude, and more.
The good news bears: Inside the adorably unorthodox design of Bears Gratitude
Here’s the story of how a few little bears led their creators right to an Apple Design Award.
Bears Gratitude is a warm and welcoming title developed by the Australian husband-and-wife team of Isuru Wanasinghe and Nayomi Hettiarachchi.
Journaling apps just don’t get much cuter: Through prompts like “Today isn’t over yet,” “I’m literally a new me,” and “Compliment someone,” the Swift-built app and its simple hand-drawn mascots encourage people to get in the habit of celebrating accomplishments, fostering introspection, and building gratitude. “And gratitude doesn’t have to be about big moments like birthdays or anniversaries,” says Wanasinghe. “It can be as simple as having a hot cup of coffee in the morning.”
ADA FACT SHEET
Bears Gratitude- Winner: Delight and Fun
- Available on: iOS, iPadOS, macOS
- Team size: 2
Download Bears Gratitude from the App Store
Wanasinghe is a longtime programmer who’s run an afterschool tutoring center in Sydney, Australia, for nearly a decade. But the true spark for Bears Gratitude and its predecessor, Bears Countdown, came from Hettiarachchi, a Sri Lankan-born illustrator who concentrated on her drawing hobby during the Covid-19 lockdown.
Wanasinghe is more direct. “The art is the heart of everything we do,” he says.
Bears Gratitude was developed by the Australian husband-and-wife team of Isuru Wanasinghe and Nayomi Hettiarachchi.
In fact, the art is the whole reason the app exists. As the pandemic months and drawings stacked up, Hettiarachchi and Wanasinghe found themselves increasingly attached to her cartoon creations, enough that they began to consider how to share them with the world. The usual social media routes beckoned, but given Wanasinghe’s background, the idea of an app offered a stronger pull.
“In many cases, you get an idea, put together a design, and then do the actual development,” he says. “In our case, it’s the other way around. The art drives everything.”
The art is the heart of everything we do.
Isuru Wanasinghe, Bears Gratitude cofounder
With hundreds of drawings at their disposal, the couple began thinking about the kinds of apps that could host them. Their first release was Bears Countdown, which employed the drawings to help people look ahead to birthdays, vacations, and other marquee moments. Countdown was never intended to be a mass-market app; the pair didn’t even check its launch stats on App Store Connect. “We’d have been excited to have 100 people enjoy what Nayomi had drawn,” says Wanasinghe. “That’s where our heads were at.”
But Countdown caught on with a few influencers and become enough of a success that the pair began thinking of next steps. “We thought, well, we’ve given people a way to look forward,” says Wanasinghe. “What about reflecting on the day you just had?’”
Hettiarachchi’s art samples get a close inspection from one of her trusted associates.
Gratitude keeps the cuddly cast from Countdown, but otherwise the app is an entirely different beast. It was also designed in what Wanasinghe says was a deliberately unusual manner. “Our design approach was almost bizarrely linear,” says Wanasinghe. “We purposely didn’t map out the app. We designed it in the same order that users experience it.”
Other unorthodox decisions followed, including the absence of a sign-in screen. “We wanted people to go straight into the experience and start writing,” he says. The home-screen journaling prompts are presented via cards that users flip through by tapping left and right. “It’s definitely a nonstandard UX,” says Wanasinghe, “but we found over and over again that the first thing users did was flip through the cards.”
Our design approach was almost bizarrely linear. We purposely didn’t map out the app. We designed it in the same order that users experience it.
Isuru Wanasinghe, Bears Gratitude cofounder
Another twist: The app’s prompts are written in the voice of the user, which Wanasinghe says was done to emphasize the personal nature of the app. “We wrote the app as if we were the only ones using it, which made it more relatable,” he says.
Then there are the bears, which serve not only as a distinguishing hook in a busy field, but also as a design anchor for its creators. “We’re always thinking: ‘Instead of trying to set our app apart, how do we make it ours?’ We use apps all the time, and we know how they behave. But here we tried to detach ourselves from all that, think of it as a blank canvas, and ask, ‘What do we want this experience to be?’”
Early design sketches for Bears Gratitude show the collection of swipe-able prompt cards.
Bears Gratitude isn’t a mindfulness app — Wanasinghe is careful to clarify that neither he nor Hettiarachchi are therapists or mental health professionals. “All we know about are the trials and tribulations of life,” he says.
But those trials and tribulations have reached a greater world. “People have said, ‘This is just something I visit every day that brings me comfort,’” says Wanasinghe. “We’re so grateful this is the way we chose to share the art. We’re plugged into people’s lives in a meaningful way.”
Meet the 2024 Apple Design Award winners
Behind the Design is a series that explores design practices and philosophies from finalists and winners of the Apple Design Awards. In each story, we go behind the screens with the developers and designers of these award-winning apps and games to discover how they brought their remarkable creations to life.
Apply for the Swift Student Challenge now through February 23
Submissions for the Swift Student Challenge 2025 are now open through February 23. You have three more weeks to design, test, refine, and submit your app playground for consideration to be named one of 350 winners.
What to know:
- The Challenge is free to enter — you just need access to an iPad or Mac with Swift Playground or Xcode.
- The best app ideas are personal — let your passion shine through your work.
- No formal coding experience required — the Challenge is open to students of all levels.
- Your app playground doesn’t need to be intricate — it should be experienced within 3 minutes or less.
Where to start:
- Explore tools and tutorials to build an incredible app playground.
- Get inspired by last year’s Distinguished Winners, learn about their winning apps, and read about their experiences at Apple Park.
Introducing the Advanced Commerce API
The App Store facilitates billions of transactions annually to help developers grow their businesses and provide a world-class customer experience. To further support developers’ evolving business models — such as exceptionally large content catalogs, creator experiences, and subscriptions with optional add-ons — we’re introducing the Advanced Commerce API.
Developers can apply to use the Advanced Commerce API to support eligible App Store business models and more flexibly manage their In-App Purchases within their app. These purchases leverage the power of the trusted App Store commerce system, including end-to-end payment processing, tax support, customer service, and more, so developers can focus on providing great app experiences.
Apps without trader status will be removed from the App Store in the EU
Starting February 17, 2025: Due to the European Union’s Digital Services Act, apps without trader status will be removed from the App Store in the European Union until trader status is provided and verified, if necessary.
As a reminder, Account Holders or Admins in the Apple Developer Program need to enter trader status in App Store Connect for apps on the App Store in the European Union in order to comply with the Digital Services Act.
Reminder: Upcoming Changes to the App Store Receipt Signing Intermediate Certificate
As part of ongoing efforts to improve security and privacy on Apple platforms, the App Store receipt signing intermediate certificate is being updated to use the SHA-256 cryptographic algorithm. This certificate is used to sign App Store receipts, which are the proof of purchase for apps and In-App Purchases.
This update is being completed in multiple phases and some existing apps on the App Store may be impacted by the next update, depending on how they verify receipts.
Starting January 24, 2025, if your app performs on-device receipt validation and doesn’t support the SHA-256 algorithm, your app will fail to validate the receipt. If your app prevents customers from accessing the app or premium content when receipt validation fails, your customers may lose access to their content.
If your app performs on-device receipt validation, update your app to support certificates that use the SHA-256 algorithm; alternatively, use the AppTransaction and Transaction APIs to verify App Store transactions.
For more details, view TN3138: Handling App Store receipt signing certificate changes.
Algorithm changes to server connections for Apple Pay on the Web
Starting next month, Apple will change the supported algorithms that secure server connections for Apple Pay on the Web. In order to maintain uninterrupted service, you’ll need to ensure that your production servers support one or more of the designated six ciphers before February 4, 2025.
These algorithm changes will affect any secure connection you’ve established as part of your Apple Pay integration, including the following touchpoints:
- Requesting an Apple Pay payment session (Apple Pay on the Web only)
- Renewing your domain verification (Apple Pay on the Web only)
- Receiving and handling merchant token notifications for recurring, deferred, and automatic-reload transactions (Apple Pay on the Web and in app)
- Creating and updating Wallet Orders (Apple Pay on the Web and in app)
- Managing merchant onboarding via the Apple Pay Web Merchant Registration API (payment service provider (PSP) and e-commerce platforms only)
Hello Developer: January 2025
In the first edition of the new year: Bring SwiftUI to your app in Cupertino, get ready for the Swift Student Challenge, meet the team behind Oko, and more.
Walk this way: How Oko leverages AI to make street crossings more accessible
Oko is a testament to the power of simplicity.
The 2024 Apple Design Award winner for Inclusivity and 2024 App Store Award winner for Cultural Impact leverages Artificial Intelligence to help blind or low-vision people navigate pedestrian walkways by alerting them to the state of signals — “Walk,” “Don’t Walk,” and the like — through haptic, audio, and visual feedback. The app instantly affords more confidence to its users. Its bare-bones UI masks a powerful blend of visual and AI tools under the hood. And it’s an especially impressive achievement for a team that had no iOS or Swift development experience before launch.
“The biggest feedback we get is, ‘It’s so simple, there’s nothing complex about it,’ and that’s great to hear,” says Vincent Janssen, one of Oko’s three Belgium-based founders. “But we designed it that way because that’s what we knew how to do. It just happened to also be the right thing.”
ADA FACT SHEET
From left: Willem Van de Mierop, Michiel Janssen, and Vincent Janssen are the three cofounders of Oko. The app’s name means “eye.”
Oko- Winner: Inclusivity
- Team: AYES BV
- Available on: iPhone
- Team size: 6
- Previous accolades: 2024 App Store Award winner for Cultural Impact; App Store Editors’ Choice
Download Oko from the App Store
For Janssen and his cofounders, brother Michiel and longtime friend Willem Van de Mierop, Oko — the name translates to “eye” — was a passion project that came about during the pandemic. All three studied computer science with a concentration in AI, and had spent years working in their hometown of Antwerp. But by the beginning of 2021, the trio felt restless. “We all had full-time jobs,” says Janssen, “but the weekends were pretty boring.” Yet they knew their experience couldn’t compare to that of a longtime friend with low vision, who Janssen noticed was feeling more affected as the autumn and winter months went on.
“We really started to notice that he was feeling isolated more than others,” says Janssen. “Here in Belgium, we were allowed to go for walks, but you had to be alone or with your household. That meant he couldn’t go with a volunteer or guide. As AI engineers, that got us thinking, ‘Well, there are all these stories about autonomous vehicles. Could we come up with a similar system of images or videos that would help people find their way around public spaces?’”
I had maybe opened Xcode three times a few years before, but otherwise none of us had any iOS or Swift experience.
Vincent Janssen, Oko founder
The trio began building a prototype that consisted of a microcomputer, 3D-printed materials, and a small portable speaker borrowed from the Janssen brothers’ father. Today, Janssen calls it “hacky hardware,” something akin to a small computer with a camera. But it allowed the team and their friend — now their primary tester — to walk the idea around and poke at the technology’s potential. Could AI recognize the state of a pedestrian signal? How far away could it detect a Don’t Walk sign? How would it perform in rain or wind or snow? There was just one way to know. “We went out for long walks,” says Janssen.
And while the AI and hardware performed well in their road tests, issues arose around the hardware’s size and usability, and the team begin to realize that software offered a better solution. The fact that none of the three had the slightest experience building iOS apps was simply a hurdle to clear. “I had maybe opened Xcode three times a few years before,” says Janssen, “but otherwise none of us had any iOS or Swift experience.”
Oko helps people navigate pedestrian walkways through interactive maps and audio, visual, and haptic feedback.
So that summer, the team pivoted to software, quitting their full-time jobs and throwing themselves into learning Swift through tutorials, videos, and trusty web searches. The core idea crystallized quickly: Build a simple app that relied on Camera, the Maps SDK, and a powerful AI algorithm that could help people get around town. “Today, it’s a little more complex, but in the beginning the app basically opened up a camera feed and a Core ML model to process the images,” says Janssen, noting that the original model was brought over from Python. “Luckily, the tools made the conversion really smooth.” (Oko’s AI models run locally on device.)
With the software taking shape, more field testing was needed. The team reached out to accessibility-oriented organizations throughout Belgium, drafting a team of 100 or so testers to “codevelop the app,” says Janssen. Among the initial feedback: Though Oko was originally designed to be used in landscape mode, pretty much everyone preferred holding their phones in portrait mode. “I had the same experience, to be honest,” said Janssen, “but that meant we needed to redesign the whole thing.”
The Oko team navigates through prototypes at a review session in their hometown of Antwerp, Belgium.
Other changes included amending the audio feedback to more closely mimic existing real-world sounds, and addressing requests to add more visual feedback. The experience amounted to getting a real-world education about accessibility on the fly. “We found ourselves learning about VoiceOver and haptic feedback very quickly,” says Janssen.
Still, the project went remarkably fast — Oko launched on the App Store in December 2021, not even a year after the trio conceived of it. “It took a little while to do things, like make sure the UI wasn’t blocked, especially since we didn’t fully understand the code we wrote in Swift,” laughs Janssen, “but in the end, the app was doing what it needed to do.”
We found ourselves learning about VoiceOver and haptic feedback.
Vincent Janssen, Oko founder
The accessibility community took notice. And in the following months, the Oko team continued expanding its reach — Michiel Janssen and Van de Mierop traveled to the U.S. to meet with accessibility organizations and get firsthand experience with American street traffic and pedestrian patterns. But even as the app expanded, the team retained its focus on simplicity. In fact, Janssen says, they explored and eventually jettisoned some expansion ideas — including one designed to help people find and board public transportation — that made the app feel a little too complex.
Today, the Oko team numbers 6, including a fleet of developers who handle more advanced Swift matters. “About a year after we launched, we got feedback about extra features and speed improvements, and needed to find people who were better at Swift than we are,” laughs Janssen. At the same time, the original trio is now learning about business, marketing, and expansion.
At its core, Oko remains a sparkling example of a simple app that completes its task well. “It’s still a work in progress, and we’re learning every day,” says Janssen. In other words, there are many roads yet to cross.
Meet the 2024 Apple Design Award winners
Behind the Design is a series that explores design practices and philosophies from finalists and winners of the Apple Design Awards. In each story, we go behind the screens with the developers and designers of these award-winning apps and games to discover how they brought their remarkable creations to life.
Get ready with the latest beta releases
The beta versions of iOS 18.3, iPadOS 18.3, macOS 15.3, tvOS 18.3, visionOS 2.3, and watchOS 11.3 are now available. Get your apps ready by confirming they work as expected on these releases. And to take advantage of the advancements in the latest SDKs, make sure to build and test with Xcode 16.2.
App Store Award winners announced
Join us in celebrating the outstanding work of these developers from around the world.
Updated Apple Developer Program License Agreement now available
Attachment 2 of the Apple Developer Program License Agreement has been amended to specify requirements for use of the In-App Purchase API. Please review the changes and accept the updated terms in your account.
View the full terms and conditions
Translations of the updated agreement will be available on the Apple Developer website within one month.
Hello Developer: December 2024
Get your apps and games ready for the holidays
The busiest season on the App Store is almost here. Make sure your apps and games are up to date and ready.
App Review will continue to accept submissions throughout the holiday season. Please plan to submit time-sensitive submissions early, as we anticipate high volume and reviews may take longer to complete from December 20-26.
App Store Award finalists announced
Every year, the App Store Awards celebrate exceptional apps and games that improve people's lives while showcasing the highest levels of technical innovation, user experience, design, and positive cultural impact. This year, the App Store Editorial team is proud to recognize over 40 outstanding finalists. Winners will be announced in the coming weeks.
Price and tax updates for apps, In-App Purchases, and subscriptions
The App Store is designed to make it easy to sell your digital goods and services globally, with support for 44 currencies across 175 storefronts.
From time to time, we may need to adjust prices or your proceeds due to changes in tax regulations or foreign exchange rates. These adjustments are made using publicly available exchange rate information from financial data providers to help make sure prices for apps and In-App Purchases stay consistent across all storefronts.
Tax updates as of October:
Your proceeds from the sale of eligible apps and In‑App Purchases have been increased in:
- Nepal: Apple no longer remits Nepal value-added tax (VAT) for local developers and proceeds were increased accordingly.
- Kazakhstan: Apple no longer remits Kazakstan VAT for local developers and proceeds were increased accordingly.
- Madeira: Decrease of the Madeira VAT rate from 5% to 4% for news publications, magazines and other periodicals, books, and audiobooks.
Exhibit B of the Paid Applications Agreement has been updated to indicate that Apple will not remit VAT in Nepal and Kazakhstan for local developers.
Learn more about your proceeds
Price updates as of December 2:
- Pricing for apps and In-App Purchases will be updated for the Japan and Türkiye storefronts if you haven’t selected one of these as the base for your app or In‑App Purchases.
If you’ve selected the Japan or Türkiye storefront as the base for your app or In-App Purchase, prices won’t change. On other storefronts, prices will be updated to maintain equalization with your chosen base price.
Prices won’t change in any region if your In‑App Purchase is an auto‑renewable subscription and won’t change on the storefronts where you manually manage prices instead of using the automated equalized prices.
The Pricing and Availability section of Apps has been updated in App Store Connect to display these upcoming price changes. As always, you can change the prices of your apps, In‑App Purchases, and auto‑renewable subscriptions at any time.
Learn more about managing your prices
View or edit upcoming price changes
Edit your app’s base country or region
Enhancements to the App Store featuring process
Share your app or game’s upcoming content and enhancements for App Store featuring consideration with new Featuring Nominations in App Store Connect. Submit a nomination to tell our team about a new launch, in-app content, or added functionality. If you’re featured in select placements on the Today tab, you’ll also receive a notification via the App Store Connect app.
In addition, you can promote your app or game’s biggest moments — such as an app launch, new version, or select featuring placements on the App Store — with readymade marketing assets. Use the App Store Connect app to generate Apple-designed assets and share them to your social media channels. Include the provided link alongside your assets so people can easily download your app or game on the App Store.
New Broadcast Push Notification Metrics Now Available in the Push Notifications Console
The Push Notifications Console now includes metrics for broadcast push notifications sent in the Apple Push Notification service (APNs) production environment. The console’s interface provides an aggregated view of the broadcast push notifications that are successfully accepted by APNs, the number of devices that receive them, and a snapshot of the maximum number of devices subscribed to your channels.
Coding in the kitchen: How Devin Davies whipped up the tasty recipe app Crouton
Let’s get this out of the way: Yes, Devin Davies is an excellent cook. “I’m not, like, a professional or anything,” he says, in the way that people say they’re not good at something when they are.
But in addition to knowing his way around the kitchen, Davies is also a seasoned developer whose app Crouton, a Swift-built cooking aid, won him the 2024 Apple Design Award for Interaction.
Crouton is part recipe manager, part exceptionally organized kitchen assistant. For starters, the app collects recipes from wherever people find them — blogs, family cookbooks, scribbled scraps from the ’90s, wherever — and uses tasty ML models to import and organize them. “If you find something online, just hit the Share button to pull it into Crouton,” says the New Zealand-based developer. “If you find a recipe in an old book, just snap a picture to save it.”
And when it’s time to start cooking, Crouton reduces everything to the basics by displaying only the current step, ingredients, and measurements (including conversions). There’s no swiping around between apps to figure out how many fl oz are in a cup; no setting a timer in a different app. It’s all handled right in Crouton. “The key for me is: How quickly can I get you back to preparing the meal, rather than reading?” Davies says.
ADA FACT SHEET
Crouton- Winner: Interaction
- Available on: iPhone, iPad, Mac, Apple Vision Pro, Apple Watch
- Team size: 1
Download Crouton from the App Store
Crouton is the classic case of a developer whipping up something he needed. As the de facto chef in the house, Davies had previously done his meal planning in the Notes app, which worked until, as he laughs, “it got a little out of hand.”
At the time, Davies was in his salad days as an iOS developer, so he figured he could build something that would save him a little time. (It’s in his blood: Davies’s father is a developer too.) "Programming was never my strong suit,” he says, “but once I started building something that solved a problem, I started thinking of programming as a means to an end, and that helped.”
Davies’s full-time job was his meal ticket, but he started teaching himself Swift on the side. Swift, he says, clicked a lot faster than the other languages he’d tried, especially as someone who was still developing a taste for programming. “It still took me a while to get my head into it,” he says, “but I found pretty early on that Swift worked the way I wanted a language to work. You can point Crouton at some text, import that text, and do something with it. The amount of steps you don’t have to think about is astounding.”
I found pretty early on that Swift worked the way I wanted a language to work.
Devin Davies, Crouton
Coding with Swift offered plenty of baked-in benefits. Davies leaned on platform conventions to make navigating Crouton familiar and easy. Lists and collection views took advantage of Camera APIs. VisionKit powered text recognition; a separate model organized imported ingredients by category.
“I could separate out a roughly chopped onion from a regular onion and then add the quantity using a Core ML model,” he says. “It’s amazing how someone like me can build a model to detect ingredients when I really have zero understanding of how it works.”
Davies designed Crouton with simplicity in mind at all times. “I spent a lot of time figuring out what to leave out rather than bring in,” he says.
The app came together quickly: The first version was done in about six months, but Crouton simmered for a while before finding its audience. “My mom and I were the main active users for maybe a year,” Davies laughs. “But it’s really important to build something that you use yourself — especially when you’re an indie — so there’s motivation to carry on.”
Davies served up Crouton updates for a few years, and eventually the app gained more traction, culminating with its Apple Design Award for Interaction at WWDC24. That’s an appropriate category, Davies says, because he believes his approach to interaction is his app’s special sauce. “My skillset is figuring out how the pieces of an app fit together, and how you move through them from point A to B to C,” he says. “I spent a lot of time figuring out what to leave out rather than bring in.”
Crouton recipes can be imported from blogs, cookbook, scraps of paper, or anywhere else they might be found.
Davies hopes to use the coming months to explore spicing up Crouton with Apple Intelligence, Live Activities on Apple Watch, and translation APIs. (Though Crouton is his primary app, he’s also built an Apple Vision Pro app called Plate Smash, which is presumably very useful for cooking stress relief.)
But it’s important to him that any new features or upgrades pair nicely with the current Crouton. “I’m a big believer in starting out with core intentions and holding true to them,” he says. “I don’t think that the interface, over time, has to be completely different.”
My skillset is figuring out how the pieces of an app fit together, and how you move through them from point A to B to C.
Devin Davies, Crouton
Because it’s a kitchen assistant, Crouton is a very personal app. It’s in someone’s kitchen at mealtime, it’s helping people prepare means for their loved ones, it’s enabling them to expand their culinary reach. It makes a direct impact on a person’s day. That’s a lot of influence to have as an app developer — even when a recipe doesn’t quite pan out.
“Sometimes I’ll hear from people who discover a bug, or even a kind of misunderstanding, but they’re always very kind about it,” laughs Davies. “They’ll tell me, ‘Oh, I was baking a cake for my daughter’s birthday, and I put in way too much cream cheese and I ruined it. But, great app!’”
Meet the 2024 Apple Design Award winners
Behind the Design is a series that explores design practices and philosophies from finalists and winners of the Apple Design Awards. In each story, we go behind the screens with the developers and designers of these award-winning apps and games to discover how they brought their remarkable creations to life.
Hello Developer: November 2024
In this edition: The Swift Pathway, new developer activities around the world, and an interview with the creator of recipe app Crouton.
Upcoming changes to the App Store Receipt Signing Intermediate Certificate
As part of ongoing efforts to improve security and privacy on Apple platforms, the App Store receipt signing intermediate certificate is being updated to use the SHA-256 cryptographic algorithm. This certificate is used to sign App Store receipts, which are the proof of purchase for apps and In-App Purchases.
This update is being completed in multiple phases and some existing apps on the App Store may be impacted by the next update, depending on how they verify receipts.
Starting January 24, 2025, if your app performs on-device receipt validation and doesn't support a SHA-256 algorithm, your app will fail to validate the receipt. If your app prevents customers from accessing the app or premium content when receipt validation fails, your customers may lose access to their content.
If your app performs on-device receipt validation, update your app to support certificates that use the SHA-256 algorithm; alternatively, use the AppTransaction and Transaction APIs to verify App Store transactions.
For more details, view TN3138: Handling App Store receipt signing certificate change.
TestFlight enhancements to help you reach testers
Beta testing your apps, games, and App Clips is even better with new enhancements to TestFlight. Updates include:
- Redesigned invitations. TestFlight invitations now include your beta app description to better highlight new features and content your app or game offers to prospective testers. Apps and games with an approved version that’s ready for distribution can also include their screenshots and app category in their invite. We’ve also added a way for people to leave feedback if they didn’t join your beta, so you can understand why they didn’t participate.
- Tester enrollment criteria. You can choose to set criteria, such as device type and OS versions, to more easily enroll qualified testers via a public link to provide more relevant feedback on your invite.
- Public link metrics. Find out how successful your public link is at enrolling testers for your app with new metrics. Understand how many testers viewed your invite in the TestFlight app and chose to accept it. If you’ve set criteria for the public link, you can also view how many testers didn’t meet the criteria.
To get started with TestFlight, upload your build, add test information, and invite testers.
Get ready with the latest beta releases
The beta versions of iOS 18.2, iPadOS 18.2, and macOS 15.2 are now available. Get your apps ready by confirming they work as expected on these releases. And make sure to build and test with Xcode 16.2 beta to take advantage of the advancements in the latest SDKs.
As previewed earlier this year, changes to the browser choice screen, default apps, and app deletion for EU users, as well as support in Safari for exporting user data and for web browsers to import that data, are now available in the beta versions of iOS 18.2 and iPadOS 18.2.
These releases also include improvements to the Apps area in Settings first introduced in iOS 18 and iPadOS 18. All users worldwide will be able to manage their default apps via a Default Apps section at the top of the Apps area. New calling and messaging defaults are also now available for all users worldwide.
Following feedback from the European Commission and from developers, in these releases developers can develop and test EU-specific features, such as alternative browser engines, contactless apps, marketplace installations from web browsers, and marketplace apps, from anywhere in the world. Developers of apps that use alternative browser engines can now use WebKit in those same apps.
View details about the browser choice screen, how to make an app available for users to choose as a default, how to create a calling or messaging app that can be a default, and how to import user data from Safari.
Updated agreements now available
The Apple Developer Program License Agreement and its Schedules 1, 2, and 3 have been updated to support updated policies and upcoming features, and to provide clarification. Please review the changes below and accept the updated terms in your account.
Apple Developer Program License Agreement
- Definitions, Section 3.3.3(J): Specified requirements for use of App Intents.
- Definitions, Section 3.3.5(C): Clarified requirements for use of Sign in With Apple.
- Definitions, Section 3.3.8(G): Specified requirements for use of the Critical Messaging API.
- Definitions, Sections 3.3.9(C): Clarified requirements for use of the Apple Pay APIs; updated definition of “Apple” for use of the Apple Pay APIs.
- Attachment 2: Clarified requirements for use of the In-App Purchase API.
Schedules 1, 2, and 3
Apple Services Pte. Ltd. is now the Apple legal entity responsible for the marketing and End-User download of the Licensed and Custom Applications by End-Users located in the following regions:
- Bhutan
- Brunei
- Cambodia
- Fiji
- Korea
- Laos
- Macau
- Maldives
- Micronesia, Fed States of
- Mongolia
- Myanmar
- Nauru
- Nepal
- Papua New Guinea
- Palau
- Solomon Islands
- Sri Lanka
- Tonga
- Vanuatu
Paid Applications Agreement (Schedules 2 and 3)
Exhibit B: Indicated that Apple shall not collect and remit taxes for local developers in Nepal and Kazakhstan, and such developers shall be solely responsible for the collection and remittance of such taxes as may be required by local law.
Exhibit C:
- Section 6: Clarified that Apple will apply Korean VAT on the commissions payable by Korean developers to Apple to be deducted from remittance with respect to sales to Korean customers pursuant to local tax laws.
- Section 10: For Singaporean developers who have registered for Singapore GST and have provided their Singapore GST registration number to Apple, clarified that Apple will apply Singaporean GST on the commissions payable by Singaporean developers to Apple to be deducted from remittance with respect to sales to Singaporean customers pursuant to local tax laws.
View the full terms and conditions
Translations of the Apple Developer Program License Agreement will be available on the Apple Developer website within one month.
New requirement for app updates in the European Union
Starting today, in order to submit updates for apps on the App Store in the European Union (EU) Account Holders or Admins in the Apple Developer Program need to enter trader status in App Store Connect. If you’re a trader, you’ll need to provide your trader information before you can submit your app for review.
Starting February 17, 2025, apps without trader status will be removed from the App Store in the EU until trader status is provided and verified in order to comply with the Digital Services Act.
Apple Push Notification service server certificate update
The Certification Authority (CA) for Apple Push Notification service (APNs) is changing. APNs will update the server certificates in sandbox on January 20, 2025, and in production on February 24, 2025. All developers using APNs will need to update their application’s Trust Store to include the new server certificate: SHA-2 Root : USERTrust RSA Certification Authority certificate.
To ensure a smooth transition and avoid push notification delivery failures, please make sure that both old and new server certificates are included in the Trust Store before the cut-off date for each of your application servers that connect to sandbox and production.
At this time, you don’t need to update the APNs SSL provider certificates issued to you by Apple.
Hello Developer: October 2024
Get your app up to speed, meet the team behind Lies of P, explore new student resources, and more.
Masters of puppets: How ROUND8 Studio carved out a niche for Lies of P
Lies of P is closer to its surprising source material than you might think.
Based on Carlo Collodi’s 1883 novel The Adventures of Pinocchio, the Apple Design Award-winning game is a macabre reimagining of the story of a puppet who longs to be a real boy. Collodi’s story is still best known as a children’s fable. But it’s also preprogrammed with more than its share of darkness — which made it an appealing foundation for Lies of P director Jiwon Choi.
“When we were looking for stories to base the game on, we had a checklist of needs,” says Choi. “We wanted something dark. We wanted a story that was familiar but not entirely childish. And the deeper we dove into Pinocchio, the more we found that it checked off everything we were looking for.”
ADA FACT SHEET
Lies of P- Winner: Visuals and Graphics
- Team: ROUND8 Studio (developer), NEOWIZ (publisher)
- Available on: Mac
- Team size: 100
- Previous accolades: App Store 2023 Mac Game of the Year, App Store Editors’ Choice
Developed by the South Korea-based ROUND8 Studio and published by its parent company, NEOWIZ, Lies of P is a lavishly rendered dark fantasy adventure and a technical showpiece for Mac with Apple silicon. Yes, players control a humanoid puppet created by Geppetto. But instead of a little wooden boy with a penchant for little white lies, the game’s protagonist is a mechanical warrior with an array of massive swords and a mission to battle through the burned-out city of Krat to find his maker — who isn’t exactly the genial old woodcarver from the fable.
“The story is well-known, and so are the characters,” says Choi. “We knew that to create a lasting memory for gamers, we had to add our own twists.”
In the burned-out world of Lies of P, something this warm and beautiful can’t be good news.
Those twists abound. The puppet is accompanied by a digital lamp assistant named Gemini — pronounced “jim-i-nee,” of course. A major character is a play on the original’s kindly Blue Fairy. A game boss named Mad Donkey is a lot more irritable than the donkeys featured in Collodi’s story. And though nobody’s nose grows in Lies of P, characters have opportunities to lie in a way that directly affects the storyline — and potentially one of the game’s multiple endings.
We knew that to create a lasting memory for gamers, we had to add our own twists.
Jiwon Choi, Lies of P director
“If you play without knowing the original story, you might not catch all those twists,” says Choi. “But it goes the other way, too. We’ve heard from players who became curious about the original story, so they went back and found out about our twists that way.”
There’s nothing curious about the game’s success: In addition to winning a 2024 Apple Design Award for Visuals and Graphics, Lies of P was named the App Store’s 2023 Mac Game of the Year and has collected a bounty of accolades from the gaming community. Many of those call out the game’s visual beauty, a world of rich textures, detailed lighting, and visual customization options like MetalFX upscaling and volumetric fog effects that let you style the ruined city to your liking.
Many of Collodi’s original characters have been updated for Lies of P, including the Black Rabbit Brotherhood, who appear to be hopping mad.
For that city, the ROUND8 team added another twist by moving the story from its original Italian locale to the Belle Èpoque era of pre-WWI France. “Everyone expected Italy, and everyone expected steampunk,” says Choi, “but we wanted something that wasn’t quite as common in the gaming industry. We considered a few other locations, like the wild west, but the Belle Èpoque was the right mix of beauty and prosperity. We just made it darker and gloomier.”
We considered a few other locations, like the wild west, but the Belle Èpoque was the right mix of beauty and prosperity. We just made it darker and gloomier.
Jiwon Choi, Lies of P director
To create the game’s fierce (and oily) combat, Choi and the team took existing Soulslike elements and added their own touches, like customizable weapons that can be assembled from items lying around Krat. “We found that players will often find a weapon they like and use it until the ending,” says Choi. “We found that inefficient. But we also know that everyone has a different taste for weapons.”
The system, he says, gives players the freedom to choose their own combinations instead of pursuing a “best” pre-ordained weapon. And the strategy worked: Choi says players are often found online discussing the best combinations rather than the best weapons. “That was our intention when creating the system,” he says.
The game is set in the Belle Èpoque, an era known for its beauty and prosperity. “We just made it darker and gloomier,” says Choi.
Also intentional: The game’s approach to lying, another twist on the source material. “Lying in the game isn’t just about deceiving a counterpart,” says Choi. “Humans are the only species who can lie to one another, so lying is about exploring the core of this character.”
It’s also about the murky ethics of lying: Lies of P suggests that, at times, nothing is as human — or humane — as a well-intentioned falsehood.
“The puppet of Geppetto is not human,” says Choi. “But at the same time, the puppet acts like a human and occasionally exhibits human behavior, like getting emotional listening to music. The idea was: Lying is something a human might do. That’s why it’s part of the game.”
Every environment in Lies of P — including the Krat Festival, which has seen better days — is rich with desolate detail.
The Lies of P story might not be done just yet. Choi and team are working on downloadable content and a potential sequel — possibly starring another iconic character who’s briefly teased in the game’s ending. But in the meantime, the team is taking a moment to enjoy the fruits of their success. “At the beginning of development, I honestly doubted that we could even pull this off,” says Choi. “For me, the most surprising thing is that we achieved this. And that makes us think, ‘Well, maybe we could do better next time.’”
Meet the 2024 Apple Design Award winners
Behind the Design is a series that explores design practices and philosophies from finalists and winners of the Apple Design Awards. In each story, we go behind the screens with the developers and designers of these award-winning apps and games to discover how they brought their remarkable creations to life.
Announcing the Swift Student Challenge 2025
We’re thrilled to announce the Swift Student Challenge 2025. The Challenge provides the next generation of student developers the opportunity to showcase their creativity and coding skills by building app playgrounds with Swift.
Applications for the next Challenge will open in February 2025 for three weeks.
We’ll select 350 Swift Student Challenge winners whose submissions demonstrate excellence in innovation, creativity, social impact, or inclusivity. From this esteemed group, we’ll name 50 Distinguished Winners whose work is truly exceptional and invite them to join us at Apple in Cupertino for three incredible days where they’ll gain invaluable insights from Apple experts and engineers, connect with their peers, and enjoy a host of unforgettable experiences.
All Challenge winners will receive one year of membership in the Apple Developer Program, a special gift from Apple, and more.
To help you get ready, we’re launching new coding resources, including Swift Coding Clubs designed for students to develop skills for a future career, build community, and get ready for the Challenge.
Upcoming regional age ratings in Australia and France
Apple is committed to making the App Store a safe place for everyone — especially kids. Within the next few months, the following regional age ratings for Australia and France will be implemented in accordance with local laws. No action is needed on your part. Where required by local regulations, regional ratings will appear alongside Apple global age ratings.
Australia
Apps with any instances of simulated gambling will display an R18+ regional age rating in addition to the Apple global age rating on the App Store in Australia.
France
Apps with a 17+ Apple global age rating will also display an 18+ regional age rating on the App Store in France.
Update on iPadOS 18 apps distributed in the European Union
The App Review Guidelines have been revised to add iPadOS to Notarization.
Starting September 16:
- Users in the EU can download iPadOS apps on the App Store and through alternative distribution. As mentioned in May, if you have entered into the Alternative Terms Addendum for Apps in the EU, iPadOS first annual installs will begin to accrue and the lower App Store commission rate will apply.
- Alternative browser engines can be used in iPadOS apps.
- Historical App Install Reports in App Store Connect that can be used with our fee calculator will include iPadOS.
If you’ve entered into a previous version of the following agreements, be sure to sign the latest version, which supports iPadOS:
- Alternative Terms Addendum for Apps in the EU
- Web Browser Engine Entitlement Addendum for Apps in the EU
- Embedded Browser Engine Entitlement Addendum for Apps in the EU
Learn more about the update on apps distributed in the EU
Translations of the guidelines will be available on the Apple Developer website within one month.
Win-back offers for auto-renewable subscriptions now available
You can now configure win-back offers — a new type of offer for auto-renewable subscriptions — in App Store Connect. Win-back offers allow you to reach previous subscribers and encourage them to resubscribe to your app or game. For example, you can create a pay up front offer for a reduced subscription price of $9.99 for six months, with a standard renewal price of $39.99 per year. Based on your offer configuration, Apple displays these offers to eligible customers in various places, including:
- Across the App Store, including on your product page, as well as in personalized recommendations and editorial selections on the Today, Games, and Apps tabs.
- In your app or game.
- Via a direct link you share using your own marketing channels.
- In Subscription settings.
When creating win-back offers in App Store Connect, you’ll determine customer eligibility, select regional availability, and choose the discount type. Eligible customers will be able to discover win-back offers this fall.
App Store submissions now open for the latest OS releases
iOS 18, iPadOS 18, macOS Sequoia, tvOS 18, visionOS 2, and watchOS 11 will soon be available to customers worldwide. Build your apps and games using the Xcode 16 Release Candidate and latest SDKs, test them using TestFlight, and submit them for review to the App Store. You can now start deploying seamlessly to TestFlight and the App Store from Xcode Cloud. With exciting new features like watchOS Live Activities, app icon customization, and powerful updates to Swift, Siri, Controls, and Core ML, you can deliver even more unique experiences on Apple platforms.
And beginning next month, you’ll be able to bring the incredible new features of Apple Intelligence into your apps to help inspire the way users communicate, work, and express themselves.
Starting April 2025, apps uploaded to App Store Connect must be built with SDKs for iOS 18, iPadOS 18, tvOS 18, visionOS 2, or watchOS 11.
Hello Developer: September 2024
Get your apps ready by digging into these video sessions and resources.
Explore machine learning on Apple platforms Watch now Bring expression to your app with Genmoji Watch now Browse new resourcesLearn how to make actions available to Siri and Apple Intelligence.
Need a boost?Check out our curated guide to machine learning and AI.
FEATURED
Get ready for OS updatesDive into the latest updates with these developer sessions.
Level up your games Port advanced games to Apple platforms Watch now Design advanced games for Apple platforms Watch now Bring your vision to life Design great visionOS apps Watch now Design interactive experiences for visionOS Watch now Upgrade your iOS and iPadOS apps Extend your app’s controls across the system Watch now Elevate your tab and sidebar experience in iPadOS Watch nowBrowse Apple Developer on YouTube
Get expert guidanceCheck out curated guides to the latest features and technologies.
BEHIND THE DESIGN
Rytmos: A puzzle game with a global beatFind out how Floppy Club built an Apple Design Award winner that sounds as good as it looks.
Behind the Design: The rhythms of Rytmos View nowMEET WITH APPLE
Reserve your spot for upcoming developer activities- Envision the future: Create great apps for visionOS: Find out how to build visionOS apps for a variety of use cases. (October 2, Cupertino)
- Build faster and more efficient apps: Learn how to optimize your use of Apple frameworks, resolve performance issues, and reduce launch time. (October 23, Cupertino)
Want to get Hello Developer in your inbox? Make sure you’ve opted in to receive emails about developer news and events by updating your email preferences in your developer account.
Share your thoughtsWe’d love to hear from you. If you have suggestions for our activities or stories, please let us know.
Behind the Design: The rhythms of Rytmos
Rytmos is a game that sounds as good as it looks.
With its global rhythms, sci-fi visuals, and clever puzzles, the 2024 Apple Design Award winner for Interaction is both a challenge and an artistic achievement. To solve each level, players must create linear pathways on increasingly complex boards, dodging obstacles and triggering buttons along the way. It’s all set to a world-music backdrop; different levels feature genres as diverse as Ethiopian jazz, Hawaiian slack key guitar, and Gamelan from Indonesia, just to name a few.
And here’s the hook: Every time you clear a level, you add an instrument to an ever-growing song.
“The idea is that instead of reacting to the music, you’re creating it,” says Asger Strandby, cofounder of Floppy Club, the Denmark-based studio behind Rytmos. “We do a lot to make sure it doesn’t sound too wild. But the music in Rytmos is entirely generated by the way you solve the puzzles.”
ADA FACT SHEET
Rytmos- Winner: Interaction
- Team: Floppy Club
- Available on: iPhone, iPad
- Team size: 5
Download Rytmos from the App Store
The artful game is the result of a partnership that dates back decades. In addition to being developers, Strandby and Floppy Club cofounder Niels Böttcher are both musicians who hail from the town of Aarhus in Denmark. “It’s a small enough place that if you work in music, you probably know everyone in the community,” laughs Böttcher.
The music in Rytmos comes mostly from traveling and being curious.
Niels Böttcher, Floppy Club cofounder
The pair connected back in the early 2000s, bonding over music more than games. “For me, games were this magical thing that you could never really make yourself,” says Strandby. “I was a geeky kid, so I made music and eventually web pages on computers, but I never really thought I could make games until I was in my twenties.” Instead, Strandby formed bands like Analogik, which married a wild variety of crate-digging samples — swing music, Eastern European folk, Eurovision-worthy pop — with hip-hop beats. Strandby was the frontman, while Böttcher handled the behind-the-scenes work. “I was the manager in everything but name,” he says.
The band was a success: Analogik went on to release five studio albums and perform at Glastonbury, Roskilde, and other big European festivals. But when their music adventure ended, the pair moved back into separate tech jobs for several years — until the time came to join forces again. “We found ourselves brainstorming one day, thinking about, ‘Could we combine music and games in some way?’” says Böttcher. “There are fun similarities between the two in terms of structures and patterns. We thought, ‘Well, let’s give it a shot.’”
Puzzles in Rytmos — like the one set on the planet “Hateta” — come with a little history lesson about the music being played.
The duo launched work on a rhythm game that was powered by their histories and travels. “I’ve collected CDs and tapes from all over the world, so the genres in Rytmos are very carefully chosen,” says Böttcher. “We really love Ethiopian jazz music, so we included that. Gamelan music (traditional Indonesian ensemble music that’s heavy on percussion) is pretty wild, but incredible. And sometimes, you just hear an instrument and say, ‘Oh, that tabla has a really nice sound.’ So the music in Rytmos comes mostly from traveling and being curious.”
The game took shape early, but the mazes in its initial versions were much more intricate. To help bring them down to a more approachable level, the Floppy Club team brought on art director Niels Fyrst. “He was all about making things cleaner and clearer,” says Böttcher. “Once we saw what he was proposing — and how it made the game stronger — we realized, ‘OK, maybe we’re onto something.’”
Success in Rytmos isn't just that you're beating a level. It's that you're creating something.
Asger Strandby, Floppy Club cofounder
Still, even with a more manageable set of puzzles, a great deal of design complexity remained. Building Rytmos levels was like stacking a puzzle on a puzzle; the team not only had to build out the levels, but also create the music to match. To do so, Strandby and his brother, Bo, would sketch out a level and then send it over to Böttcher, who would sync it to music — a process that proved even more difficult than it seems.
“The sound is very dependent on the location of the obstacles in the puzzles,” says Strandby. “That’s what shapes the music that comes out of the game. So we’d test and test again to make sure the sound didn’t break the idea of the puzzle.”
Puzzles in Rytmos are all about getting from Point A to Point B — but things are never as simple as they seem.
The process, he says, was “quite difficult” to get right. “Usually with something like this, you create a loop, and then maybe add another loop, and then add layers on top of it,” says Böttcher. “In Rytmos, hitting an emitter triggers a tone, percussion sound, or chord. One tone hits another tone, and then another, and then another. In essence, you’re creating a pattern while playing the game.”
We’ve actually gone back to make some of the songs more imprecise, because we want them to sound human.
Niels Böttcher, Floppy Club cofounder
The unorthodox approach leaves room for creativity. “Two different people’s solutions can sound different,” says Strandby. And when players win a level, they unlock a “jam mode” where they can play and practice freely. "It’s just something to do with no rules after all the puzzling,” laughs Strandby.
Yet despite all the technical magic happening behind the scenes, the actual musical results had to have a human feel. “We’re dealing with genres that are analog and organic, so they couldn’t sound electronic at all,” says Böttcher. “We’ve actually gone back to make some of the songs more imprecise, because we want them to sound human.”
Best of all, the game is shot through with creativity and cleverness — even offscreen. Each letter in the Rytmos logo represents the solution to a puzzle. The company’s logo is a 3.5-inch floppy disk, a little nod to their first software love. (“That’s all I wished for every birthday,” laughs Böttcher.) And both Böttcher and Strandby hope that the game serves as an introduction to both sounds and people they might not be familiar with. "Learning about music is a great way to learn about a culture,” says Strandby.
But mostly, Rytmos is an inspirational experience that meets its lofty goal. “Success in Rytmos isn’t just that you’re beating a level,” says Strandby. “It’s that you’re creating something.”
Meet the 2024 Apple Design Award winners
Behind the Design is a series that explores design practices and philosophies from finalists and winners of the Apple Design Awards. In each story, we go behind the screens with the developers and designers of these award-winning apps and games to discover how they brought their remarkable creations to life.
Price and tax updates for apps, In-App Purchases, and subscriptions
The App Store is designed to make it easy to sell your digital goods and services globally, with support for 44 currencies across 175 storefronts.
From time to time, we may need to adjust prices or your proceeds due to changes in tax regulations or foreign exchange rates. These adjustments are made using publicly available exchange rate information from financial data providers to help make sure prices for apps and In-App Purchases stay consistent across all storefronts.
Price updatesOn September 16:
- Pricing for apps and In-App Purchases¹ will be updated for the Chile, Laos, and Senegal storefronts if you haven’t selected one of these as the base for your app or In‑App Purchase.¹ These updates also consider value‑added tax (VAT) introductions listed in the “Tax updates” section below.
If you’ve selected the Chile, Laos, or Senegal storefront as the base for your app or In-App Purchase, prices won’t change. On other storefronts, prices will be updated to maintain equalization with your chosen base price.
Prices won’t change in any region if your In‑App Purchase is an auto‑renewable subscription and won’t change on the storefronts where you manually manage prices instead of using the automated equalized prices.
The Pricing and Availability section of Apps has been updated in App Store Connect to display these upcoming price changes. As always, you can change the prices of your apps, In‑App Purchases, and auto‑renewable subscriptions at any time.
Learn more about managing your prices
View or edit upcoming price changes
Edit your app’s base country or region
Pricing and availability start times by region
Set a price for an In-App Purchase
Tax updatesAs of August 29:
Your proceeds from the sale of eligible apps and In‑App Purchases have been modified in:
- Laos: VAT introduction of 10%
- Senegal: VAT introduction of 18%
- India: Equalization levy of 2% no longer applicable
Exhibit B of the Paid Applications Agreement has been updated to indicate that Apple collects and remits applicable taxes in Laos and Senegal.
Beginning in September:
Your proceeds from the sale of eligible apps and In‑App Purchases will be modified in:
- Canada: Digital services tax introduction of 3%
- Finland: VAT increase from 24% to 25.5%
Learn more about your proceeds
1: Excludes auto-renewable subscriptions.
It’s Glowtime.
Join us for a special Apple Event on September 9 at 10 a.m. PT.
Watch on apple.com, Apple TV, or YouTube Live.
Upcoming changes to the browser choice screen, default apps, and app deletion for EU users
By the end of this year, we’ll make changes to the browser choice screen, default apps, and app deletion for iOS and iPadOS for users in the EU. These updates come from our ongoing and continuing dialogue with the European Commission about compliance with the Digital Market Act’s requirements in these areas.
Developers of browsers offered in the browser choice screen in the EU will have additional information about their browser shown to users who view the choice screen, and will get access to more data about the performance of the choice screen. The updated choice screen will be shown to all EU users who have Safari set as their default browser. For details about the changes coming to the browser choice screen, view About the browser choice screen in the EU.
For users in the EU, iOS 18 and iPadOS 18 will also include a new Default Apps section in Settings that lists defaults available to each user. In future software updates, users will get new default settings for dialing phone numbers, sending messages, translating text, navigation, managing passwords, keyboards, and call spam filters. To learn more, view Update on apps distributed in the European Union.
Additionally, the App Store, Messages, Photos, Camera, and Safari apps will now be deletable for users in the EU.
Upcoming requirements for app distribution in the European Union
As a reminder, Account Holders or Admins in the Apple Developer Program need to enter trader status in App Store Connect for apps on the App Store in the European Union (EU) in order to comply with the Digital Services Act.
Please note these new dates and requirements:
- October 16, 2024: Trader status will be required to submit app updates. If you’re a trader, you’ll need to provide your trader information before you can submit your app for review.
- February 17, 2025: Apps without trader status will be removed from the App Store in the EU until trader status is provided and verified.
Apple Entrepreneur Camp applications are now open
Apple Entrepreneur Camp supports underrepresented founders and developers, and encourages the pipeline and longevity of these entrepreneurs in technology. Attendees benefit from one-on-one code-level guidance, receive unprecedented access to Apple engineers and experts, and become part of the extended global network of Apple Entrepreneur Camp alumni.
Applications are now open for female,* Black, Hispanic/Latinx, and Indigenous founders and developers. And this year we’re thrilled to bring back our in-person programming at Apple in Cupertino. For those who can’t attend in person, we’re still offering our full program online. We welcome established entrepreneurs with app-driven businesses to learn more about eligibility requirements and apply today.
Apply by September 3, 2024.
* Apple believes that gender expression is a fundamental right. We welcome all women to apply to this program.
Updates to the StoreKit External Purchase Link Entitlement
In response to the announcement by the European Commission in June, we’re making the following changes to Apple’s Digital Markets Act compliance plan. We’re introducing updated terms that will apply this fall for developers with apps in the European Union storefronts of the App Store that use the StoreKit External Purchase Link Entitlement. Key changes include:
- Developers can communicate and promote offers for purchases available at a destination of their choice. The destination can be an alternative app marketplace, another app, or a website, and it can be accessed outside the app or via a web view that appears in the app.
- Developers may design and execute within their apps the communication and promotion of offers. This includes providing information about prices of subscriptions or any other offer available both within or outside the app, and providing explanations or instructions about how to subscribe to offers outside the application. These communications must provide accurate information regarding the digital goods or services available for purchase.
- Developers may choose to use an actionable link that can be tapped, clicked, or scanned, to take users to their destination.
- Developers can use any number of URLs, without declaring them in the app’s Info.plist.
- Links with parameters, redirects, and intermediate links to landing pages are permitted.
- Updated business terms for apps with the External Purchase Link Entitlement are being introduced to align with the changes to these capabilities.
Learn more by visiting Alternative payment options on the App Store in the European Union or request a 30-minute online consultation to ask questions and provide feedback about these changes.
Hello Developer: August 2024
Meet with Apple
Explore the latest developer activities — including sessions, consultations, and labs — all around the world.
BEHIND THE DESIGN
Creating the make-believe magic of Lost in PlayDiscover how the developers of this Apple Design Award-winning game conjured up an imaginative world of oversized frogs, mischievous gnomes, and occasional pizzas.
Behind the Design: Creating the make-believe magic of Lost in Play View now Get resourceful- Build local experiences with room tracking: Use room tracking in visionOS to provide custom interactions with physical spaces.
- Preview your app’s interface in Xcode: Iterate designs quickly and preview your apps’ displays across different Apple devices.
- Explore Apple Music Feed: Now available through the Apple Developer Program, Apple Music Feed provides bulk rich catalog metadata for developing experiences that link back to Apple Music.
- Updates to runtime protection in macOS Sequoia: Find out about updates to Gatekeeper.
- Evaluate your app’s performance: Find out what’s working — and what you can improve — with peer group benchmark metrics across app categories, business models, and download volumes.
SESSION OF THE MONTH
Extend your Xcode Cloud workflowsDiscover how Xcode Cloud can adapt to your development needs.
Extend your Xcode Cloud workflows Watch now Subscribe to Hello DeveloperWant to get Hello Developer in your inbox? Make sure you’ve opted in to receive emails about developer news and events by updating your email preferences in your developer account.
Share your thoughtsWe’d love to hear from you. If you have suggestions for our activities or stories, please let us know.
Behind the Design: Creating the make-believe magic of Lost in Play
Lost in Play is a game created by and for people who love to play make-believe.
The 2024 Apple Design Award (ADA) winner for Innovation is a point-and-click adventure that follows two young siblings, Toto and Gal, through a beautifully animated world of forbidden forests, dark caverns, friendly frogs, and mischievous gnomes. To advance through the game’s story, players complete fun mini-games and puzzles, all of which feel like a Saturday morning cartoon: Before the journey is out, the pair will fetch a sword from a stone, visit a goblin village, soar over the sea on an enormous bird, and navigate the real-world challenges of sibling rivalry. They will also order several pizzas.
ADA FACT SHEET
Lost in Play- Winner: Innovation
- Team: Happy Juice Games, Israel
- Available on: iPhone, iPad
- Team size: 7
- Previous accolades: iPad Game of the Year (2023)
Lost in Play is the brainchild of Happy Juice Games, a small Israel-based team whose three cofounders drew inspiration from their own childhoods — and their own families. “We’ve all watched our kids get totally immersed playing make-believe games,” says Happy Juice’s Yuval Markovich. “We wanted to recreate that feeling. And we came up with the idea of kids getting lost, partly in their imaginations, and partly in real life.”
The team was well-equipped for the job. Happy Juice cofounders Markovich, Oren Rubin, and Alon Simon, all have backgrounds in TV and film animation, and knew what they wanted a playful, funny adventure even before drawing their first sketch. “As adults, we can forget how to enjoy simple things like that,” says Simon, “so we set out to make a game about imagination, full of crazy creatures and colorful places.”
Toto meets a new friend in the belly of a whale in Lost in Play. At right is an early sketch of the scene.
For his part, Markovich didn’t just have a history in gaming; he taught himself English by playing text-based adventure games in the ‘80s. “You played those games by typing ‘go north’ or ‘look around,’ so every time I had to do something, I’d open the dictionary to figure out how to say it,” he laughs. “At some point I realized, ‘Oh wait, I know this language.’”
The story became a matter of, ‘OK, a goblin village sounds fun — how do we get there?’
Yuval Markovich, Happy Juice Games cofounder
But those games could be frustrating, as anyone who ever tried to “leave house” or “get ye flask” can attest. Lost in Play was conceived from day one to be light and navigable. “We wanted to keep it comic, funny, and easy,” says Rubin. “That’s what we had in mind from the very beginning.”
Toto must go out on a limb to solve the ravens' puzzle in this screenshot and early sketch.
Lost in Play may be a linear experience — it feels closer to playing a movie than a sandbox game — but it’s hardly simple. As befitting a playable dream, its story feels a little unmoored, like it’s being made up on the fly. That’s because the team started with art, characters, and environments, and then went back to add a hero’s journey to the elements.
“We knew we’d have a dream in the beginning that introduced a few characters. We knew we’d end up back at the house. And we knew we wanted one scene under the sea, and another in a maker space, and so on,” says Markovich. “The story became a matter of, ‘OK, a goblin village sounds fun — how do we get there?’”
Early concept sketches show the character design evolution of Toto and Gal.
Naturally, the team drew on their shared backgrounds in animation to shape the game all throughout its three-year development process — and not just in terms of art. Like a lot of cartoons, Lost in Play has no dialogue, both to increase accessibility and to enhance the story’s illusion. Characters speak in a silly gibberish. And there are little cartoon-inspired tricks throughout; for instance, the camera shakes when something is scary. “When you study animation, you also study script writing, cinematography, acting, and everything else,” Markovich says. “I think that’s why I like making games so much: They have everything.”
The best thing we hear is that it’s a game parents enjoy playing with their kids.
Oren Rubin, Happy Juice games cofounder
And in a clever acknowledgment of the realities of childhood, brief story beats return Toto and Gal to the real world to navigate practical issues like sibling rivalries. That’s on purpose: Simon says early versions of the game were maybe a little too cute. “Early on, we had the kids sleeping neatly in their beds,” says Simon. “But we decided that wasn’t realistic. We added a bit more of them picking on each other, and a conflict in the middle of the game.” Still, Markovich says that even the real-world interludes keep one foot in the imaginary world. “They may go through a park where an old lady is feeding pigeons, but then they walk left and there’s a goblin in a swamp,” he laughs.
Strange frogs distributing swords are the basis for one of Lost in Play's many inventive puzzles.
On the puzzle side, Lost in Play’s mini-games are designed to strike the right level of challenging. The team is especially proud of the game’s system of hints, which often present challenges in themselves. “We didn’t want people getting trapped like I did in those old adventure games,” laughs Markovich. “I loved those, but you could get stuck for months. And we didn’t want people going online to find answers either.” The answer: A hint system that doesn’t just hand over the answer but gives players a feeling of accomplishment, an incentive to go back for more.
It all adds up to a unique experience for players of all ages — and that’s by design too. “The best feedback we get is that it’s suitable for all audiences,” says Rubin, “and the best thing we hear is that it’s a game parents enjoy playing with their kids.”
Meet the 2024 Apple Design Award winners
Behind the Design is a series that explores design practices and philosophies from finalists and winners of the Apple Design Awards. In each story, we go behind the screens with the developers and designers of these award-winning apps and games to discover how they brought their remarkable creations to life.
Updates to runtime protection in macOS Sequoia
In macOS Sequoia, users will no longer be able to Control-click to override Gatekeeper when opening software that isn’t signed correctly or notarized. They’ll need to visit System Settings > Privacy & Security to review security information for software before allowing it to run.
If you distribute software outside of the Mac App Store, we recommend that you submit your software to be notarized. The Apple notary service automatically scans your Developer ID-signed software and performs security checks. When your software is ready for distribution, it’s assigned a ticket to let Gatekeeper know it’s been notarized so customers can run it with confidence.
Updated guidelines now available
The App Review Guidelines have been revised to support updated policies and upcoming features, and to provide clarification.
- Updated 4.7 to clarify that PC emulator apps can offer to download games.
- Added 4.7, 4.7.2, and 4.7.3 to Notarization.
View the App Review Guidelines
Get resources and support to prepare for App Review
Translations of the guidelines will be available on the Apple Developer website within one month.
Hello Developer: July 2024
Dive into all the new updates from WWDC24
Our doors are open. Join us to explore all the new sessions, documentation, and features through online and in-person activities held in 15 cities around the world.
Join us July 22–26 for online office hours to get one-on-one guidance about your app or game. And visit the forums where more engineers are ready to answer your questions.
WWDC24 highlights View nowBEHIND THE DESIGN
Positive vibrations: How Gentler Streak approaches fitness with “humanity”Find out why the team behind this Apple Design Award-winning lifestyle app believes success is about more than stats.
Behind the Design: How Gentler Streak approaches fitness with “humanity“ View nowGET RESOURCEFUL
New sample code- Grow your skills with the BOT-anist: Build a multiplatform app that uses windows, volumes, and animations to create a robot botanist’s greenhouse.
- Doing the things a particle can: Add a range of visual effects to a RealityKit view by attaching a particle emitter component to an entity.
- Chart a course for Destination Video: Leverage SwiftUI to build an immersive media experience.
- Design for games: Make your game feel at home on all Apple devices.
- Take control of controls: Provide quick access to a feature of your app from Control Center, the Lock Screen, or the Action button.
- Tint your icons: Create dark and tinted app icon variants for iOS and iPadOS.
SESSION OF THE MONTH
Say hello to the next generation of CarPlay design systemLearn how the system at the heart of CarPlay allows each automaker to express their vehicle’s character and brand.
Say hello to the next generation of CarPlay design system Watch now Subscribe to Hello DeveloperWant to get Hello Developer in your inbox? Make sure you’ve opted in to receive emails about developer news and events by updating your email preferences in your developer account.
Share your thoughtsWe’d love to hear from you. If you have suggestions for our activities or stories, please let us know.
Behind the Design: How Gentler Streak approaches fitness with “humanity“
Gentler Streak is a different kind of fitness tracker. In fact, to hear cofounder and CEO Katarina Lotrič tell it, it’s not really a fitness tracker at all.
“We think of it more as a lifestyle app,” says Lotrič, from the team’s home office in Kranj, Slovenia. “We want it to feel like a compass, a reminder to get moving, no matter what that means for you,” she says.
ADA FACT SHEET
The app’s “Go Gentler” page suggests optimal workouts for a user’s day.
Gentler Streak- Winner: Social Impact
- Team: Gentler Stories d.o.o., Slovenia
- Available on: iPhone, iPad, Apple Watch
- Team size: 8
- Previous accolades: Apple Watch App of the Year (2022), Apple Design Award finalist (Visuals and graphics, 2023)
Download Gentler Streak from the App Store
Learn more about Gentler Streak
Meet the 2024 Apple Design Award winners
That last part is key. True to its name, the Apple Design Award-winning Gentler Streak takes a friendlier approach to fitness. Instead of focusing on performance — on the bigger, faster, and stronger — Gentler Streak meets people where they are, presenting workout suggestions, statistics, and encouragement for all skill levels.
“A lot of mainstream fitness apps can seem to be about pushing all the time,” Lotrič says. “But for a lot of people, that isn’t the reality. Everyone has different demands and capabilities on different days. We thought, ‘Can we create a tool to help anyone know where they’re at on any given day, and guide them to a sustainably active lifestyle?’”
If a 15-minute walk is what your body can do at that moment, that’s great.
Katarina Lotrič, CEO and cofounder of Gentler Stories
To reach those goals, Lotrič and her Gentler Stories cofounders — UI/UX designer Andrej Mihelič, senior developer Luka Orešnik, and CTO and iOS developer Jasna Krmelj — created an app powered by an optimistic and encouraging vibe that considers physical fitness and mental well-being equally.
Fitness and workout data (collected from HealthKit) is presented in a colorful, approachable design. The app’s core functions are available for free; a subscription unlocks premium features. And an abstract mascot named Yorhart (sound it out) adds to the light touch. “Yorhart helps you establish a relationship with the app and with yourself, because it’s what your heart would be telling you,” Lotrič says.
Good news from Yorhart: This user’s needs and capabilities are being met perfectly.
It’s working: In addition to the 2024 Apple Design Award for Social Impact, Gentler Streak was named 2022 Apple Watch App of the Year. What’s more, it has an award-winning ancestor: Lotrič and Orešnik won an Apple Design Award in 2017 for Lake: Coloring Book for Adults.
The trio used the success of Lake to learn more about navigating the industry. But something else was happening during that time: The team, all athletes, began revisiting their own relationships with fitness. Lotrič suffered an injury that kept her from running for months and affected her mental health; she writes about her experiences in Gentler Streak’s editorial section. Mihelič had a different issue. “My problem wasn’t that I lacked motivation,” he says. “It was that I worked out too much. I needed something that let me know when it was enough.”
Statistics are just numbers. Without knowing how to interpret them, they are meaningless.
Katarina Lotrič, CEO and cofounder of Gentler Stories
As a way to reset, Mihelič put together an internal app, a simple utility that encouraged him to move but also allowed time for recuperation. “It wasn’t very gentle,” he laughs. “But the core idea was more or less the same. It guided but it didn’t push. And it wasn’t based on numbers; it was more explanatory.”
Over time, the group began using Mihelič’s app. “We saw right away that it was sticky,” says Lotrič. “I came back to it daily, and it was just this basic prototype. After a while, we realized, ‘Well, this works and is built, to an extent. Why don’t we see if there’s anything here?’”
Gentler Streak pulls workout information from HealthKit and presents it in simple, easy-to-understand charts.
That’s when Lotrič, Orešnik, and Krmelj split from Lake to create Gentler Stories with Mihelič. "I wanted in because I loved the idea behind the whole company,” Krmelj says. “It wasn’t just about the app. I really like the app. But I really believed in this idea about mental well-being.”
Early users believed it too: The team found that initial TestFlight audience members returned at a stronger rate than expected. “Our open and return rates were high enough that we kept thinking, “Are these numbers even real?’” laughs Lotrič. The team found that those early users responded strongly to the “gentler” side, the approachable repositioning of statistics.
“We weren’t primarily addressing the audience that most fitness apps seemed to target,” says Lotrič. “We focused on everyone else, the people who maybe didn’t feel like they belonged in a gym. Statistics are just numbers. Without knowing how to interpret them, they are meaningless. We wanted to change that and focus on the humanity.” By fall of 2021, Gentler Streak was ready for prime time.
Gentler Streak on Apple Watch brings encouragement closer than ever before.
Today’s version of the app follows the same strategy of Mihelič’s original prototype. Built largely in UIKit, its health data is smartly organized, the design is friendly and consistent, and features like its Monthly Summary view — which shows how you’re doing in relation to your history — focus less on comparison and more on progress, whatever that may mean. “If a 15-minute walk is what your body can do at that moment, that’s great,” Lotrič says. “That how we make people feel represented.”
The app’s social impact continues to grow. In the spring of 2024, Gentler Streak added support for Japanese, Korean, and traditional and simplified Chinese languages; previous updates added support for French, German, Italian, Spanish, and Brazilian Portuguese.
And those crucial features — fitness tracking, workout suggestions, metrics, and activity recaps — will remain available to everyone. “That goes with the Gentler Stories philosophy,” says Lotrič. “We’re bootstrapped, but at the same time we know that not everyone is in a position to support us. We still want to be a tool that helps people stay healthy not just for the first two weeks of the year or the summer, but all year long.”
Meet the 2024 Apple Design Award winners
Behind the Design is a series that explores design practices and philosophies from finalists and winners of the Apple Design Awards. In each story, we go behind the screens with the developers and designers of these award-winning apps and games to discover how they brought their remarkable creations to life.
Alternative payment options in the EU in visionOS 1.2
Alternative payment options are now supported starting in visionOS 1.2 for apps distributed on the App Store in the EU.
Changes for apps in the EU now available in iPadOS 18 beta 2
The changes for apps in the European Union (EU), currently available to iOS users in the 27 EU member countries, can now be tested in iPadOS 18 beta 2 with Xcode 16 beta 2.
Also, the Web Browser Engine Entitlement Addendum for Apps in the EU and Embedded Browser Engine Entitlement Addendum for Apps in the EU now include iPadOS. If you’ve already entered into either of these addendums, be sure to sign the updated terms.
Learn more about the recent changes:
The App Store on Apple Vision Pro expands to new markets
Apple Vision Pro will launch in China mainland, Hong Kong, Japan, and Singapore on June 28 and in Australia, Canada, France, Germany, and the United Kingdom on July 12. Your apps and games will be automatically available on the App Store in regions you’ve selected in App Store Connect.
If you’d like, you can:
- Manage the availability of your visionOS apps and compatible iPhone or iPad apps at any time.
- Request to have your app evaluated directly on Apple Vision Pro.
- Localize your product page metadata for local audiences.
You can also learn how to build native apps to fully take advantage of exciting visionOS features.
Upcoming regional age ratings in Australia and South Korea
Apple is committed to making sure that the App Store is a safe place for everyone — especially kids. Within the next few months, you’ll need to indicate in App Store Connect if your app includes loot boxes available for purchase. In addition, a regional age rating based on local laws will automatically appear on the product page of the apps listed below on the App Store in Australia and South Korea. No other action is needed. Regional age ratings appear in addition to Apple global age ratings.
Australia
A regional age rating is shown if Games is selected as the primary or secondary category in App Store Connect.
- 15+ regional age rating: Games with loot boxes available for purchase.
- 18+ regional age rating: Games with Frequent/Intense instances of Simulated Gambling indicated in App Store Connect.
South Korea
A regional age rating is shown if either Games or Entertainment is selected as the primary or secondary category in App Store Connect, or if the app has Frequent/Intense instances of Simulated Gambling in any category.
- KR-All regional age rating: Apps and games with an Apple global age rating of 4+ or 9+.
- KR-12 regional age rating: Apps and games with an Apple global age rating of 12+. Certain apps and games in this group may receive a KR-15 regional age rating from the South Korean Games Ratings and Administration Committee (GRAC). If this happens, App Review will reach out to impacted developers.
- Certain apps and games may receive a KR-19 regional age rating from the GRAC. Instead of a pictogram, text will indicate this rating.
WWDC24 resources and survey
Thank you to everyone who joined us for an amazing week. We hope you found value, connection, and fun. You can continue to:
- Watch sessions at any time.
- Check out session highlights.
- Read about newly announced technologies.
- Get sample code from sessions.
- Dive into new and updated documentation.
We’d love to know what you thought of this year’s conference. If you’d like to tell us about your experience, please complete the WWDC24 survey.
WWDC24 highlights
Browse the biggest moments from an incredible week of sessions.
Machine Learning & AI Explore machine learning on Apple platforms Watch now Bring expression to your app with Genmoji Watch now Get started with Writing Tools Watch now Bring your app to Siri Watch now Design App Intents for system experiences Watch now Swift What’s new in Swift Watch now Meet Swift Testing Watch now Migrate your app to Swift 6 Watch now Go small with Embedded Swift Watch now SwiftUI & UI Frameworks What’s new in SwiftUI Watch now SwiftUI essentials Watch now Enhance your UI animations and transitions Watch now Evolve your document launch experience Watch now Squeeze the most out of Apple Pencil Watch now Developer Tools What’s new in Xcode 16 Watch now Extend your Xcode Cloud workflows Watch now Spatial Computing Design great visionOS apps Watch now Design interactive experiences for visionOS Watch now Explore game input in visionOS Watch now Bring your iOS or iPadOS game to visionOS Watch now Create custom hover effects in visionOS Watch now Work with windows in SwiftUI Watch now Dive deep into volumes and immersive spaces Watch now Customize spatial Persona templates in SharePlay Watch now Design Design great visionOS apps Watch now Design interactive experiences for visionOS Watch now Design App Intents for system experiences Watch now Design Live Activities for Apple Watch Watch now Say hello to the next generation of CarPlay design system Watch now Add personality to your app through UX writing Watch now Graphics & Games Port advanced games to Apple platforms Watch now Design advanced games for Apple platforms Watch now Bring your iOS or iPadOS game to visionOS Watch now Meet TabletopKit for visionOS Watch now App Store Distribution and Marketing What’s new in StoreKit and In-App Purchase Watch now What’s new in App Store Connect Watch now Implement App Store Offers Watch now Privacy & Security Streamline sign-in with passkey upgrades and credential managers Watch now What’s new in privacy Watch now App and System Services Meet the Contact Access Button Watch now Use CloudKit Console to monitor and optimize database activity Watch now Extend your app’s controls across the system Watch now Safari & Web Optimize for the spatial web Watch now Build immersive web experiences with WebXR Watch now Accessibility & Inclusion Catch up on accessibility in SwiftUI Watch now Get started with Dynamic Type Watch now Build multilingual-ready apps Watch now Photos & Camera Build a great Lock Screen camera capture experience Watch now Build compelling spatial photo and video experiences Watch now Keep colors consistent across captures Watch now Use HDR for dynamic image experiences in your app Watch now Audio & Video Enhance the immersion of media viewing in custom environments Watch now Explore multiview video playback in visionOS Watch now Build compelling spatial photo and video experiences Watch now Business & Education Introducing enterprise APIs for visionOS Watch now What’s new in device management Watch now Health & Fitness Explore wellbeing APIs in HealthKit Watch now Build custom swimming workouts with WorkoutKit Watch now Get started with HealthKit in visionOS Watch nowToday @ WWDC24: Day 5
Revisit the biggest moments from WWDC24
Explore the highlights.
WWDC24 highlights View now Catch WWDC24 recaps around the worldJoin us for special in-person activities at Apple locations worldwide this summer.
Explore apps and games from the KeynoteCheck out all the incredible featured titles.
How’d we do?We’d love to know your thoughts about this year’s conference.
Today’s WWDC24 playlist: Power UpGet ready for one last day.
And that’s a wrap!Thanks for being part of another incredible WWDC. It’s been a fantastic week of celebrating, connecting, and exploring, and we appreciate the opportunity to share it all with you.
Today @ WWDC24: Day 4
Plan for platforms
Find out what’s new across Apple platforms.
Design great visionOS apps Watch now Bring your iOS or iPadOS game to visionOS Watch now Design App Intents for system experiences Watch now Explore all platforms sessions GuidesSessions, labs, documentation, and sample code — all in one place.
WWDC24 iOS & iPadOS guide View now WWDC24 Games guide View now WWDC24 visionOS guide View now WWDC24 watchOS guide View now Today’s WWDC24 playlist: Coffee ShopComfy acoustic sounds for quieter moments.
One more to goWhat a week! But we’re not done yet — we’ll be back tomorrow for a big Friday. #WWDC24
Today @ WWDC24: Day 3
All Swift, all day
Explore new Swift and SwiftUI sessions.
What’s new in Swift Watch now What’s new in SwiftUI Watch now Meet Swift Testing Watch now Explore all Swift sessions GuidesSessions, labs, documentation, and sample code — all in one place.
WWDC24 Swift guide View now WWDC24 Developer Tools guide View now WWDC24 SwiftUI & UI Frameworks guide View now Go further with SwiftConnect with Apple experts and the worldwide developer community.
- Request a consultation in the WWDC labs.
- Explore the Apple Developer Forums.
- Connect with developers all over the world.
Cutting-edge sounds from the global frontiers of jazz.
More to comeThanks for being a part of #WWDC24. We’ll be back tomorrow with even more.
Today @ WWDC24: Day 2
Watch the Platforms State of the Union 5-minute recap
Explore everything announced at WWDC24 >
Introducing Apple IntelligenceGet smarter.
Explore machine learning on Apple platforms Watch now Get started with Writing Tools Watch now Bring your app to Siri Watch now Explore all Machine Learning and AI sessions GuidesSessions, labs, documentation, and sample code — all in one place.
WWDC24 Machine Learning & AI guide View now WWDC24 Design guide View now Go further with Apple Intelligence- Request a consultation in the WWDC labs.
- Explore the Apple Developer Forums.
- Connect with developers all over the world.
Summer sounds to change your latitude.
More tomorrowThanks for being a part of this incredible week. We’ll catch you tomorrow for another big day of technology and creativity. #WWDC24
Find out what’s new and download beta releases
Discover the latest advancements across Apple platforms, including the all-new Apple Intelligence, that can help you create even more powerful, intuitive, and unique experiences.
To start exploring and building with the latest features, download beta versions of Xcode 16, iOS 18, iPadOS 18, macOS 15, tvOS 18, visionOS 2, and watchOS 11.
Explore new documentation and sample code from WWDC24
Browse new and updated documentation and sample code to learn about the latest technologies, frameworks, and APIs introduced at WWDC24.
WWDC24 Design guide
WWDC24 GUIDE Design
Discover how this year’s design announcements can help make your app shine on Apple platforms.
Whether you’re refining your design, building for visionOS, or starting from scratch, this year’s design sessions can take your app to the next level on Apple platforms. Find out what makes a great visionOS app, and learn how to design interactive experiences for the spatial canvas. Dive into creating advanced games for Apple devices, explore the latest SF Symbols, learn how to add personality to your app through writing, and much more.
Get the highlights
Download the design one-sheet.
DownloadVIDEOS
Explore the latest video sessions Design great visionOS apps Watch now Design advanced games for Apple platforms Watch now Create custom environments for your immersive apps in visionOS Watch now Explore game input in visionOS Watch now Design Live Activities for Apple Watch Watch now What’s new in SF Symbols 6 Watch now Design interactive experiences for visionOS Watch now Design App Intents for system experiences Watch now Build multilingual-ready apps Watch now Add personality to your app through UX writing Watch now Get started with Dynamic Type Watch now Create custom visual effects with SwiftUI Watch nowFORUMS
Find answers and get adviceAsk questions and get advice about design topics on the Apple Developer Forums.
COMMUNITY
Meet the communityExplore a selection of developer activities all over the world during and after WWDC.
RESOURCES
Explore the latest resources- Get the latest Apple Design Resources kits and templates.
- Explore the latest SF Symbols.
- Download the fonts you need to design interfaces for your apps on Apple platforms.
- Find out all that’s new in the HIG.
- Designing for games: Explore an all-new way to start creating games that feel comfortable and intuitive on Apple platforms.
- Tab bars: iPadOS apps now give people the option to switch between a tab bar or sidebar when navigating their app. Plus, items in the tab bar can now be customized.
- App icons: Learn how people can customize their Home Screens to show dark and tinted icons.
- Controls: Discover how people can quickly and easily perform actions from your app from Control Center, the Lock Screen, and the Action button.
- Widgets: Learn how to tint widgets when a person has customized their Home Screen to show dark and tinted icons.
- Windows: Learn how to use volumes in visionOS to display 2D or 3D content that people can view from any angle.
- Live Activities: Craft Live Activities that look and feel at home in the Smart Stack in watchOS.
- Immersive experiences: Explore the latest guidance on immersion, including design environments and virtual hands.
- Game controls: Learn how to design touch controls for games on iOS and iPadOS.
WWDC24 Swift guide
WWDC24 GUIDE Swift
Your guide to everything new in Swift, related tools, and supporting frameworks.
From expanded support across platforms and community resources, to an optional language mode with an emphasis on data-race safety, this year’s Swift updates meet you where you are. Explore this year’s video sessions to discover everything that’s new in Swift 6, find tools that support migrating to the new language mode at your own pace, learn about new frameworks that support developing with Swift, and much more.
Get the highlights
Download the Swift one-sheet.
DownloadVIDEOS
Explore the latest video sessions What’s new in Swift Watch now What’s new in SwiftData Watch now Migrate your app to Swift 6 Watch now Go small with Embedded Swift Watch now A Swift Tour: Explore Swift’s features and design Watch now Create a custom data store with SwiftData Watch now Explore the Swift on Server ecosystem Watch now Explore Swift performance Watch now Consume noncopyable types in Swift Watch now Track model changes with SwiftData history Watch nowFORUMS
Find answers and get adviceFind support from Apple experts and the developer community on the Apple Developer Forums, and check out the Swift Forums on swift.org.
Explore Swift on the Apple Developer Forums
COMMUNITY
Meet the communityExplore a selection of activities hosted by developer organizations during and after WWDC.
RESOURCES
Dive into Apple Developer documentation- Discover new and updated Swift documentation
- Explore the Swift Standard Library
- Learn how to migrate your code to Swift 6
- Reference the Swift programming language guide
- Read A Swift Tour: An overview of the features and syntax of Swift
- Explore the new Swift-dedicated GitHub organization
- Learn more about the Swift Package Manager (SwiftPM)
WWDC24 SwiftUI & UI Frameworks guide
WWDC24 GUIDE SwiftUI & UI Frameworks
Design and build your apps like never before.
With enhancements to live previews in Xcode, new customization options for animations and styling, and updates to interoperability with UIKit and AppKit views, SwiftUI is the best way to build apps for Apple platforms. Dive into the latest sessions to discover everything new in SwiftUI, UIKit, AppKit, and more. Make your app stand out with more options for custom visual effects and enhanced animations. And explore sessions that cover the essentials of building apps with SwiftUI.
Get the highlights
Download the SwiftUI one-sheet.
DownloadVIDEOS
Explore the latest video sessions What’s new in SwiftUI Watch now What’s new in AppKit Watch now What’s new in UIKit Watch now SwiftUI essentials Watch now What’s new in watchOS 11 Watch now Swift Charts: Vectorized and function plots Watch now Elevate your tab and sidebar experience in iPadOS Watch now Bring expression to your app with Genmoji Watch now Squeeze the most out of Apple Pencil Watch now Catch up on accessibility in SwiftUI Watch now Migrate your TVML app to SwiftUI Watch now Get started with Writing Tools Watch now Dive deep into volumes and immersive spaces Watch now Work with windows in SwiftUI Watch now Enhance your UI animations and transitions Watch now Evolve your document launch experience Watch now Build multilingual-ready apps Watch now Create custom hover effects in visionOS Watch now Tailor macOS windows with SwiftUI Watch now Demystify SwiftUI containers Watch now Support semantic search with Core Spotlight Watch now Create custom visual effects with SwiftUI Watch nowFORUMS
Find answers and get adviceConnect with Apple experts and other developers on the Apple Developer Forums.
View discussions about SwiftUI & UI frameworks
COMMUNITY
Meet the communityExplore a selection of activities hosted by developer organizations during and after WWDC.
RESOURCES
Dive into documentation- Level up the accessibility of your SwiftUI app.
- Interact with nearby points of interest.
- Build a document-based app with SwiftUI.
- Customize window styles and state-restoration behavior in macOS.
- Enhance your app’s content with tab navigation.
- Create visual effects with SwiftUI.
- Unify your app’s animations.
- Find all of this year’s SwiftUI, AppKit, and UIKit updates.
- Explore updates in the Human Interface Guidelines (HIG).
Today @ WWDC24: Day 1
It all starts here
Keynote
The exciting reveal of the latest Apple software and technologies. 10 a.m. PT.
Keynote Watch nowPlatforms State of the Union
The newest advancements on Apple platforms. 1 p.m. PT.
Platforms State of the Union Watch nowWhere to watch
- Apple Developer app and website
- Apple Developer YouTube channel
The full lineup of sessions arrives after the Keynote. And you can start exploring the first batch right after the Platforms State of the Union.
What to do at WWDC24The Keynote is only the beginning. Explore the first day of activities.
- Request your spot in the labs after the Keynote.
- Explore the Apple Developer Forums.
- Connect with developers all over the world.
The Apple Design Awards recognize unique achievements in app and game design — and provide a moment to step back and celebrate the innovations of the Apple developer community.
More to comeThanks for reading and get some rest! We’ll be back tomorrow for a very busy Day 2. #WWDC24
WWDC24 Developer Tools guide
WWDC24 GUIDE Developer Tools
Explore a wave of updates to developer tools that make building apps and games easier and more efficient than ever.
Watch the latest video sessions to explore a redesigned code completion experience in Xcode 16, and say hello to Swift Assist — a companion for all your coding tasks. Level up your code with the help of Swift Testing, the new, easy-to-learn framework that leverages Swift features to help enhance your testing experience. Dive deep into debugging, updates to Xcode Cloud, and more.
Get the highlights
Download the developer tools one-sheet.
DownloadVIDEOS
Explore the latest video sessions Meet Swift Testing Watch now What’s new in Xcode 16 Watch now Go further with Swift Testing Watch now Xcode essentials Watch now Run, Break, Inspect: Explore effective debugging in LLDB Watch now Break into the RealityKit debugger Watch now Demystify explicitly built modules Watch now Extend your Xcode Cloud workflows Watch now Analyze heap memory Watch nowFORUMS
Find answers and get adviceFind support from Apple experts and the developer community on the Apple Developer Forums.
Explore developer tools on the forums
COMMUNITY
Meet the communityExplore a selection of activities hosted by developer organizations during and after WWDC.
RESOURCES
Dive into documentationExpand your tool belt with new and updated articles and documentation.
- Explore updates in Xcode 16
- Discover Swift Testing
- Migrate a test from XCTest
- Define test functions
- Organize test functions with suite types
- Implement parameterized tests
- Enable and disable tests
- Limit the running time of tests
- Add tags to tests
- Add comments to tests
- Associate bugs with tests
- Interpret bug identifiers
WWDC24 iOS & iPadOS guide
WWDC24 GUIDE iOS & iPadOS
Your guide to all the new features and tools for building apps for iPhone and iPad.
Learn how to create more customized and intelligent apps that appear in more places across the system with the latest Apple technologies. And with Apple Intelligence, you can bring personal intelligence into your apps to deliver new capabilities — all with great performance and built-in privacy. Explore new video sessions about controls, Live Activities, App Intents, and more.
Get the highlights
Download the iOS & iPadOS one-sheet.
DownloadVIDEOS
Explore the latest video sessions Bring your app to Siri Watch now Discover RealityKit APIs for iOS, macOS, and visionOS Watch now Explore machine learning on Apple platforms Watch now Elevate your tab and sidebar experience in iPadOS Watch now Extend your app’s controls across the system Watch now Streamline sign-in with passkey upgrades and credential managers Watch now What’s new in App Intents Watch now Squeeze the most out of Apple Pencil Watch now Meet FinanceKit Watch now Bring your iOS or iPadOS game to visionOS Watch now Build a great Lock Screen camera capture experience Watch now Design App Intents for system experiences Watch now Bring your app’s core features to users with App Intents Watch now Broadcast updates to your Live Activities Watch now Unlock the power of places with MapKit Watch now Implement App Store Offers Watch now What’s new in Wallet and Apple Pay Watch now Meet the Contact Access Button Watch now What’s new in device management Watch nowFORUMS
Find answers and get adviceConnect with Apple experts and other developers on the Apple Developer Forums.
COMMUNITY
Meet the communityExplore a selection of activities hosted by developer organizations during and after WWDC.
RESOURCES
Get a head start with sample code Dive into documentation- Discover WidgetKit for controls.
- Find out how to set up broadcast push notifications, send channel management requests to APNs, and send broadcast push notification requests to APNs.
- Check out the new LockedCameraCapture, Media Accessibility, AccessorySetupKit, and Contact Provider frameworks.
- Explore object tracking with ARKit.
- Learn how to elevate your iPad app with the tab sidebar, as well as with a floating tab bar and integrated sidebar, using SwiftUI or UIkit.
WWDC24 Machine Learning & AI guide
WWDC24 GUIDE Machine Learning & AI
Bring personal intelligence to your apps.
Apple Intelligence brings powerful, intuitive, and integrated personal intelligence to Apple platforms — designed with privacy from the ground up. And enhancements to our machine learning frameworks let you run and train your machine learning and artificial intelligence models on Apple devices like never before.
Get the highlights
Download the Machine Learning & AI one-sheet.
DownloadVIDEOS
Explore the latest video sessionsGet the most out of Apple Intelligence by diving into sessions that cover updates to Siri integration and App Intents, and how to support Writing Tools and Genmoji in your app. And learn how to bring machine learning and AI directly into your apps using our machine learning frameworks.
Explore machine learning on Apple platforms Watch now Bring your app to Siri Watch now Bring your app’s core features to users with App Intents Watch now Bring your machine learning and AI models to Apple silicon Watch now Get started with Writing Tools Watch now Deploy machine learning and AI models on-device with Core ML Watch now Support real-time ML inference on the CPU Watch now Bring expression to your app with Genmoji Watch now What’s new in App Intents Watch now What’s new in Create ML Watch now Design App Intents for system experiences Watch now Discover Swift enhancements in the Vision framework Watch now Meet the Translation API Watch now Accelerate machine learning with Metal Watch now Train your machine learning and AI models on Apple GPUs Watch nowFORUMS
Find answers and get adviceConnect with Apple experts and other developers on the Apple Developer Forums.
Dive into Machine learning and AI on the forums
COMMUNITY
Meet the communityExplore a selection of activities hosted by developer organizations during and after WWDC.
RESOURCES
Dive into documentation- Build a search interface for your app.
- Bring Writing Tools to your app with
UITextView
for UIKit andNSTextView
for AppKit. - Add expression to your app with Genmoji using
NSAdaptiveImageGlyph
in UIKit and AppKit. - Integrate machine learning models into your app using Core ML.
- Create your own machine learning models using Create ML.
- Discover all of the latest Core ML updates.
- Find out what’s new in the Vision framework.
WWDC24 Games guide
WWDC24 GUIDE Games
Create the next generation of games for millions of players worldwide.
Learn how to create cutting-edge gaming experiences across a unified gaming platform built with tightly integrated graphics software and a scalable hardware architecture. Explore new video sessions about gaming in visionOS, game input, the Game Porting Toolkit 2, and more.
Get the highlights
Download the games one-sheet.
DownloadVIDEOS
Explore the latest video sessions Render Metal with passthrough in visionOS Watch now Meet TabletopKit for visionOS Watch now Port advanced games to Apple platforms Watch now Design advanced games for Apple platforms Watch now Explore game input in visionOS Watch now Bring your iOS or iPadOS game to visionOS Watch now Accelerate machine learning with Metal Watch nowFORUMS
Find answers and get adviceConnect with Apple experts and other developers on the Apple Developer Forums.
COMMUNITY
Meet the communityExplore a selection of activities hosted by developer organizations during and after WWDC.
RESOURCES
Get a head start with sample code Dive into documentation- Check out updated design guidance for games.
- Easily bring your game to Apple platforms using the Game Porting Toolkit 2.
- Meet the new TabletopKit framework.
- Learn how to play sound from a location in a 3D scene.
- Learn how to manage your game window for Metal in macOS.
- Get details on adapting your game interface for smaller screens.
- Discover how to improve your game’s graphics performance and settings.
- Find out how to improve the player experience for games with large downloads.
- Explore adding touch controls to games that support game controllers.
WWDC24 watchOS guide
WWDC24 GUIDE watchOS
Your guide to all the new features and tools for building apps for Apple Watch.
Learn how to take advantage of the increased intelligence and capabilities of the Smart Stack. Explore new video sessions about relevancy cues, interactivity, Live Activities, and double tap.
Get the highlights
Download the watchOS one-sheet.
DownloadVIDEOS
Explore the latest video sessions What’s new in watchOS 11 Watch now Bring your Live Activity to Apple Watch Watch now What’s new in SwiftUI Watch now SwiftUI essentials Watch now Design Live Activities for Apple Watch Watch now Catch up on accessibility in SwiftUI Watch now Build custom swimming workouts with WorkoutKit Watch now Demystify SwiftUI containers Watch nowFORUMS
Find answers and get adviceConnect with Apple experts and other developers on the Apple Developer Forums.
View discussions about watchOS
COMMUNITY
Meet the communityExplore a selection of activities hosted by developer organizations during and after WWDC.
RESOURCES
Dive into documentation- Discover double tap.
- Learn how to use the latest technologies to build apps for Apple Watch.
- Get updated guidance on design for Apple Watch.
- Visit the Apple Watch site.
WWDC24 sessions schedule, lab requests, guides, and documentation now available
WWDC24 is here! Here’s how to make the most of your week:
- Watch daily sessions.
- Request one-on-one online lab appointments with Apple experts.
- Check out curated guides to the week’s biggest announcements.
- Dive into new and updated documentation.
WWDC24 visionOS guide
WWDC24 GUIDE visionOS
The infinite canvas is waiting for you.
In this year’s sessions, you’ll get an overview of great visionOS app design, explore object tracking, and discover new RealityKit APIs. You’ll also find out how to build compelling spatial photo and video experiences, explore enterprise APIs for visionOS, find out how to render Metal with passthrough, and much more.
Get the highlights
Download the visionOS one-sheet.
DownloadVIDEOS
Explore the latest video sessions Design great visionOS apps Watch now Explore object tracking for visionOS Watch now Compose interactive 3D content in Reality Composer Pro Watch now Discover RealityKit APIs for iOS, macOS, and visionOS Watch now Create enhanced spatial computing experiences with ARKit Watch now Enhance your spatial computing app with RealityKit audio Watch now Build compelling spatial photo and video experiences Watch now Meet TabletopKit for visionOS Watch now Render Metal with passthrough in visionOS Watch now Explore multiview video playback in visionOS Watch now Introducing enterprise APIs for visionOS Watch now Dive deep into volumes and immersive spaces Watch now Build a spatial drawing app with RealityKit Watch now Optimize for the spatial web Watch now Explore game input in visionOS Watch now Create custom environments for your immersive apps in visionOS Watch now Enhance the immersion of media viewing in custom environments Watch now Design interactive experiences for visionOS Watch now Create custom hover effects in visionOS Watch now Optimize your 3D assets for spatial computing Watch now Discover area mode for Object Capture Watch now Bring your iOS or iPadOS game to visionOS Watch now Build immersive web experiences with WebXR Watch now Get started with HealthKit in visionOS Watch now What’s new in Quick Look for visionOS Watch now What’s new in USD and MaterialX Watch now Customize spatial Persona templates in SharePlay Watch now Create enhanced spatial computing experiences with ARKit Watch now Break into the RealityKit debugger Watch now What’s new in SwiftUI Watch nowFORUMS
Find answers and get adviceConnect with Apple experts and other developers on the Apple Developer Forums.
View discussions about visionOS
COMMUNITY
Meet the communityExplore a selection of activities hosted by developer organizations during and after WWDC.
RESOURCES
Get a head start with sample code- BOT-anist: Discover how the RealityKit debugger lets you inspect the entity hierarchy of spatial apps, debug rogue transformation, detect bad behavior, and find missing entities.
- Destination Video: Leverage 3D video and Spatial Audio to deliver an immersive experience.
- Incorporating real-world surroundings in an immersive experience: Make your app’s content respond to the local shape of the world.
- Simulating particles in your visionOS app: Add a range of visual effects to a RealityKit view by attaching a particle emitter component to an entity.
- Simulating physics with collisions in your visionOS app: Create entities that behave and react like physical objects in a RealityKit view.
- Discover new visionOS content in the HIG.
- Creating your first visionOS app: Learn new tips for building a new visionOS app using SwiftUI and platform-specific features.
- Adding 3D content to your app: Explore the latest in adding depth and dimension to your visionOS app.
- Understanding RealityKit’s modular architecture: Learn how everything fits together in RealityKit.
- Designing RealityKit content with Reality Composer Pro: Discover updates that can help you quickly create RealityKit scenes for your visionOS app.
- Presenting windows and spaces: Find out how to open and close the scenes that make up your app’s interface.
Updated agreements and guidelines now available
The App Review Guidelines, Apple Developer Program License Agreement, and Apple Developer Agreement have been updated to support updated policies and upcoming features, and to provide clarification. Please review the changes below and accept the updated terms as needed.
App Review Guidelines- 2.1(a): Added to Notarization.
- 2.1(b): Added requirement to explain why configured in-app items cannot be found or reviewed in your app to your review notes.
- 2.5.8: We will no longer reject apps that simulate multi-app widget experiences.
- 4.6: This guideline has been removed.
- Sections 1, 6(B): Updated “Apple ID” to “Apple Account.”
- Section 16(A): Clarified export compliance requirements.
- Section 18: Updated terminology for government end users.
- Definitions, Section 2.1, 3.3.6(C), 3.3.10(A), 14.2(C), Attachment 9, Schedules 1-3: Updated “Apple ID” to “Apple Account.”
- Definitions: Clarified definition of Apple Maps Service.
- Definitions, Section 3.3.6(F): Specified requirements for using the Apple Music Feed API.
- Definitions, Section 3.3.8(F): Added terms for use of the Now Playing API.
- Section 3.2(h): Added terms for use of Apple Software and Services.
- Section 6.5: Added terms for use of TestFlight.
- Section 7.7: Added terms on customization of icons.
- Section 11.2(f), 14.8(A): Clarified export compliance requirements.
- Section 14.9: Updated terminology for government end users.
- Attachment 5, Section 3.1: Added terms for use of Wallet pass templates.
Please sign in to your account to review and accept the updated terms.
View all agreements and guidelines
Translations of the terms will be available on the Apple Developer website within one month.
Hello Developer: June 2024
With WWDC24 just days away, there’s a lot of ground to cover, so let’s get right to it.
WWDC24
Introducing the 2024 Apple Design Award winnersInnovation. Ingenuity. Inspiration.
WWDC24: Everything you need to knowFrom the Keynote to the last session drop, here are the details for an incredible week of sessions, labs, community activities, and more.
Download the Apple Developer app >
Subscribe to Apple Developer on YouTube >
Watch the KeynoteDon’t miss the exciting reveal of the latest Apple software and technologies at 10 a.m. PT on Monday, June 10.
Watch the Platforms State of the UnionHere’s your deep dive into the newest advancements on Apple platforms. Join us at 1 p.m. PT on Monday, June 10.
Get ready for sessionsLearn something new in video sessions posted to the Apple Developer app, website, and YouTube channel. The full schedule drops after the Keynote on Monday, June 10.
Prepare for labsHere’s everything you need to know to get ready for online labs.
Find answers on the forumsDiscuss the conference’s biggest moments on the Apple Developer Forums.
Get the most out of the forums >
Meet the communityExplore a selection of activities hosted by developer organizations during and after WWDC.
Explore community activities >
Say hello to the first WWDC24 playlistThe official WWDC24 playlists drop right after the Keynote. Until then, here’s a teaser playlist to get you excited for the week.
Coming up: One incredible weekHave a great weekend, and we’ll catch you on Monday. #WWDC24
Watch the WWDC24 Keynote
WWDC24
Tune in at 10 a.m. PT on June 10 to catch the exciting reveal of the latest Apple software and technologies.
Keynote Watch now Keynote (ASL) Watch nowWatch the WWDC24 Platforms State of the Union
WWDC24
Tune in at 1 p.m. PT on June 10 to dive deep into the newest advancements on Apple platforms.
Platforms State of the Union Watch now Platforms State of the Union (ASL) Watch nowPrice and tax updates for apps, In-App Purchases, and subscriptions
The App Store is designed to make it easy to sell your digital goods and services globally, with support for 44 currencies across 175 storefronts.
From time to time, we may need to adjust prices or your proceeds due to changes in tax regulations or foreign exchange rates. These adjustments are made using publicly available exchange rate information from financial data providers to help make sure prices for apps and In-App Purchases stay consistent across all storefronts.
Price updatesOn June 21, pricing for apps and In-App Purchases¹ will be updated for the Egypt, Ivory Coast, Nepal, Nigeria, Suriname, and Zambia storefronts if you haven’t selected one of these as the base for your app or In‑App Purchase.¹ These updates also consider the following value‑added tax (VAT) changes:
- Ivory Coast: VAT introduction of 18%
- Nepal: VAT introduction of 13% and digital services tax of 2%
- Suriname: VAT introduction of 10%
- Zambia: VAT introduction of 16%
Prices won’t change on the Egypt, Ivory Coast, Nepal, Nigeria, Suriname, or Zambia storefront if you’ve selected that storefront as the base for your app or In-App Purchase.¹ Prices on other storefronts will be updated to maintain equalization with your chosen base price.
Prices won’t change in any region if your In‑App Purchase is an auto‑renewable subscription and won’t change on the storefronts where you manually manage prices instead of using the automated equalized prices.
The Pricing and Availability section of Apps has been updated in App Store Connect to display these upcoming price changes. As always, you can change the prices of your apps, In‑App Purchases, and auto‑renewable subscriptions at any time.
Learn more about managing your pricesView or edit upcoming price changes
Edit your app’s base country or region
Pricing and availability start times by region
Set a price for an In-App Purchase
Tax updatesYour proceeds for sales of apps and In-App Purchases will change to reflect the new tax rates and updated prices. Exhibit B of the Paid Applications Agreement has been updated to indicate that Apple collects and remits applicable taxes in Ivory Coast, Nepal, Suriname, and Zambia.
As of today, June 6, your proceeds from the sale of eligible apps and In‑App Purchases have been modified in the following countries to reflect introductions of or changes in tax rates.
- France: Digital services tax no longer applicable
- Ivory Coast: VAT introduction of 18%
- Malaysia: Sales and Service Tax (SST) increased to 8% from 6%
- Nepal: VAT introduction of 13% and digital services tax introduction of 2%
- Norway: VAT increased to 20% from 0% for certain Norwegian news publications
- Suriname: VAT introduction of 10%
- Uganda: Digital services tax introduction of 5%
- Zambia: VAT introduction of 16%
The Fitness and Health category has a new attribute: “Content is primarily accessed through streaming”. If this is relevant to your apps or In-App Purchases that offer fitness video streaming, review and update your selections in the Pricing and Availability section of Apps in App Store Connect.
Learn about setting tax categories
1: Excludes auto-renewable subscriptions.
Introducing the 2024 Apple Design Award winners
Every year, the Apple Design Awards recognize innovation, ingenuity, and technical achievement in app and game design.
The incredible developers behind this year’s finalists have shown what can be possible on Apple platforms — and helped lay the foundation for what’s to come.
We’re thrilled to present the winners of the 2024 Apple Design Awards.
Action packed.
One week to go. Don’t miss the exciting reveal of the latest Apple software and technologies.
Keynote kicks off at 10 a.m. PT on June 10.
Join us for the Platforms State of the Union at 1 p.m. PT on June 10.
Introducing the 2024 Apple Design Award finalists
Every year, the Apple Design Awards recognize innovation, ingenuity, and technical achievement in app and game design.
But they’ve also become something more: A moment to step back and celebrate the Apple developer community in all its many forms.
Coming in swiftly.
Join the worldwide developer community for an incredible week of technology and creativity — all online and free. WWDC24 takes place from June 10-14.
Check out the new Apple Developer Forums
The Apple Developer Forums have been redesigned for WWDC24 to help developers connect with Apple experts, engineers, and each other to find answers and get advice.
Apple Developer Relations and Apple engineering are joining forces to field your questions and work to solve your technical issues. You’ll have access to an expanded knowledge base and enjoy quick response times — so you can get back to creating and enhancing your app or game. Plus, Apple Developer Program members now have priority access to expert advice on the forums.
Hello Developer: May 2024
It won’t be long now! WWDC24 takes place online from June 10 through 14, and we’re here to help you get ready for the biggest developer event of the year. In this edition:
- Explore Pathways, a brand-new way to learn about developing for Apple platforms.
- Meet three Distinguished Winners of this year’s Swift Student Challenge.
- Get great tips from the SharePlay team.
- Browse new developer activities about accessibility, machine learning, and more.
WWDC24
Introducing PathwaysIf you’re new to developing for Apple platforms, we’ve got an exciting announcement. Pathways are simple and easy-to-navigate collections of the videos, documentation, and resources you’ll need to start building great apps and games. Because Pathways are self-directed and can be followed at your own pace, they’re the perfect place to begin your journey.
Explore Pathways for Swift, SwiftUI, design, games, visionOS, App Store distribution, and getting started as an Apple developer.
Meet three Distinguished Winners of the Swift Student ChallengeElena Galluzzo, Dezmond Blair, and Jawaher Shaman all drew inspiration from their families to create their winning app playgrounds. Now, they share the hope that their apps can make an impact on others as well.
Meet Elena, Dezmond, and Jawaher >
MEET WITH APPLE EXPERTS
Check out the latest worldwide developer activities- Meet with App Review online to discuss the App Review Guidelines and explore best practices for a smooth review process. Sign up for May 14.
- Join us in Bengaluru for a special in-person activity to commemorate Global Accessibility Awareness Day. Sign up for May 15.
- Learn how Apple machine learning frameworks can help you create more intelligent apps and games in an online activity. Sign up for May 19.
Browse the full schedule of activities >
NEWS
Explore Apple Pencil ProBring even richer and more immersive interactions to your iPad app with new features, like squeeze gestures, haptic feedback, and barrel-roll angle tracking.
BEHIND THE DESIGN
The rise of Tide GuideHere’s the swell story of how fishing with his grandfather got Tucker MacDonald hooked into creating his tide-predicting app.
‘I taught myself’: Tucker MacDonald and the rise of Tide Guide View nowGROW YOUR BUSINESS
Explore simple, safe transactions with In-App PurchaseTake advantage of powerful global pricing tools, promotional features, analytics only available from Apple, built-in customer support, and fraud detection.
Q&A
Get shared insights from the SharePlay teamLearn about shared experiences, spatial Personas, that magic “shockwave” effect, and more.
Q&A with the SharePlay team View nowDOCUMENTATION
Browse new and updated docs- Explore the new framework for converting Pages, Numbers, and Keynote files to PDF, enabling you to show an inline preview in a web browser.
- Check out Writing ARM64 code for Apple platforms for an update on data-independent timing.
- Visit the HIG for new and enhanced guidance on virtual hands and interactive elements in visionOS, sheets in iPadOS, and more.
Want to get Hello Developer in your inbox? Make sure you’ve opted in to receive emails about developer news and events by updating your email preferences in your developer account.
Share your thoughtsWe’d love to hear from you. If you have suggestions for our activities or stories, please let us know.
Q&A with the SharePlay team
SharePlay is all about creating meaningful shared experiences in your app. By taking advantage of SharePlay, your app can provide a real-time connection that synchronizes everything from media playback to 3D models to collaborative tools across iPhone, iPad, Mac, Apple TV, and Apple Vision Pro. We caught up with the SharePlay team to ask about creating great SharePlay experiences, spatial Personas, that magic “shockwave” effect, and more.
How does a person start a SharePlay experience?Anyone can begin a group activity by starting a FaceTime call and then launching a SharePlay-supported app. When they do, a notification about the group activity will appear on all participants’ screens. From there, participants can join — and come and go — as they like. You can also start a group activity from your app, from the share sheet, or by adding a SharePlay button to your app.
How can I use SharePlay to keep media playback in sync?SharePlay supports coordinated media playback using AVKit. You can use the system coordinator to synchronize your own player across multiple participants. If you have an ad-supported app, you can synchronize both playback and ad breaks. SharePlay also provides the GroupSessionMessenger API, which lets participants communicate in near-real time.
What’s the difference between SharePlay and Shared with You? Can they work together?SharePlay allows people to share rich experiences with each other. Shared with You helps make app content that people are sharing in Messages available to your app. For example, if a group chat is discussing a funny meme video from your app, adopting Shared with You would allow your app to highlight that content in the app. And if your app supports SharePlay, you can surface that relevant content as an option for watching together.
Separately, Shared with You offers ways to initiate collaboration on shared, persisted content (such as documents) over Messages and FaceTime. You can choose to support SharePlay on that collaborative content, but if you do, consider the ephemerality of a SharePlay experience compared to the persistence of collaboration. For example, if your document is a presentation, you may wish to leverage Shared with You to get editors into the space while using SharePlay to launch an interactive presentation mode that just isn’t possible with screen sharing alone.
What’s the easiest way for people to share content?When your app lets your system know that your current view has shareable content on screen, people who bring their devices together can seamlessly share that content — much like NameDrop, which presents a brief “shockwave” animation when they do. This method supports the discrete actions of sharing documents, initiating SharePlay, and starting a collaboration. This can also connect your content to the system share sheet and help you expose shareable content to the Share menu in visionOS.
Can someone on iPhone join a SharePlay session with someone on Apple Vision Pro?Yes! SharePlay is supported across iOS, iPadOS, macOS, tvOS, and visionOS. That means people can watch a show together on Apple TV+ and keep their playback synchronized across all platforms. To support a similar playback situation in your app, watch Coordinate media playback in Safari with Group Activities. If you’re looking to maintain your app’s visual consistency across platforms, check out the Group Session Messenger and DrawTogether sample project. Remember: SharePlay keeps things synchronized, but your UI is up to you.
How do I get started adopting spatial Personas with SharePlay in visionOS?When you add Group Activities to your app, people can share in that activity over FaceTime while appearing windowed — essentially the same SharePlay experience they’d see on other platforms. In visionOS, you have the ability to create a shared spatial experience using spatial Personas in which participants are placed according to a template. For example:
Using spatial Personas, the environment is kept consistent and participants can see each others’ facial expressions in real time.
How do I maintain visual and spatial consistency with all participants in visionOS?FaceTime in visionOS provides a shared spatial context by placing spatial Personas in a consistent way around your app. This is what we refer to as “visual consistency.” You can use SharePlay to maintain the same content in your app for all participants.
Can both a window and a volume be shared at the same time in a SharePlay session?No. Only one window or volume can be associated with a SharePlay session, but you can help the system choose the proper window or volume.
How many people can participate in a group activity?SharePlay supports 33 total participants, including yourself. Group activities on visionOS involving spatial Personas support five participants at a time.
Do iOS and iPadOS apps that are compatible with visionOS also support SharePlay in visionOS?Yes. During a FaceTime call, your app will appear in a window, and participants in the FaceTime call will appear next to it.
Learn more about SharePlay Design spatial SharePlay experiences Watch now Build spatial SharePlay experiences Watch now Share files with SharePlay Watch now Add SharePlay to your app Watch now‘I taught myself’: Tucker MacDonald and the rise of Tide Guide
Lots of apps have great origin stories, but the tale of Tucker MacDonald and Tide Guide seems tailor-made for the Hollywood treatment. It begins in the dawn hours on Cape Cod, where a school-age MacDonald first learned to fish with his grandfather.
“Every day, he’d look in the paper for the tide tables,” says MacDonald. “Then he’d call me up and say, ‘Alright Tucker, we’ve got a good tide and good weather. Let’s be at the dock by 5:30 a.m.’”
Rhapsody in blue: Tide Guide delivers Washington weather data in a gorgeous design and color scheme.
That was MacDonald’s first introduction to tides — and the spark behind Tide Guide, which delivers comprehensive forecasts through top-notch data visualizations, an impressive array of widgets, an expanded iPad layout, and Live Activities that look especially great in, appropriately enough, the Dynamic Island. The SwiftUI-built app also offers beautiful Apple Watch complications and a UI that can be easily customized, depending how deep you want to dive into its data. It’s a remarkable blend of original design and framework standards, perfect for plotting optimal times for a boat launch, research project, or picnic on the beach.
Impressively, Tide Guide was named a 2023 Apple Design Award finalist — no mean feat for a solo developer who had zero previous app-building experience and started his career as a freelance filmmaker.
“I wanted to be a Hollywood director since I was in the fifth grade,” says MacDonald. Early in his filmmaking career, MacDonald found himself in need of a tool that could help him pre-visualize different camera and lens combinations — “like a director’s viewfinder app,” he says. And while he caught a few decent options on the market, MacDonald wanted an app with iOS design language that felt more at home on his iPhone. “So I dove in, watched videos, and taught myself how to make it,” he says.
My primary use cases were going fishing, heading to the beach, or trying to catch a sunset.
Tucker MacDonald, Tide Guide
Before too long, MacDonald drifted away from filmmaking and into development, taking a job as a UI designer for a social app. “The app ended up failing, but the job taught me how a designer works with an engineer,” he says. “I also learned a lot about design best practices, because I had been creating apps that used crazy elements, non-standard navigation, stuff like that.”
Tucker MacDonald grew up fishing with his grandfather in the waters off Cape Cod.
Armed with growing design knowledge, he started thinking about those mornings with his grandfather, and how he might create something that could speed up the crucial process of finding optimal fishing conditions. And it didn’t need to be rocket science. “My primary use cases were going fishing, heading to the beach, or trying to catch a sunset,” he says. “I just needed to show current conditions.”
I’d say my designs were way prettier than the code I wrote.
Tucker MacDonald, Tide Guide
In the following years, Tide Guide grew in parallel with MacDonald’s self-taught skill set. “There was a lot of trial and error, and I’d say my designs were way prettier than the code I wrote,” he laughs. “But I learned both coding and design by reading documentation and asking questions in the developer community.”
Today’s Tide Guide is quite the upgrade from that initial version. MacDonald continues to target anyone heading to the ocean but includes powerful metrics — like an hour-by-hour 10-day forecast, water temperatures, and swell height — that advanced users can seek out as needed. The app’s palette is even designed to match the color of the sky throughout the day. “The more time you spend with it, the more you can dig into different layers,” he says.
All the information you need for a day on the water, in one place.
People around the world have dug into those layers, including an Alaskan tour company operator who can only land in a remote area when the tide is right, and a nonprofit national rescue service in Scotland, whose members weighed in with a Siri shortcut-related workflow request that MacDonald promptly included. And as Tide Guide gets bigger, MacDonald’s knowledge of developing — and oceanography — continues to swell. “I’m just happy that my passion for crafting an incredible experience comes through,” he says, “because I really do have so much fun making it.”
Behind the Design is a series that explores design practices and philosophies from finalists and winners of the Apple Design Awards. In each story, we go behind the screens with the developers and designers of these award-winning apps and games to discover how they brought their remarkable creations to life.
What’s new for apps distributed in the European Union
Core Technology Fee (CTF)
The CTF is an element of the alternative business terms in the EU that reflects the value Apple provides developers through tools, technologies, and services that enable them to build and share innovative apps. We believe anyone with a good idea and the ingenuity to bring it to life should have the opportunity to offer their app to the world. Only developers who reach significant scale (more than one million first annual installs per year in the EU) pay the CTF. Nonprofit organizations, government entities, and educational institutions approved for a fee waiver don’t pay the CTF. Today, we’re introducing two additional conditions in which the CTF is not required:
- First, no CTF is required if a developer has no revenue whatsoever. This includes creating a free app without monetization that is not related to revenue of any kind (physical, digital, advertising, or otherwise). This condition is intended to give students, hobbyists, and other non-commercial developers an opportunity to create a popular app without paying the CTF.
- Second, small developers (less than €10 million in global annual business revenue*) that adopt the alternative business terms receive a 3-year free on-ramp to the CTF to help them create innovative apps and rapidly grow their business. Within this 3-year period, if a small developer that hasn’t previously exceeded one million first annual installs crosses the threshold for the first time, they won’t pay the CTF, even if they continue to exceed one million first annual installs during that time. If a small developer grows to earn global revenue between €10 million and €50 million within the 3-year on-ramp period, they’ll start to pay the CTF after one million first annual installs up to a cap of €1 million per year.
This week, the European Commission designated iPadOS a gatekeeper platform under the Digital Markets Act. Apple will bring our recent iOS changes for apps in the European Union (EU) to iPadOS later this fall, as required. Developers can choose to adopt the Alternative Terms Addendum for Apps in the EU that will include these additional capabilities and options on iPadOS, or stay on Apple’s existing terms.
Once these changes are publicly available to users in the EU, the CTF will also apply to iPadOS apps downloaded through the App Store, Web Distribution, and/or alternative marketplaces. Users who install the same app on both iOS and iPadOS within a 12-month period will only generate one first annual install for that app. To help developers estimate any potential impact on their app businesses under the Alternative Terms Addendum for Apps in the EU, we’ve updated the App Install reports in App Store Connect that can be used with our fee calculator.
For more details, visit Understanding the Core Technology Fee for iOS apps in the European Union. If you’ve already entered into the Alternative Terms Addendum for Apps in the EU, be sure to sign the updated terms.
Global business revenue takes into account revenue across all commercial activity, including from associated corporate entities. For additional details, read the Alternative Terms Addendum for Apps in the EU.
Reminder: Privacy requirement for app submissions starts May 1
The App Store was created to be a safe place for users to discover and get millions of apps all around the world. Over the years, we‘ve built many critical privacy and security features that help protect users and give them transparency and control — from Privacy Nutrition Labels to app tracking transparency, and so many more.
An essential requirement of maintaining user trust is that developers are responsible for all of the code in their apps, including code frameworks and libraries from other sources. That‘s why we’ve created privacy manifests and signature requirements for the most popular third-party SDKs, as well as required reasons for covered APIs.
Starting May 1, 2024, new or updated apps that have a newly added third-party SDK that‘s on the list of commonly used third-party SDKs will need all of the following to be submitted in App Store Connect:
- Required reasons for each listed API
- Privacy manifests
- Valid signatures when the SDK is added as a binary dependency
Apps won’t be accepted if they fail to meet the manifest and signature requirements. Apps also won’t be accepted if all of the following apply:
- They’re missing a reason for a listed API
- The code is part of a dynamic framework embedded via the Embed Frameworks build phase
- The framework is a newly added third-party SDK that’s on the list of commonly used third-party SDKs
In the future, these required reason requirements will expand to include the entire app binary. If you’re not using an API for an approved reason, please find an alternative. These changes are designed to help you better understand how third-party SDKs use data, secure software dependencies, and provide additional privacy protection for users.
This is a step forward for all apps and we encourage all SDKs to adopt this functionality to better support the apps that depend on them.
Q&A: Promoting your app or game with Apple Search Ads
Apple Search Ads helps you drive discovery of your app or game on the App Store. We caught up with the Apple Search Ads team to learn more about successfully using the service, including signing up for the free online Apple Search Ads Certification course.
How might my app or game benefit from promotion on the App Store?With Apple Search Ads, developers are seeing an increase in downloads, retention, return on ad spend, and more. Find out how the developers behind The Chefz, Tiket, and Petit BamBou have put the service into practice.
Where will my ad appear?You can reach people in the following places:
- The Today tab, where people start their App Store visit.
- The Search tab, before people search for something specific.
- Search results, at the top of the results list.
- Product pages, in the “You Might Also Like” section.
Online Apple Search Ads Certification training teaches proven best practices for driving stronger campaign performance. Certification training is designed for all skill levels, from marketing pros to those just starting out. To become certified, complete all of the Certification lessons (each takes between 10 and 20 minutes), then test your skills with a free exam. Once you’re certified, you can share your certificate with your professional network on platforms like LinkedIn.
Sign up here with your Apple ID.
Will my certification expire?Although your Apple Search Ads certification never expires, training is regularly updated. You can choose to be notified about these updates through email or web push notifications.
Can I highlight specific content or features in my ads?You can use the custom product pages you create in App Store Connect to tailor your ads for a specific audience, feature launch, seasonal promotion, and more. For instance, you can create an ad for the Today tab that leads people to a specific custom product page or create ad variations for different search queries. Certification includes a lesson on how to do so.
Can I advertise my app before launch?You can use Apple Search Ads to create ads for apps you’ve made available for pre-order. People can order your app before it’s released, and it’ll automatically download onto their devices on release day.
Apple Search Ads now available in Brazil and more Latin American markets
Drive discovery and downloads on the App Store with Apple Search Ads in 70 countries and regions, now including Brazil, Bolivia, Costa Rica, the Dominican Republic, El Salvador, Guatemala, Honduras, Panama, and Paraguay.
Visit the Apple Search Ads site and Q&A.
And explore best practices to improve your campaign performance with the free Apple Search Ads Certification course.
Let loose.
Watch the May 7 event at apple.com, on Apple TV, or on YouTube Live.
Check out our newest developer activities
Join us around the world to learn about growing your business, elevating your app design, and preparing for the App Review process. Here’s a sample of our new activities — and you can always browse the full schedule to find more.
- Expand your app to new markets: Learn how to bring your apps and games to Southeast Asia, Hong Kong, and Taiwan in new online sessions with App Store experts.
- Request a one-on-one App Review consultation: Meet online to discuss the App Review Guidelines and explore best practices for a smooth review process.
- Visit the Apple Vision Pro developer labs: Test, refine, and optimize your apps and games for the infinite canvas — with in-person help from Apple.
- Request a design or technology consultation: In this 30-minute online consultation, you’ll get expert advice tailored to your app or game.
Web Distribution now available in iOS 17.5 beta 2 and App Store Connect
Web Distribution lets authorized developers distribute their iOS apps to users in the European Union (EU) directly from a website owned by the developer. Apple will provide developers access to APIs that facilitate the distribution of their apps from the web, integrate with system functionality, and back up and restore users’ apps, once they meet certain requirements designed to help protect users and platform integrity. For details, visit Getting started with Web Distribution in the EU.
Get ready with the latest beta releases
The beta versions of iOS 17.5, iPadOS 17.5, macOS 14.5, tvOS 17.5, visionOS 1.2, and watchOS 10.5 are now available. Get your apps ready by confirming they work as expected on these releases. And to take advantage of the advancements in the latest SDKs, make sure to build and test with Xcode 15.3.
Updated App Review Guidelines now available
The App Review Guidelines have been revised to support updated policies, upcoming features, and to provide clarification. The following guidelines have been updated:
- 3.1.1(a): Updated to include Music Streaming Services Entitlements.
- 4.7: Added games from retro game console emulator apps to the list of permitted software, and clarifies that mini apps and mini games must be HTML5.
Hello Developer: April 2024
Welcome to Hello Developer — and the kickoff to WWDC season. In this edition:
- Discover what’s ahead at WWDC24 — and check out the new Apple Developer YouTube channel.
- Learn how the all-new Develop in Swift Tutorials can help jump-start a career in app development.
- Find out how Zach Gage and Jack Schlesinger rebooted the crossword puzzle with Knotwords.
WWDC24
The countdown is onWWDC season is officially here.
This year’s Worldwide Developers Conference takes place online from June 10 through 14, offering you the chance to explore the new tools, frameworks, and technologies that’ll help you create your best apps and games yet.
All week long, you can learn and refine new skills through video sessions, meet with Apple experts to advance your projects and ideas, and join the developer community for fun activities. It’s an innovative week of technology and creativity — all online at no cost.
And for the first time, WWDC video sessions will be available on YouTube, in addition to the Apple Developer app and website. Visit the new Apple Developer channel to subscribe and catch up on select sessions.
TUTORIALS
Check out the new Develop in Swift TutorialsKnow a student or aspiring developer looking to start their coding journey? Visit the all-new Develop in Swift Tutorials, designed to introduce Swift, SwiftUI, and spatial computing through the experience of building a project in Xcode.
BEHIND THE DESIGN
Gage and Schlesinger at the crossroadsLearn how acclaimed game designers Zach Gage and Jack Schlesinger reimagined the crossword with Knotwords.
Knotwords: Gage and Schlesinger at the crossroads View nowMEET WITH APPLE EXPERTS
Browse new developer activitiesCheck out this month’s sessions, labs, and consultations, held online and in person around the world.
NEWS AND DOCUMENTATION
Explore and create with new and updated docs- Check out two new sample code projects about creating and viewing stereo MV-HEVC movies: Converting side-by-side 3D video to multiview HEVC and Reading multiview 3D video files.
- Find out about creating distribution-signed code for macOS, and explore the details of packaging Mac software for distribution.
- Learn what’s new in the Human Interface Guidelines, including guidance on displaying virtual hands, organizing your spatial layouts, and using Activity rings in your app.
View the complete list of new resources.
Subscribe to Hello DeveloperWant to get Hello Developer in your inbox? Make sure you’ve opted in to receive emails about developer news and events by updating your email preferences in your developer account.
Share your thoughtsWe’d love to hear from you. If you have suggestions for our activities or stories, please let us know.
Knotwords: Gage and Schlesinger at the crossroads
Knotwords is a clever twist on crossword puzzles — so much so that one would expect creators Zach Gage and Jack Schlesinger to be longtime crossword masters who set out to build themselves a new challenge.
One would be totally wrong.
“Crosswords never hit with me,” says Gage, with a laugh. “I dragged myself kicking and screaming into this one.”
It’s not about ‘What random box of words will you get?’ but, ‘What are the decisions you’ll make as a player?’
Jack Schlesinger, Knotwords
In fact, Gage and Schlesinger created the Apple Design Award finalist Knotwords — and the Apple Arcade version, Knotwords+ — not to revolutionize the humble crossword but to learn it. “We know people like crosswords,” says Schlesinger, “so we wanted to figure out what we were missing.” And the process didn’t just result in a new game — it led them straight to the secret of word-game design success. “It’s not about ‘What random box of words will you get?’” says Schlesinger, “but, ‘What are the decisions you’ll make as a player?’”
Knotwords challenges players to complete a puzzle using only specific letters in specific parts of the board.
Gage and Schlesinger are longtime design partners; in addition to designing Knotwords and Good Sudoku with Gage, Schlesinger contributed to the 2020 reboot of SpellTower and the Apple Arcade title Card of Darkness. Neither came to game design through traditional avenues: Gage has a background in interactive art, while Schlesinger is the coding mastermind with a history in theater and, of all things, rock operas. (He’s responsible for the note-perfect soundtracks for many of the duo’s games.) And they’re as likely to talk about the philosophy behind a game as the development of it.
I had been under the mistaken impression that the magic of a simple game was in its simple rule set. The magic actually comes from having an amazing algorithmic puzzle constructor.
Zach Gage
“When you’re playing a crossword, you’re fully focused on the clues. You’re not focused on the grid at all,” explains Gage. “But when you’re building a crossword, you’re always thinking about the grid. I wondered if there was a way to ask players not to solve a crossword but recreate the grid instead,” he says.
Knotwords lets players use only specific letters in specific sections of the grid — a good idea, but one that initially proved elusive to refine and difficult to scale. “At first, the idea really wasn’t coming together,” says Gage, “so we took a break and built Good Sudoku.” Building their take on sudoku — another game with simple rules and extraordinary complexity — proved critical to restarting Knotwords. “I had been under the mistaken impression that the magic of a simple game was in its simple rule set,” Gage says. “The magic actually comes from having an amazing algorithmic puzzle constructor.”
An early — and very analog — prototype of Knotwords.
Problematically, they didn’t just have one of those just lying around. But they did have Schlesinger. “I said, ‘I will make you a generator for Knotwords in two hours,’” Schlesinger laughs. That was maybe a little ambitious. The first version took eight hours and was, by his own account, not great. However, it proved a valuable learning experience. “We learned that we needed to model a player. What would someone do here? What steps could they take? If they make a mistake, how long would it take them to correct it?” In short, the puzzle generation algorithm needed to take into account not just rules, but also player behavior.
The work provided the duo an answer for why people liked crosswords. It also did one better by addressing one of Gage’s longstanding game-design philosophies. “To me, the only thing that’s fun in a game is the process of getting better,” says Gage. “In every game I’ve made, the most important questions have been: What’s the journey that people are going through and how can we make that journey fun? And it turns out it's easy to discover that if I've never played a game before.”
Find Knotwords+ on Apple Arcade
Behind the Design is a series that explores design practices and philosophies from each of the winners and finalists of the Apple Design Awards. In each story, we go behind the screens with the developers and designers of these award-winning apps and games to discover how they brought their remarkable creations to life.
WWDC24: June 10-14
Join the worldwide developer community online for a week of technology and creativity.
Be there for the unveiling of the latest Apple platforms, technologies, and tools. Learn how to create and elevate your apps and games. Engage with Apple designers and engineers and connect with the worldwide developer community. All online and at no cost.
Provide your trader status in App Store Connect
To align with the Digital Services Act (DSA) in the European Union (EU), Account Holders and Admins in the Apple Developer Program can now enter their trader status in App Store Connect.
Submission requirementsYou’ll need to let us know whether or not you’re a trader to submit new apps to the App Store. If you’re a trader, you may be asked for documentation that verifies your trader contact information.
More options for apps distributed in the European Union
We’re providing more flexibility for developers who distribute apps in the European Union (EU), including introducing a new way to distribute apps directly from a developer’s website.
More flexibilityDevelopers who’ve agreed to the Alternative Terms Addendum for Apps in the EU have new options for their apps in the EU:
- Alternative app marketplaces. Marketplaces can choose to offer a catalog of apps solely from the developer of the marketplace.
- Linking out to purchase. When directing users to complete a transaction for digital goods or services on an external webpage, developers can choose how to design promotions, discounts, and other deals. The Apple-provided design templates, which are optimized for key purchase and promotional use cases, are now optional.
Web Distribution, available with a software update later this spring, will let authorized developers distribute their iOS apps to EU users directly from a website owned by the developer. Apple will provide authorized developers access to APIs that facilitate the distribution of their apps from the web, integrate with system functionality, back up and restore users’ apps, and more. For details, visit Getting ready for Web Distribution in the EU.
Uncovering the hidden joys of Finding Hannah
On its surface, Finding Hannah is a bright and playful hidden-object game — but dig a little deeper and you’ll find something much more.
The Hannah of Finding Hannah is a 38-year-old Berlin resident trying to navigate career, relationships (including with her best friend/ex, Emma), and the nagging feeling that something’s missing in her life. To help find answers, Hannah turns to her nurturing grandmother and free-spirited mother — whose own stories gradually come into focus and shape the game’s message as well.
“It’s really a story about three women from three generations looking for happiness,” says Franziska Zeiner, cofounder and co-CEO of the Fein Games studio. “For each one, times are changing. But the question is: Are they getting better?”
Locate hidden objects in this lively Berlin subway scene to move along the story of Finding Hannah.
To move the story along, players comb through a series of richly drawn scenes — a packed club, a bustling train, a pleasantly cluttered bookstore. Locating (and merging) hidden items unlocks new chapters, and the more you find, the more the time-hopping story unfolds. The remarkable mix of message and mechanic made the game a 2023 Apple Design Award finalist, as well as a Cultural Impact winner in the 2023 App Store Awards.
Fein Games is the brainchild of Zeiner and Lea Schönfelder, longtime friends from the same small town in Germany who both pursued careers in game design — despite not being all that into video games growing up. “I mean, at some point I played The Sims as a teenager,” laughs Zeiner, “but games were rare for us. When I eventually went to study game design, I felt like I didn’t really fit in, because my game literacy was pretty limited.”
The goal is to create for people who enjoy authentic female experiences in games.
Lea Schönfelder, cofounder and co-CEO of Fein Games
Cofounder and co-CEO Schönfelder also says she felt like an outsider, but soon found game design a surprisingly organic match for her background in illustration and animation. “In my early years, I saw a lot of people doing unconventional things with games and thought, ‘Wow, this is really powerful.’ And I knew I loved telling stories, maybe not in a linear form but a more systematic way.” Those early years included time with studios like Nerial and ustwo Games, where she worked on Monument Valley 2 and Assemble With Care.
Drawing on their years of experience — and maybe that shared unconventional background — the pair went out on their own to launch Fein Games in 2020. From day one, the studio was driven by more than financial success. “The goal is to create for people who enjoy authentic female experiences in games,” says Schönfelder. “But the product is only one side of the coin — there’s also the process of how you create, and we’ve been able to make inclusive games that maybe bring different perspectives to the world.”
Hannah and her free-spirited mother, Sigrid, share an uncomfortable conversation.
Finding Hannah was driven by those perspectives from day one. The story was always meant to be a time-hopping journey featuring women in Berlin, and though it isn’t autobiographical, bits and pieces do draw from their creators’ lives. “There’s a scene inspired by my grandmother, who was a nurse during the second world war and would tan with her friends on a hospital roof while the planes circled above,” says Schönfelder. The script was written by Berlin-based author Rebecca Harwick, who also served as lead writer on June’s Journey and writer on Switchcraft, The Elder Scrolls Online, and many others.
In the beginning, I felt like I wasn’t part of the group, and maybe even a little ashamed that I wasn’t as games-literate as my colleagues. But what I thought was a weakness was actually a strength.
Lea Schönfelder, cofounder and co-CEO of Fein Games
To design the art for the different eras, the team tried not to think like gamers. “The idea was to try to reach people who weren’t gamers yet, and we thought we’d most likely be able to do that if we found a style that hadn’t been seen in games before,” says Zeiner. To get there, they hired Elena Resko, a Russian-born artist based in Berlin who’d also never worked in games. “What you see is her style,” says Schönfelder. “She didn’t develop that for the game. I think that’s why it has such a deep level of polish, because Elena has been developing her style for probably a decade now.”
And the hidden-object and merge gameplay mechanic itself is an example of sticking with a proven success. “When creating games, you usually want to invent a new mechanic, right?” says Schönfelder. “But Finding Hannah is for a more casual audience. And it’s been proven that the hidden-object mechanic works. So we eventually said, ‘Well, maybe we don’t need to reinvent the wheel here,’” she laughs.
The scene in which Hannah’s grandmother sits with friends on the roof was inspired by Lea Schönfelder’s grandmother.
The result is a hidden-object game like none other, part puzzler, part historically flavored narrative, part meditation on the choices faced by women across generations. And it couldn’t have come from a team with any other background. “In the beginning, I felt like I wasn’t part of the group, and maybe even a little ashamed that I wasn’t as games-literate as my colleagues,” says Schönfelder. “But what I thought was a weakness was actually a strength. Players don’t always play your game like you intended. And I felt a very strong, very sympathetic connection to people, and wanted to make the experience as smooth and accessible as possible. And I think that shows.”
Learn more about Finding Hannah
Download Finding Hannah from the App Store
Behind the Design is a series that explores design practices and philosophies from finalists and winners of the Apple Design Awards. In each story, we go behind the screens with the developers and designers of these award-winning apps and games to discover how they brought their remarkable creations to life.
Q&A with the Mac notary service team
Security is at the core of every Apple platform. The Mac notary service team is part of Apple Security Engineering and Architecture, and in this Q&A, they share their tips on app distribution and account security to help Mac developers have a positive experience — and protect their users.
When should I submit my new app for notarization?Apps should be mostly complete at the time of notarization. There’s no need to notarize an app that isn’t functional yet.
How often should I submit my app for notarization?You should submit all versions you might want to distribute, including beta versions. That’s because we build a profile of your unique software to help distinguish your apps from other developers’ apps, as well as malware. As we release new signatures to block malware, this profile helps ensure that the software you’ve notarized is unaffected.
What happens if my app is selected for additional analysis?Some uploads to the notary service require additional evaluation. If your app falls into this category, rest assured that we’ve received your file and will complete the analysis, though it may take longer than usual. In addition, if you’ve made changes to your app while a prior upload has been delayed, it’s fine to upload a new build.
What should I do if my app is rejected?Keep in mind that empty apps or apps that might damage someone’s computer (by changing important system settings without the owner’s knowledge, for instance) may be rejected, even if they’re not malicious. If your app is rejected, first confirm that your app doesn’t contain malware. Then determine whether it should be distributed privately instead, such as within your enterprise via MDM.
What should I do if my business changes?Keep your developer account details — including your business name, contact info, address, and agreements — up to date. Drastic shifts in account activity or software you notarize can be signs that your account or certificate has been compromised. If we notice this type of activity, we may suspend your account while we investigate further.
I’m a contractor. What are some ways to make sure I’m developing responsibly?Be cautious if anyone asks you to:
- Sign, notarize, or distribute binaries that you didn’t develop.
- Develop software that appears to be a clone of existing software.
- Develop what looks like an internal enterprise application when your customer isn’t an employee of that company.
- Develop software in a high-risk category, like VPNs, system utilities, finance, or surveillance apps. These categories of software have privileged access to private data, increasing the risk to users.
Remember: It’s your responsibility to know your customer and the functionality of all software you build and/or sign.
What can I do to maintain control of my developer account?Since malware developers may try to gain access to legitimate accounts to hide their activity, be sure you have two-factor authentication enabled. Bad actors may also pose as consultants or employees and ask you to add them to your developer team. Luckily, there’s an easy solve: Don’t share access to your accounts.
Should I remove access for developers who are no longer on my team?Yes. And we can revoke Developer ID certificates for you if you suspect they may have been compromised.
Learn more about notarizationNotarizing macOS software before distribution
Hello Developer: March 2024
Welcome to Hello Developer. In this edition:
- Find out what you can do at the Apple Developer Centers in Bengaluru, Cupertino, Shanghai, and Singapore.
- Learn how the team behind Finding Hannah created a hidden-object game with a meaningful message.
- Get security tips from the Mac notary service team.
- Catch up on the latest news and documentation.
FEATURED
Step inside the Apple Developer CentersThe new Apple Developer Centers are open around the world — and we can’t wait for you to come by. With locations in Bengaluru, Cupertino, Shanghai, and now Singapore, Apple Developer Centers are the home bases for in-person sessions, labs, workshops, and consultations around the world.
Whether you’re looking to enhance your existing app or game, refine your design, or launch a new project, there’s something exciting for you at the Apple Developer Centers. Browse activities in Bengaluru, Cupertino, Shanghai, and Singapore.
BEHIND THE DESIGN
Uncover the hidden joys of Finding HannahOn its surface, Finding Hannah is a bright and playful hidden-object game — but dig a little deeper and you’ll find something more. “It’s really a story about three women from three generations looking for happiness,” says Franziska Zeiner, cofounder and co-CEO of the Fein Games studio. “For each one, times are changing. But the question is: Are they getting better?” Find out how Zeiner and her Berlin-based team created this compelling Apple Design Award finalist.
Uncovering the hidden joys of Finding Hannah View nowQ&A
Get answers from the Mac notary service teamSecurity is at the core of every Apple platform. The Mac notary service team is part of Apple Security Engineering and Architecture, and in this Q&A, they share their tips on app distribution and account security to help Mac developers have a positive experience — and protect their users.
Q&A with the Mac notary service team View nowVIDEOS
Improve your subscriber retention with App Store featuresIn this new video, App Store experts share their tips for minimizing churn and winning back subscribers.
Improve your subscriber retention with App Store features Watch nowGROW YOUR BUSINESS
Make the most of custom product pagesLearn how you can highlight different app capabilities and content through additional (and fully localizable) versions of your product page. With custom product pages, you can create up to 35 additional versions — and view their performance data in App Store Connect.
Plus, thanks to seamless integration with Apple Search Ads, you can use custom product pages to easily create tailored ad variations on the App Store. Read how apps like HelloFresh, Pillow, and Facetune used the feature to gain performance improvements, like higher tap-through and conversion rates.
DOCUMENTATION
Find the details you need in new and updated docs- Create complex materials and effects for 3D content with Shader Graph, a node-based material editor in Reality Composer Pro.
- Use SwiftData to add persistence to your app with minimal code and no external dependencies. Check out new documentation on classes, macros, and structures.
- Learn how to share configurations across Xcode Cloud workflows.
- Explore HIG updates about visionOS support, including new details on immersive experiences, the virtual keyboard, layout, color, and motion.
- New in Technotes: Learn how to identify and handle CloudKit throttles. Plus, find out how to recognize and resolve synchronization issues when working with NSPersistentCloudKitContainer, and how to explore details inside the container by capturing and analyzing a sysdiagnose.
View the full list of new resources
NEWS
Catch up on the latest updates- App Store Connect upload requirement: Starting April 29, 2024, uploaded apps must be built with Xcode 15 for iOS 17, iPadOS 17, tvOS 17, or watchOS 10.
- Updates to support app distribution changes in the European Union: Learn how we’re continuing to provide new ways to understand and utilize these changes.
- App Store Connect update: Learn about changes to app statuses and support for features related to alternative app distribution in the EU.
- App Store Connect API 3.3: Manage distribution keys, alternative distribution packages, and marketplace search for alternative app distribution in the EU.
Want to get Hello Developer in your inbox? Make sure you’ve opted in to receive emails about developer news and events by updating your email preferences in your developer account.
Share your thoughtsWe’d love to hear from you. If you have suggestions for our activities or stories, please let us know.
New App Store and iOS data analytics now available
We’re expanding the analytics available for your apps to help you get even more insight into your business and apps’ performance.
Over 50 new reports are now available through the App Store Connect API to help you analyze your apps’ App Store and iOS performance. These reports include hundreds of new metrics that can enable you to evaluate your performance and find opportunities for improvement. Reports are organized into the following categories:
- App Store Engagement — the number of users on the App Store interacting with a developer’s app or sharing it with others
- App Store Commerce — downloads, sales, pre-orders, and transactions made with the secure App Store In-App Purchase system
- App Usage — active devices, installs, app deletions, and more
- Frameworks Usage — an app’s interaction with OS capabilities, such as PhotoPicker and Widgets
- Performance — how your apps perform and how users interact with specific features
Additionally, new reports are also available through the CloudKit console with data about Apple Push Notifications and File Provider.
- Apple Push Notifications — notification states as they pass through the Apple Push Notification service (APNs)
- File Provider — usage, consistency, and error data
Updates to app distribution in the European Union
Over the past several weeks, we’ve communicated with thousands of developers to discuss DMA-related changes to iOS, Safari, and the App Store impacting apps in the European Union. As a result of the valuable feedback received, we’ve revised the Alternative Terms Addendum for Apps in the EU to update the following policies and provide developers more flexibility:
- Decisioning by membership: To make it easier for more developers to sign up for the new terms, we’ve removed the corporate entity requirement that the Addendum must be signed by each membership that controls, is controlled by, or is under control with another membership. This means an entity can now choose to sign up for the new terms at the developer account level.
- Switching back: To help reduce the risk of unexpected business changes under the new terms, such as reaching massive scale more quickly than anticipated, or if you simply change your mind, we’ve created a one-time option to terminate the Addendum under certain circumstances and switch back to Apple’s standard business terms for your EU apps. For details, view the Addendum.
- Alternative app marketplace requirements: To make it easier for developers who want to create alternative app marketplaces, we’ve added a new eligibility criteria that lets developers qualify without a stand-by letter of credit. For details, view the marketplace support page.
If you’ve already entered into the Addendum, you can sign the updated version here.
The latest OS Release Candidates are now available
You can now submit your apps and games built with Xcode 15.3 and all the latest SDKs for iOS 17.4, iPadOS 17.4, macOS 14.4, tvOS 17.4, visionOS 1.1, and watchOS 10.4.
Developers who have agreed to the Alternative Terms Addendum for Apps in the EU can now submit apps offering alternative payment options in the EU. They can also now measure the number of first annual installs their apps have accumulated.
If you’d like to discuss changes to iOS, Safari, and the App Store impacting apps in the EU to comply with the Digital Markets Act, request a 30-minute online consultation with an Apple team member.
Updated App Review Guidelines now available
The App Store Review Guidelines have been revised to support updated policies, upcoming features, and to provide clarification.
- The title of the document has been changed to App Review Guidelines.
- The Introduction section explains that in the European Union, developers can also distribute notarized iOS apps from alternative app marketplaces. This section provides links to further information about alternative app marketplaces and Notarization for iOS apps.
The following guidelines have been updated:
- 2.3.1: Added that a violation of this rule is grounds for an app being blocked from installing via alternative distribution.
- 2.3.10: Added that developers cannot include names, icons, or imagery of other mobile platforms or alternative app marketplaces in their apps or metadata, unless there is specific, approved interactive functionality.
- 3.1.3(b): Added a link to 3.1.1 to make clear that 3.1.1(a) applies, and multiplatform services apps can use the 3.1.1(a) entitlement.
- 4.8 Login Services: Updated to make clear that the login service cannot collect interactions with your app for advertising purposes without consent. It also adds that another login service is not required if your app is an alternative app marketplace, or an app distributed from an alternative app marketplace, that uses a marketplace-specific login for account, download, and commerce features.
- 5.1.1(viii): Added that apps that compile personal information from any source that is not directly from the user or without the user’s explicit consent, even public databases, are not permitted on alternative app marketplaces.
- 5.4 and 5.5: Updated to state that apps that do not comply with these guidelines will be blocked from installing via alternative distribution.
- Bug Fix Submissions: Added that bug fixes will not be delayed for apps that are already on alternative app marketplaces, except for those related to legal or safety issues.
View the App Review Guidelines
Translations of the guidelines will be available on the Apple Developer website within one month.
Privacy updates for App Store submissions
Developers are responsible for all code included in their apps. At WWDC23, we introduced new privacy manifests and signatures for commonly used third-party SDKs and announced that developers will need to declare approved reasons for using a set of APIs in their app’s privacy manifest. These changes help developers better understand how third-party SDKs use data, secure software dependencies, and provide additional privacy protection for users.
Starting March 13: If you upload a new or updated app to App Store Connect that uses an API requiring approved reasons, we’ll send you an email letting you know if you’re missing reasons in your app’s privacy manifest. This is in addition to the existing notification in App Store Connect.
Starting May 1: You’ll need to include approved reasons for the listed APIs used by your app’s code to upload a new or updated app to App Store Connect. If you’re not using an API for an allowed reason, please find an alternative. And if you add a new third-party SDK that’s on the list of commonly used third-party SDKs, these API, privacy manifest, and signature requirements will apply to that SDK. Make sure to use a version of the SDK that includes its privacy manifest and note that signatures are also required when the SDK is added as a binary dependency.
This functionality is a step forward for all apps and we encourage all SDKs to adopt it to better support the apps that depend on them.
App submissions now open for the latest OS releases
Submit in App Store Connect
iOS 17.4, iPadOS 17.4, macOS 14.4, tvOS 17.4, visionOS 1.1, and watchOS 10.4 will soon be available to customers worldwide. Build your apps and games using the Xcode 15.3 Release Candidate and latest SDKs, then test them using TestFlight. You can submit your iPhone and iPad apps today.
Apps in the European UnionDevelopers who’ve agreed to the Alternative Terms Addendum for Apps in the EU can set up marketplace distribution in the EU. Eligible developers can also submit marketplace apps and offer apps with alternative browser engines.
Once these platform versions are publicly available:
- First annual installs for the Core Technology Fee begin accruing and the new commission rates take effect for these developers.
- Apps offering alternative payment options in the EU will be accepted in App Store Connect. In the meantime, you can test in the sandbox environment.
If you’d like to discuss changes to iOS, Safari, and the App Store impacting apps in the EU to comply with the Digital Markets Act, request a 30-minute online consultation to meet with an Apple team member. In addition, if you’re interested in getting started with operating an alternative app marketplace on iOS in the EU, you can request to attend an in-person lab in Cork, Ireland.
Developer activities you’ll love
Apple developer activities are in full swing. Here’s a look at what’s happening:
- Join an online session to learn to minimize churn and win back subscribers hosted by App Store experts.
- Celebrate International Women’s Day with special in-person activities in Bengaluru, Cupertino, Shanghai, Singapore, Sydney, and Tokyo.
- Visit an Apple Vision Pro developer lab in Cupertino, London, Munich, Singapore, Sydney, or Tokyo to test and refine your apps for the infinite canvas.
- Meet with an Apple team member to discuss changes to iOS, Safari, and the App Store impacting apps in the European Union to comply with the Digital Markets Act.
And we’ll have lots more activities in store — online, in person, and in multiple languages — all year long.
Q&A with the Apple UX writing team
Writing is fundamental — especially in your apps and games, where the right words can have a profound impact on your experience. During WWDC23, the Apple UX writing team hosted a wide-ranging Q&A that covered everything from technical concepts to inspiring content to whether apps should have “character.” Here are some highlights from that conversation and resources to help you further explore writing for user interfaces.
Writing for interfaces Watch now My app has a lot of text. What’s the best way to make copy easier to read?Ask yourself: What am I trying to accomplish with my writing? Once you’ve answered that, you can start addressing the writing itself. First, break up your paragraphs into individual sentences. Then, go back and make each sentence as short and punchy as possible. To go even further, you can start each sentence the same way — like with a verb — or add section headers to break up the copy. Or, to put it another way:
Break up your paragraphs into individual sentences.
Make each sentence as short and punchy as possible.
Start each sentence the same way — like with a verb.
Keep other options in mind too. Sometimes it might be better to get your point across with a video or animation. You might also put a short answer first and expand on it elsewhere. That way, you’re helping people who are new to your app while offering a richer option for those who want to dive a little deeper.
What’s your advice for explaining technical concepts in simple terms?First, remember that not everyone will have your level of understanding. Sometimes we get so excited about technical details that we forget the folks who might be using an app for the first time.
Try explaining the concept to a friend or colleague first — or ask an engineer to give you a quick summary of a feature.
From there, break down your idea into smaller components and delete anything that isn’t absolutely necessary. Technical concepts can feel even more intimidating when delivered in a big block of text. Can you link to a support page? Do people need that information in this particular moment? Offering small bits of information is always a good first step.
How can I harness the “less is more” concept without leaving people confused?Clarity should always be the priority. The trick is to make something as long as it needs to be, but as short as it can be. Start by writing everything down — and then putting it away for a few days. When you come back to it, you’ll have a clearer perspective on what can be cut.
One more tip: Look for clusters of short words — those usually offer opportunities to tighten things up.
How should I think about writing my onboarding?Naturally, this will depend on your app or game — you’ll have to figure out what’s necessary and right for you. But typically, brevity is key when it comes to text — especially at the beginning, when people are just trying to get into the experience.
Consider providing a brief overview of high-level features so people know why they should use your app and what to expect while doing so. Also, think about how they got there. What text did they see before opening your app? What text appeared on the App Store? All of this contributes to the overall journey.
Human Interface Guidelines: Onboarding
Should UX writing have a personal tone? Or does that make localization too difficult?When establishing your voice and tone, you should absolutely consider adding elements of personality to get the elusive element of “character.” But you're right to consider how your strings will localize. Ideally, you’ll work with your localization partners for this. Focus on phrases that strike the tone you want without resorting to idioms. And remember that a little goes a long way.
How should I approach writing inclusively, particularly in conveying gender?This is an incredibly important part of designing for everyone. Consider whether specifying gender is necessary for the experience you’re creating. If gender is necessary, it’s helpful to provide a full set of options — as well as an option to decline the question. Many things can be written without alluding to gender at all and are thus more inclusive. You can also consider using glyphs. SF Symbols provides lots of inclusive options. And you can find more guidance about writing inclusively in the Human Interface Guidelines.
Human Interface Guidelines: Inclusion
What are some best practices for writing helpful notifications?First, keep in mind that notifications can feel inherently interruptive — and that people receive lots of them all day long. Before you write a notification at all, ask yourself these questions:
- Does the message need to be sent right now?
- Does the message save someone from opening your app?
- Does the message convey something you haven’t already explained?
If you answered yes to all of the above, learn more about notification best practices in the Human Interface Guidelines.
Human Interface Guidelines: Notifications
Can you offer guidance on writing for the TipKit framework?With TipKit — which displays tips that help people discover features in your app — concise writing is key. Use tips to highlight a brand-new feature in your app, help people discover a hidden feature, or demonstrate faster ways to accomplish a task. Keep your tips to just one idea, and be as clear as possible about the functionality or feature you’re highlighting.
What’s one suggestion you would give writers to improve their content?One way we find the perfect (or near-perfect) sentence is to show it to other people, including other writers, designers, and creative partners. If you don’t have that option, run your writing by someone else working on your app or even a customer. And you can always read out loud to yourself — it’s an invaluable way to make your writing sound conversational, and a great way to find and cut unnecessary words.
Hello Developer: February 2024
Welcome to the first Hello Developer of the spatial computing era. In this edition: Join us to celebrate International Women’s Day all over the world, find out how the Fantastical team brought their app to life on Apple Vision Pro, get UX writing advice straight from Apple experts, and catch up on the latest news and documentation.
FEATURED
Join us for International Women's Day celebrationsThis March, we’re honoring International Women’s Day with developer activities all over the world. Celebrate and elevate women in app development through a variety of sessions, panels, and performances.
FEATURED
“The best version we’ve ever made”: Fantastical comes to Apple Vision ProThe best-in-class calendar app Fantastical has 11 years of history, a shelf full of awards, and plenty of well-organized fans on iPad, iPhone, Mac, and Apple Watch. Yet Fantastical’s Michael Simmons says the app on Apple Vision Pro is “the best version we’ve ever made.” Find out what Simmons learned while building for visionOS — and what advice he’d give fellow developers bringing their apps to Apple Vision Pro.
“The best version we’ve ever made”: Fantastical comes to Apple Vision Pro View nowQ&A
Get advice from the Apple UX writing teamWriting is fundamental — especially in your apps and games, where the right words can have a profound impact on your app’s experience. During WWDC23, the Apple UX writing team hosted a wide-ranging Q&A that covered everything from technical concepts to inspiring content to whether apps should have “character.”
Q&A with the Apple UX writing team View nowNEWS
Download the Apple Developer app on visionOSApple Developer has come to Apple Vision Pro. Experience a whole new way to catch up on WWDC videos, browse news and features, and stay up to date on the latest Apple frameworks and technologies.
Download Apple Developer from the App Store
VIDEOS
Dive into Xcode Cloud, Apple Pay, and network selectionThis month’s new videos cover a lot of ground. Learn how to connect your source repository with Xcode Cloud, find out how to get started with Apple Pay on the Web, and discover how your app can automatically select the best network for an optimal experience.
Connect your project to Xcode Cloud Watch now Get started with Apple Pay on the Web Watch now Adapt to changing network conditions Watch nowBEHIND THE DESIGN
Rebooting an inventive puzzle game for visionOSBringing the mind-bending puzzler Blackbox to Apple Vision Pro presented Ryan McLeod with a challenge and an opportunity like nothing he'd experienced before. Find out how McLeod and team are making the Apple Design Award-winning game come to life on the infinite canvas. Then, catch up on our Apple Vision Pro developer interviews and Q&As with Apple experts.
Blackbox: Rebooting an inventive puzzle game for visionOS View now Apple Vision Pro developer stories and Q&As View nowMEET WITH APPLE EXPERTS
Sign up for developer activitiesThis month, you can learn to minimize churn and win back subscribers in an online session hosted by App Store experts, and meet with App Review to explore best practices for a smooth review process. You can also request to attend an in-person lab in Cork, Ireland, to help develop your alternative app marketplace on iOS in the European Union. View the full schedule of activities.
DOCUMENTATION
Explore and create with new and updated docs- Track specific points in world space: In this new sample app, you’ll learn to use world anchors along with an ARKit session’s WorldTrackingProvider to create coherence and continuity in a 3D world.
- Explore over 400 newly localized SF symbols: Download the latest version of SF Symbols to browse the updates.
- Preview your app's interface in Xcode: Iterate designs quickly and preview your displays across Apple devices.
- Set up or add a Border Router to your Thread network: Configure a Border Router as a bridge between the Thread and Wi-Fi or Ethernet networks in a home.
View the full list of new resources.
Discover what’s new in the Human Interface Guidelines.
NEWS
Catch up on the latest updates- Swift Student Challenge applications are open: Learn about past Challenge winners and get everything you need to create an awesome app playground.
- App Store Connect API 3.2: Manage your apps on the App Store for Apple Vision Pro and download new Sales and Trends install reports, including information about historical first annual installs.
- New StoreKit entitlement: If your app offers in-app purchases on the App Store for iPhone or iPad in the United States, you can include a link to your website to let people know of other ways to purchase your digital goods or services.
- New reports and sign-in options: You’ll soon be able to view over 50 new reports to help measure your apps’ performance. And you can take advantage of new flexibility when asking users to sign in to your app.
- App distribution in the European Union: We’re sharing some changes to iOS, Safari, and the App Store, impacting developers’ apps in the EU to comply with the Digital Markets Act.
- App Store Review Guideline update: Check out the latest changes to support updated policies and provide clarification.
Want to get Hello Developer in your inbox? Make sure you’ve opted in to receive emails about developer news and events by updating your email preferences in your developer account.
Share your thoughtsWe’d love to hear from you. If you have suggestions for our activities or stories, please let us know.
“The best version we’ve ever made”: Fantastical comes to Apple Vision Pro
The best-in-class calendar app Fantastical has more than a decade of history, a shelf full of awards, and plenty of well-organized fans on iPad, iPhone, Mac, and Apple Watch. Yet Michael Simmons, CEO and lead product designer for Flexibits, the company behind Fantastical, says the Apple Vision Pro app is “the best version we’ve ever made.” We asked Simmons about what he’s learned while building for visionOS, his experiences visiting the developer labs, and what advice he’d give fellow developers bringing their apps to Vision Pro.
What was your initial approach to bringing Fantastical from iPad to Apple Vision Pro?The first thing we did was look at the platform to see if a calendar app made sense. We thought: “Could we do something here that’s truly an improvement?” When the answer was yes, we moved on to, “OK, what are the possibilities?” And of course, visionOS gives you unlimited possibilities. You’re not confined to borders; you have the full canvas of the world to create on.
We wanted to take advantage of that infinite canvas. But we also needed to make sure Fantastical felt right at home in visionOS. People want to feel like there’s a human behind the design — especially in our case, where some customers have been with us for almost 13 years. There’s a legacy there, and an expectation that what you’ll see will feel connected to what we’ve done for more than a decade.
I play guitar, so to me it felt like learning an instrument.
Michael Simmons, CEO and lead product designer for Flexibits
In the end, it all felt truly seamless, so much so that once Fantastical was finished, we immediately said, “Well, let’s do [the company’s contacts app] Cardhop too!”
Was there a moment when you realized, “We’ve really got something here”?It happened as instantly as it could. I play guitar, so to me it felt like learning an instrument. One day it just clicks — the songs, the notes, the patterns — and feels like second nature. For me, it felt like those movies where a musical prodigy feels the music flowing out of them.
How did you approach designing for visionOS?We focused a lot on legibility of the fonts, buttons, and other screen elements. The opaque background didn’t play well with elements from other operating systems, for example, so we tweaked it. We stayed consistent with design language, used system-provided colors as much as possible, built using mainly UIKit, and used SwiftUI for ornaments and other fancy Vision Pro elements. It’s incredible how great the app looked without us needing to rewrite a bunch of code.
How long did the process take?It was five months from first experiencing the device to submitting a beautiful app. Essentially, that meant three months to ramp up — check out the UI, explore what was doable, and learn the tools and frameworks — and two more months to polish, refine, and test. That’s crazy fast! And once we had that domain knowledge, we were able to do Cardhop in two months. So I’d say if you have an iPad app and that knowledge, it takes just months to create a Apple Vision Pro version of your app.
What advice would you give to other developers looking to bring their iPhone or iPad apps to Apple Vision Pro?Make sure your app is appropriate for the platform. Look at the device — all of its abilities and possibilities — and think about how your app would feel with unlimited real estate. And if your app makes sense — and most apps do make sense — and you’re already developing for iPad, iPhone, or Mac, it’s a no-brainer to bring it to Apple Vision Pro.
Updates to support app distribution changes in the European Union
We recently announced changes to iOS, Safari, and the App Store impacting developers’ apps in the European Union (EU) to comply with the Digital Markets Act (DMA), supported by more than 600 new APIs, a wide range of developer tools, and related documentation.
And we’re continuing to provide new ways for developers to understand and utilize these changes, including:
- Online consultations to discuss alternative distribution on iOS, alternative payments on the App Store, linking out to purchase on their webpage, new business terms, and more.
- Labs to help develop alternative app marketplaces on iOS.
Developers who have agreed to the new business terms can now use new features in App Store Connect and the App Store Connect API to set up marketplace distribution and marketplace apps, and use TestFlight to beta test these features. TestFlight also supports apps using alternative browser engines, and alternative payments through payment service providers and linking out to a webpage.
And soon, you’ll be able to view expanded app analytics reports for the App Store and iOS.
App Store Connect upload requirement starts April 29
Apps uploaded to App Store Connect must be built with Xcode 15 for iOS 17, iPadOS 17, tvOS 17, or watchOS 10, starting April 29, 2024.
Apply for the Swift Student Challenge now through February 25
Every year, the Swift Student Challenge aims to inspire students to create amazing app playgrounds that can make life better for their communities — and beyond.
Have an app idea that’s close to your heart? Now’s your chance to make it happen. Build an app playground and submit by February 25.
All winners receive a year of complimentary membership in the Apple Developer Program and other exclusive awards. And for the first time ever, we’ll award a select group of Distinguished Winners a trip to Apple Park for an incredible in-person experience.
Request a consultation about the changes to apps distributed in the European Union
Meet with an Apple team member to discuss changes to iOS, Safari, and the App Store impacting apps in the European Union to comply with the Digital Markets Act. Topics include alternative distribution on iOS, alternative payments in the App Store, linking out to purchase on your webpage, new business terms, and more.
Request a 30-minute online consultation to ask questions and provide feedback about these changes.
In addition, if you’re interested in getting started with operating an alternative app marketplace on iOS in the European Union, you can request to attend an in-person lab in Cork, Ireland.
Blackbox: Rebooting an inventive puzzle game for visionOS
If you’ve ever played Blackbox, you know that Ryan McLeod builds games a little differently.
In the inventive iOS puzzler from McLeod’s studio, Shapes & Stories, players solve challenges not by tapping or swiping but by rotating the device, plugging in the USB cable, singing a little tune — pretty much everything except touching the screen.
“The idea was to get people in touch with the world outside their device,” says McLeod, while ambling along the canals of his Amsterdam home base.
I’m trying to figure out what makes Blackbox tick on iOS, and how to bring that to visionOS. That requires some creative following of my own rules — and breaking some of them.
Ryan McLeod
In fact, McLeod freed his puzzles from the confines of a device screen well before Apple Vision Pro was even announced — which made bringing the game to this new platform a fascinating challenge. On iOS and iPadOS, Blackbox plays off the familiarity of our devices. But how do you transpose that experience to a device people haven’t tried yet? And how do you break boundaries on a canvas that doesn’t have any? “I do love a good constraint,” says McLeod, “but it has been fun to explore the lifting of that restraint. I’m trying to figure out what makes Blackbox tick on iOS, and how to bring that to visionOS. That requires some creative following of my own rules — and breaking some of them.”
After a brief onboarding, the game becomes an all-new visionOS experience that takes advantage of the spatial canvas right from the first level selection. “I wanted something a little floaty and magical, but still grounded in reality,” he says. “I landed on the idea of bubbles. They’re like soap bubbles: They’re natural, they have this hyper-realistic gloss, and they move in a way you’re familiar with. The shader cleverly pulls the reflection of your world into them in this really believable, intriguing way.”
And the puzzles within those bubbles? “Unlike Blackbox on iOS, you’re not going to play this when you’re walking home from school or waiting in line,” McLeod says. “It had to be designed differently. No matter how exciting the background is, or how pretty the sound effects are, it’s not fun to just stare at something, even if it’s bobbing around really nicely.”
Ryan McLeod’s notebook shows pen sketches of what will become Blackbox on Apple Vision Pro.
Now, McLeod cautions that Blackbox is still very much a work in progress, and we’re certainly not here to offer any spoilers. But if you want to go in totally cold, it might be best to skip this next part.
In Blackbox, players interact with the space — and their own senses — to explore and solve challenges. One puzzle involves moving your body in a certain manner; another involves sound, silence, and a blob of molten gold floating like an alien in front of you. A second puzzle involves Morse code. And solving a third puzzle causes part of the scene to collapse into a portal. “Spatial Audio makes the whole thing kind of alarming but mesmerizing,” he says.
There's an advantage to not knowing expected or common patterns.
Ryan McLeod
It's safe to say Blackbox will continue evolving, especially since McLeod is essentially building this plane as he’s flying it — something he views as a positive. “There’s an advantage to not knowing expected or common patterns,” he says. “There’s just so much possibility.”
Apple Vision Pro developer stories and Q&As
Meet some of the incredible teams building for visionOS, and get answers from Apple experts on spatial design and creating great apps for Apple Vision Pro.
Developer stories “The best version we’ve ever made”: Fantastical comes to Apple Vision Pro View now Blackbox: Rebooting an inventive puzzle game for visionOS View now “The full impact of fruit destruction”: How Halfbrick cultivated Super Fruit Ninja on Apple Vision Pro View now Realizing their vision: How djay designed for visionOS View now JigSpace is in the driver’s seat View now PTC is uniting the makers View now Q&As Q&A: Spatial design for visionOS View now Q&A: Building apps for visionOS View nowPrice and tax updates for apps, in-app purchases, and subscriptions
The App Store is designed to make it easy to sell your digital goods and services globally, with support for 44 currencies across 175 storefronts.
From time to time, we may need to adjust prices or your proceeds due to changes in tax regulations or foreign exchange rates. These adjustments are made using publicly available exchange rate information from financial data providers to help ensure that prices for apps and in-app purchases remain consistent across all storefronts.
Price updatesOn February 13, pricing for apps and in-app purchases* will be updated for the Benin, Colombia, Tajikistan, and Türkiye storefronts. Also, these updates consider the following tax changes:
- Benin: value-added tax (VAT) introduction of 18%
- Tajikistan: VAT rate decrease from 15% to 14%
Prices will be updated on the Benin, Colombia, Tajikistan, and Türkiye storefronts if you haven’t selected one of these as the base for your app or in‑app purchase.*
Prices won’t change on the Benin, Colombia, Tajikistan, or Türkiye storefront if you’ve selected that storefront as the base for your app or in-app purchase.* Prices on other storefronts will be updated to maintain equalization with your chosen base price.
Prices won’t change in any region if your in‑app purchase is an auto‑renewable subscription and won’t change on the storefronts where you manually manage prices instead of using the automated equalized prices.
The Pricing and Availability section of My Apps has been updated in App Store Connect to display these upcoming price changes. As always, you can change the prices of your apps, in‑app purchases, and auto‑renewable subscriptions at any time.
Learn more about managing your pricesView or edit upcoming price changes
Edit your app’s base country or region
Pricing and availability start times by region
Set a price for an in-app purchase
Tax updatesYour proceeds for sales of apps and in-app purchases will change to reflect the new tax rates and updated prices. Exhibit B of the Paid Applications Agreement has been updated to indicate that Apple collects and remits applicable taxes in Benin.
On January 30, your proceeds from the sale of eligible apps and in‑app purchases were modified in the following countries to reflect introductions or changes in VAT rates.
- Benin: VAT introduction of 18%
- Czechia: VAT rate decreased from 10% to 0% for certain eBooks and audiobooks
- Czechia: VAT rate increased from 10% to 12% for certain eNewspapers and Magazines
- Estonia: VAT rate increased from 20% to 22%
- Ireland: VAT rate decreased from 9% to 0% for certain eBooks and audiobooks
- Luxembourg: VAT rate increased from 16% to 17%
- Singapore: GST rate increased from 8% to 9%
- Switzerland: VAT rate increased from 2.5% to 2.6% for certain eNewspapers, magazines, books and audiobooks
- Switzerland: VAT rate increased from 7.7% to 8.1% for all other apps and in-app purchases
- Tajikistan: VAT rate decreased from 15% to 14%
*Excludes auto-renewable subscriptions.
Get ready with the latest beta releases
The beta versions of iOS 17.4, iPadOS 17.4, macOS 14.4, tvOS 17.4, and watchOS 10.4 are now available. Get your apps ready by confirming they work as expected on these releases. And to take advantage of the advancements in the latest SDKs, make sure to build and test with Xcode 15.3 beta.
Apple introduces new options worldwide for streaming game services and apps that provide access to mini apps and games
New analytics reports coming in March for developers everywhere
Developers can also enable new sign-in options for their apps
Today, Apple is introducing new options for how apps globally can deliver in-app experiences to users, including streaming games and mini-programs. Developers can now submit a single app with the capability to stream all of the games offered in their catalog.
Apps will also be able to provide enhanced discovery opportunities for streaming games, mini-apps, mini-games, chatbots, and plug-ins that are found within their apps.
Additionally, mini-apps, mini-games, chatbots, and plug-ins will be able to incorporate Apple’s In-App Purchase system to offer their users paid digital content or services for the first time, such as a subscription for an individual chatbot.
Each experience made available in an app on the App Store will be required to adhere to all App Store Review Guidelines and its host app will need to maintain an age rating of the highest age-rated content included in the app.
The changes Apple is announcing reflect feedback from Apple’s developer community and is consistent with the App Store’s mission to provide a trusted place for users to find apps they love and developers everywhere with new capabilities to grow their businesses. Apps that host this content are responsible for ensuring all the software included in their app meets Apple’s high standards for user experience and safety.
New app analyticsApple provides developers with powerful dashboards and reports to help them measure their apps’ performance through App Analytics, Sales and Trends, and Payments and Financial Reports. Today, Apple is introducing new analytics for developers everywhere to help them get even more insight into their businesses and their apps’ performance, while maintaining Apple’s long-held commitment to ensure users are not identifiable at an individual level.
Over 50 new reports will be available through the App Store Connect API to help developers analyze their app performance and find opportunities for improvement with more metrics in areas like:
Engagement — with additional information on the number of users on the App Store interacting with a developer’s app or sharing it with others;
Commerce — with additional information on downloads, sales and proceeds, pre-orders, and transactions made with the App Store’s secure In-App Purchase system;
App usage — with additional information on crashes, active devices, installs, app deletions, and more.
Frameworks usage — with additional information on an app’s interaction with OS functionality such as PhotoPicker, Widgets, and CarPlay.
Additional information about report details and access will be available for developers in March.
Developers will have the ability to grant third-party access to their reports conveniently through the API.
More flexibility for sign in options in appsIn line with Apple’s mission to protect user privacy, Apple is updating its App Store Review Guideline for using Sign in with Apple. Sign in with Apple makes it easy for users to sign in to apps and websites using their Apple ID and was built from the ground up with privacy and security in mind. Starting today, developers that offer third-party or social login services within their app will have the option to offer Sign in with Apple, or they will now be able to offer an equivalent privacy-focused login service instead.
Update on apps distributed in the European Union
We’re sharing some changes to iOS, Safari, and the App Store, impacting developers’ apps in the European Union (EU) to comply with the Digital Markets Act (DMA). These changes create new options for developers who distribute apps in any of the 27 EU member states, and do not apply to apps distributed anywhere else in the world. These options include how developers can distribute apps on iOS, process payments, use web browser engines in iOS apps, request interoperability with iPhone and iOS hardware and software features, access data and analytics about their apps, and transfer App Store user data.
If you want nothing to change for you — from how the App Store works currently in the EU and in the rest of the world — no action is needed. You can continue to distribute your apps only on the App Store and use its private and secure In-App Purchase system.
Updated App Store Review Guidelines now available
The App Store Review Guidelines have been revised to support updated policies, upcoming features, and to provide clarification. We now also indicate which guidelines only apply to Notarization for iOS apps in the European Union.
The following guidelines have been divided into subsections for the purposes of Notarization for iOS apps in the EU:
- 2.3.1
- 2.5.16
- 4.1
- 4.3
- 4.6
- 5.1.4
- 5.2.4
The following guidelines have been deleted:
- 2.5.7
- 3.2.2(vi)
- 4.2.4
- 4.2.5
- 4.4.3
2.5.6: Added a link to an entitlement to use an alternative web browser engine in your app in the EU.
3.1.6: Moved to 4.9.
3.2.2(ii): Moved to 4.10.
4.7: Edited to set forth new requirements for mini apps, mini games, streaming games, chatbots, and plug-ins.
4.8: Edited to require an additional login service with certain privacy features if you use a third-party or social login service to set up or authenticate a user’s primary account.
4.9: The original version of this rule (Streaming games) has been deleted and replaced with the Apple Pay guideline.
5.1.2(i): Added that apps may not require users to enable system functionalities (e.g., push notifications, location services, tracking) in order to access functionality, content, use the app, or receive monetary or other compensation, including but not limited to gift cards and codes. A version of this rule was originally published as Guideline 3.2.2(vi).
After You Submit — Appeals: Edited to add an updated link for suggestions for changes to the Guidelines.
The term “auto-renewing subscriptions” was replaced with “auto-renewable subscriptions” throughout.
Translations of the guidelines will be available on the Apple Developer website within one month.
Swift Student Challenge applications open February 5
We’re so excited applications for the Swift Student Challenge 2024 will open on February 5.
Looking for some inspiration? Learn about past Challenge winners to gain insight into the motivations behind their apps.
Just getting started? Get tools, tips, and guidance on everything you need to create an awesome app playground.
“The full impact of fruit destruction”: How Halfbrick cultivated Super Fruit Ninja on Apple Vision Pro
Fruit Ninja has a juicy history that stretches back more than a decade, but Samantha Turner, lead gameplay programmer at the game’s Halfbrick Studios, says the Apple Vision Pro version — Super Fruit Ninja on Apple Arcade — is truly bananas. “When it first came out, Fruit Ninja kind of gave new life to the touchscreen,” she notes, “and I think we have the potential to do something very special here.”
What if players could squeeze juice out of an orange? What if they could rip apart a watermelon and cover the table and walls with juice?
Samantha Turner, lead gameplay programmer at Halfbrick Studios
Turner would know. She’s worked on the Fruit Ninja franchise for nearly a decade, which makes her especially well suited to help grow the game on a new platform. “We needed to understand how to bring those traditional 2D user interfaces into the 3D space,” she says. “We were full of ideas: What if players could squeeze juice out of an orange? What if they could rip apart a watermelon and cover the table and walls with juice?” She laughs, on a roll. “We were really playing with the environment.”
But they also needed to get people into that environment. “That’s where we came up with the flying menu,” she says, referring to the old-timey home screen that’ll feel familiar to Fruit Ninja fans, except for how it hovers in space. “We wanted a friendly and welcoming way to bring people into the immersive space,” explains Turner. “Before we landed on the menu, we were doing things like generating 3D text to put on virtual objects. But that didn’t give us the creative freedom we needed to set the theme for our world.”
To create Super Fruit Ninja, the Halfbrick team worked to bring “traditional 2D interfaces into the 3D space.”
That theme: The good citizens of Fruitasia have discovered a portal to our world — one that magically materializes in the room. “Sensei steps right through the portal,” says Turner, “and you can peek back into their world too.”
Next, Turner and Halfbrick set about creating a satisfying — and splashy — way for people to interact with their space. The main question: What’s the most logical way to launch fruit at people?
“We started with, OK, you have a couple meters square in front of you. What will the playspace look like? What if there’s a chair or a table in the way? How do we work around different scenarios for people in their office or living room or kitchen?” To find their answers, Halfbrick built RealityKit prototypes. “Just being able to see those really opened up the possibilities.” The answer? A set of cannons, arranged in a semicircle at the optimal distance for efficient slashing.
Instead of holding blades, you simply use your hands.
Samantha Turner, lead gameplay programmer at Halfbrick Studios
It also let them move onto the question of how players can carve up a bunch of airborne bananas in a 3D space. The team experimented with a variety of hand motions, but none felt as satisfying as the final result. “Instead of holding blades, you simply use your hands,” she says. “You become the weapon.”
And you’re a powerful weapon. Slice and dice pineapples and watermelons by jabbing with your hands. Send bombs away by pushing them to a far wall, where they harmlessly explode at a distance. Fire shuriken into floating fruit by brushing your palms in an outward direction — a motion Turner particularly likes. “It’s satisfying to see it up close, but when you see it happen far away, you get the full impact of fruit destruction,” she laughs. All were results of hand gesture explorations.
Truffles the pig awaits his reward in Super Fruit Ninja.
“We always knew hands would be the center of the experience,” she says. “We wanted players to be able to grab things and knock them away. And we can tailor the arc of the fruit to make sure it's a comfortable fruit-slicing experience — we’re actually using the vertical position of the device itself to make sure that we're not throwing fruit over your head or too low.”
The result is the most immersive — and possibly most entertaining — Fruit Ninja to date, not just for players but for the creators. “Honestly,” Turner says, “this version is one of my favorites.”
Realizing their vision: How djay designed for visionOS
Years ago, early in his professional DJ career, Algoriddim cofounder and CEO Karim Morsy found himself performing a set atop a castle tower on the Italian coast. Below him, a crowd danced in the ruins; before him streched a moonlit-drenched coastline and the Mediterranean Sea. “It was a pretty inspiring environment,” Morsy says, probably wildly underselling this.
Through their app djay, Morsy and Algoriddim have worked to recreate that live DJ experience for nearly 20 years. The best-in-class DJ app started life as boxed software for Mac; subsequent versions for iPad offered features like virtual turntables and beat matching. The app was a smashing success that won an Apple Design Award in both 2011 and 2016.
On Apple Vision Pro, djay transports people to a number of inventive immersive environments.
But Morsy says all that previous work was prologue to djay on the infinite canvas. “When we heard about Apple Vision Pro,” he says, “it felt like djay was this beast that wanted to be unleashed. Our vision — no pun intended — with Algoriddim was to make DJing accessible to everyone,” he says. Apple Vision Pro, he says, represents the realization of that dream. “The first time I experienced the device was really emotional. I wanted to be a DJ since I was a child. And suddenly here were these turntables, and the night sky, and the stars above me, and this light show in the desert. I felt like, ‘This is the culmination of everything. This is the feeling I’ve been wanting people to experience.’”
When we heard about Apple Vision Pro, it felt like djay was this beast that wanted to be unleashed.
Karim Morsy, Algoriddim cofounder and CEO
Getting to that culmination necessitated what Morsy calls “the wildest sprint of our lives.” With a 360-degree canvas to explore, the team rethought the entire process of how people interacted with djay. “We realized that with a decade of building DJ interfaces, we were taking a lot for granted,” he says. “So the first chunk of designing for Apple Vision Pro was going back to the drawing board and saying, ‘OK, maybe this made sense 10 years ago with a computer and mouse, but why do we need it now? Why should people have to push a button to match tempos — shouldn’t that be seamless?’ There was so much we could abstract away.”
Spin in a fully immersive environment, or bring your two turntables into the room with you.
They also thought about environments. djay offers a windowed view, a shared space that brings 3D turntables into your environment, and several forms of full immersion. The app first opens to the windowed view, which should feel familiar to anyone who’s spun on the iPad app: a simple UI of two decks. The volumetric view brings into your room not just turntables, but the app’s key moment: the floating 3D cube that serves as djay’s effects control pad.
But those immersive scenes are where Morsy feels people can truly experience reacting to and feeding off the environment. There’s an LED wall that reflects colors from the artwork of the currently playing song, a nighttime desert scene framed by an arena of lights, and a space lounge — complete with dancing robots — that offers a great view of planet Earth. The goal of those environments is to help create the “flow state” that’s sought by live DJs. “You want to get into a loop where the environment influences you and vice versa,” Morsy says.
From left: Algoriddim’s Karim Morsy, Frederik Seiffert, and Federico Tessmann work on updates to their app with the proper equipment.
In the end, this incredible use of technology serves a very simple purpose: interacting with the music you love. Morsy — a musician himself — points to a piano he keeps in his office. “That piano has had the same interface for hundreds of years,” he says. “That’s what we’re trying to reach, that sweet spot between complexity and ease of use. With djay on Vision Pro, it’s less about, ‘Let’s give people bells and whistles,’ and more, ‘Let’s let them have this experience.’”
Hello Developer: January 2024
Welcome to Hello Developer. In this Apple Vision Pro-themed edition: Find out how to submit your visionOS apps to the App Store, learn how the team behind djay approached designing for the infinite canvas, and get technical answers straight from Apple Vision Pro engineers. Plus, catch up on the latest news, documentation, and developer activities.
FEATURED
Submit your apps to the App Store for Apple Vision ProApple Vision Pro will have a brand-new App Store, where people can discover and download all the incredible apps available for visionOS. Whether you’ve created a new visionOS app or are making your existing iPad or iPhone app available on Apple Vision Pro, here’s everything you need to know to prepare and submit your app to the App Store.
BEHIND THE DESIGN
Realizing their vision: How djay designed for visionOSAlgoriddim CEO Karim Morsy says Apple Vision Pro represents “the culmination of everything” for his app, djay. In the latest edition of Behind the Design, find out how this incredible team approached designing for the infinite canvas.
Realizing their vision: How djay designed for visionOS View nowQ&A
Get answers from Apple Vision Pro engineersIn this Q&A, Apple Vision Pro engineers answer some of the most frequently asked questions from Apple Vision Pro developer labs all over the world.
Q&A: Building apps for visionOS View nowCOLLECTION
Reimagine your enterprise apps on Apple Vision ProDiscover the languages, tools, and frameworks you’ll need to build and test your apps for visionOS. Explore videos and resources that showcase productivity and collaboration, simulation and training, and guided work. And dive into workflows for creating or converting existing media, incorporating on-device and remote assets into your app, and much more.
Reimagine your enterprise apps on Apple Vision Pro View nowMEET WITH APPLE EXPERTS
Submit your request for developer labs and App Review consultationsJoin us this month in the Apple Vision Pro developer labs to get your apps ready for visionOS. With help from Apple, you’ll be able to test, refine, and finalize your apps and games. Plus, Apple Developer Program members can check out one-on-one App Review, design, and technology consultations, offered in English, Spanish, Brazilian Portuguese, and more.
DOCUMENTATION
Check out visionOS sample apps, SwiftUI tutorials, audio performance updates, and moreThese visionOS sample apps feature refreshed audio, visual, and timing elements, simplified collision boxes, and performance improvements.
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Hello World: Use windows, volumes, and immersive spaces to teach people about the Earth.
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Happy Beam: Leverage a Full Space to create a game using ARKit.
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Diorama: Design scenes for your visionOS app using Reality Composer Pro.
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Swift Splash: Use RealityKit to create an interactive ride in visionOS.
And these resources and updated tutorials cover iOS 17, accessibility, Live Activities, and audio performance.
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SwiftUI Tutorials: Learn the latest best practices for iOS 17.
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Accessibility Inspector: Review your app’s accessibility experience.
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Starting and updating Live Activities with ActivityKit push notifications: Use push tokens to update and end Live Activities.
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Analyzing audio performance with Instruments: Ensure a smooth and immersive audio experience using Audio System Trace.
View the full list of new resources.
Discover what’s new in the Human Interface Guidelines.
NEWS
Catch up on the latest updates-
Announcing contingent pricing: Give customers discounted pricing when they’re subscribed to a different subscription on the App Store.
-
Updated agreements and guidelines now available: Check out the latest changes that have been made to support updated policies and provide clarification.
Want to get Hello Developer in your inbox? Make sure you’ve opted in to receive emails about developer news and events by updating your email preferences in your developer account.
Share your thoughtsWe’d love to hear from you. If you have suggestions for our activities or stories, please let us know.
Q&A: Building apps for visionOS
Over the past few months, Apple experts have fielded questions about visionOS in Apple Vision Pro developer labs all over the world. Here are answers to some of the most frequent questions they’ve been asked, including insights on new concepts like entities, immersive spaces, collision shapes, and much more.
How can I interact with an entity using gestures?There are three important pieces to enabling gesture-based entity interaction:
- The entity must have an InputTargetComponent. Otherwise, it won’t receive gesture input at all.
- The entity must have a CollisionComponent. The shapes of the collision component define the regions that gestures can actually hit, so make sure the collision shapes are specified appropriately for interaction with your entity.
- The gesture that you’re using must be targeted to the entity you’re trying to interact with (or to any entity). For example:
private var tapGesture: some Gesture {
TapGesture()
.targetedToAnyEntity()
.onEnded { gestureValue in
let tappedEntity = gestureValue.entity
print(tappedEntity.name)
}
}
It’s also a good idea to give an interactive entity a HoverEffectComponent, which enables the system to trigger a standard highlight effect when the user looks at the entity.
Should I use a window group, an immersive space, or both?Consider the technical differences between windows, volumes, and immersive spaces when you decide which scene type to use for a particular feature in your app.
Here are some significant technical differences that you should factor into your decision:
- Windows and volumes from other apps the user has open are hidden when an immersive space is open.
- Windows and volumes clip content that exceeds their bounds.
- Users have full control over the placement of windows and volumes. Apps have full control over the placement of content in an immersive space.
- Volumes have a fixed size, windows are resizable.
- ARKit only delivers data to your app if it has an open immersive space.
Explore the Hello World sample code to familiarize yourself with the behaviors of each scene type in visionOS.
How can I visualize collision shapes in my scene?Use the Collision Shapes debug visualization in the Debug Visualizations menu, where you can find several other helpful debug visualizations as well. For information on debug visualizations, check out Diagnosing issues in the appearance of a running app.
Can I position SwiftUI views within an immersive space?Yes! You can position SwiftUI views in an immersive space with the offset(x:y:) and offset(z:) methods. It’s important to remember that these offsets are specified in points, not meters. You can utilize PhysicalMetric to convert meters to points.
What if I want to position my SwiftUI views relative to an entity in a reality view?Use the RealityView attachments API to create a SwiftUI view and make it accessible as a ViewAttachmentEntity. This entity can be positioned, oriented, and scaled just like any other entity.
RealityView { content, attachments in
// Fetch the attachment entity using the unique identifier.
let attachmentEntity = attachments.entity(for: "uniqueID")!
// Add the attachment entity as RealityView content.
content.add(attachmentEntity)
} attachments: {
// Declare a view that attaches to an entity.
Attachment(id: "uniqueID") {
Text("My Attachment")
}
}
Can I position windows programmatically?
There’s no API available to position windows, but we’d love to know about your use case. Please file an enhancement request. For more information on this topic, check out Positioning and sizing windows.
Is there any way to know what the user is looking at?As noted in Adopting best practices for privacy and user preferences, the system handles camera and sensor inputs without passing the information to apps directly. There's no way to get precise eye movements or exact line of sight. Instead, create interface elements that people can interact with and let the system manage the interaction. If you have a use case that you can't get to work this way, and as long as it doesn't require explicit eye tracking, please file an enhancement request.
When are the onHover and onContinuousHover actions called on visionOS?The onHover and onContinuousHover actions are called when a finger is hovering over the view, or when the pointer from a connected trackpad is hovering over the view.
Can I show my own immersive environment textures in my app?If your app has an ImmersiveSpace open, you can create a large sphere with an UnlitMaterial and scale it to have inward-facing geometry:
struct ImmersiveView: View {
var body: some View {
RealityView { content in
do {
// Create the sphere mesh.
let mesh = MeshResource.generateSphere(radius: 10)
// Create an UnlitMaterial.
var material = UnlitMaterial(applyPostProcessToneMap: false)
// Give the UnlitMaterial your equirectangular color texture.
let textureResource = try await TextureResource(named: "example")
material.color = .init(tint: .white, texture: .init(textureResource))
// Create the model.
let entity = ModelEntity(mesh: mesh, materials: [material])
// Scale the model so that it's mesh faces inward.
entity.scale.x *= -1
content.add(entity)
} catch {
// Handle the error.
}
}
}
}
I have existing stereo videos. How can I convert them to MV-HEVC?
AVFoundation provides APIs to write videos in MV-HEVC format. For a full example, download the sample code project Converting side-by-side 3D video to multiview HEV.
To convert your videos to MV-HEVC:
- Create an AVAsset for each of the left and right views.
- Use AVOutputSettingsAssistant to get output settings that work for MV-HEVC.
- Specify the horizontal disparity adjustment and field of view (this is asset specific). Here’s an example:
var compressionProperties = outputSettings[AVVideoCompressionPropertiesKey] as! [String: Any]
// Specifies the parallax plane.
compressionProperties[kVTCompressionPropertyKey_HorizontalDisparityAdjustment as String] = horizontalDisparityAdjustment
// Specifies the horizontal FOV (90 degrees is chosen in this case.)
compressionProperties[kCMFormatDescriptionExtension_HorizontalFieldOfView as String] = horizontalFOV
- Create an AVAssetWriterInputTaggedPixelBufferGroupAdaptor as the input for your AVAssetWriter.
- Create an AVAssetReader for each of the left and right video tracks.
- Read the left and right tracks, then append matching samples to the tagged pixel buffer group adaptor:
// Create a tagged buffer for each stereoView.
let taggedBuffers: [CMTaggedBuffer] = [
.init(tags: [.videoLayerID(0), .stereoView(.leftEye)], pixelBuffer: leftSample.imageBuffer!),
.init(tags: [.videoLayerID(1), .stereoView(.rightEye)], pixelBuffer: rightSample.imageBuffer!)
]
// Append the tagged buffers to the asset writer input adaptor.
let didAppend = adaptor.appendTaggedBuffers(taggedBuffers,
withPresentationTime: leftSample.presentationTimeStamp)
How can I light my scene in RealityKit on visionOS?
You can light your scene in RealityKit on visionOS by:
- Using a system-provided automatic lighting environment that updates based on real-world surroundings.
- Providing your own image-based lighting via an ImageBasedLightComponent. To see an example, create a new visionOS app, select RealityKit as the Immersive Space Renderer, and select Full as the Immersive Space.
You can create materials with custom shading in Reality Composer Pro using the Shader Graph. A material created this way is accessible to your app as a ShaderGraphMaterial, so that you can dynamically change inputs to the shader in your code.
For a detailed introduction to the Shader Graph, watch Explore materials in Reality Composer Pro.
How can I position entities relative to the position of the device?In an ImmersiveSpace, you can get the full transform of the device using the queryDeviceAnchor(atTimestamp:) method.
Learn more about building apps for visionOS Q&A: Spatial design for visionOS View now Spotlight on: Developing for visionOS View now Spotlight on: Developer tools for visionOS View nowSample code contained herein is provided under the Apple Sample Code License.
Submit your apps to the App Store for Apple Vision Pro
Apple Vision Pro will have a brand-new App Store, where people can discover and download incredible apps for visionOS. Whether you’ve created a new visionOS app or are making your existing iPad or iPhone app available on Apple Vision Pro, here’s everything you need to know to prepare and submit your app to the App Store.
Updated Apple Developer Program License Agreement now available
The Apple Developer Program License Agreement has been revised to support updated policies and provide clarification. The revisions include:
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Definitions, Section 3.3.3(N): Updated "Tap to Present ID" to "ID Verifier"
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Definitions, Section 14.10: Updated terms regarding governing law and venue
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Section 3.3: Reorganized and categorized provisions for clarity
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Section 3.3.3(B): Clarified language on privacy and third-party SDKs
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Section 6.7: Updated terms regarding analytics
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Section 12: Clarified warranty disclaimer language
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Attachment 1: Updated terms for use of Apple Push Notification Service and Local Notifications
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Attachment 9: Updated terms for Xcode Cloud compute hours included with Apple Developer Program membership
Announcing contingent pricing for subscriptions
Contingent pricing for subscriptions on the App Store — a new feature that helps you attract and retain subscribers — lets you give customers a discounted subscription price as long as they’re actively subscribed to a different subscription. It can be used for subscriptions from one developer or two different developers. We’re currently piloting this feature and will be onboarding more developers in the coming months. If you’re interested in implementing contingent pricing in your app, you can start planning today and sign up to get notified when more details are available in January.
Get ready with the latest beta releases
The beta versions of iOS 17.3, iPadOS 17.3, macOS 14.3, tvOS 17.3, and watchOS 10.3 are now available. Get your apps ready by confirming they work as expected on these releases. And to take advantage of the advancements in the latest SDKs, make sure to build and test with Xcode 15.2 beta.
Hello Developer: December 2023
Welcome to Hello Developer. In this edition: Check out new videos on Game Center and the Journaling Suggestions API, get visionOS guidance straight from the spatial design team, meet three App Store Award winners, peek inside the time capsule that is Ancient Board Game Collection, and more.
VIDEOS
Manage Game Center with the App Store Connect APIIn this new video, discover how you can use the App Store Connect API to automate your Game Center configurations outside of App Store Connect on the web.
Manage Game Center with the App Store Connect API Watch nowAnd find out how the new Journaling Suggestions API can help people reflect on the small moments and big events in their lives through your app — all while protecting their privacy.
Discover the Journaling Suggestions API Watch nowQ&A
Get your spatial design questions answeredWhat’s the best way to make a great first impression in visionOS? What’s a “key moment”? And what are some easy methods for making spatial computing visual design look polished? Get answers to these questions and more.
Q&A: Spatial design for visionOS View nowFEATURED
Celebrate the winners of the 2023 App Store AwardsEvery year, the App Store celebrates exceptional apps that improve people’s lives while showcasing the highest levels of technical innovation, user experience, design, and positive cultural impact. Find out how the winning teams behind Finding Hannah, Photomator, and Unpacking approached their incredible work this year.
“We’re trying to drive change": Meet three App Store Award-winning teams View nowMissed the big announcement? Check out the full list of 2023 winners.
NEWS
Xcode Cloud now included with membershipStarting January 2024, all Apple Developer Program memberships will include 25 compute hours per month on Xcode Cloud as a standard, with no additional cost. Learn more.
BEHIND THE DESIGN
Travel back in time with Ancient Board Game CollectionKlemens Strasser’s Ancient Board Game Collection blends the new and the very, very old. Its games date back centuries: Hnefatafl is said to be nearly 1,700 years old, while the Italian game Latrunculi is closer to 2,000. “I found a book on ancient board games by an Oxford professor and it threw me right down a rabbit hole,” Strasser says. Find out how the Austria-based developer and a team of international artists gave these ancient games new life.
With Ancient Board Game Collection, Klemens Strasser goes back in time View nowDOCUMENTATION
Get creative with 3D immersion, games, SwiftUI, and moreThis month’s new sample code, tutorials, and documentation cover everything from games to passing control between apps to addressing reasons for common crashes. Here are a few highlights:
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Game Center matchmaking essentials, rules, and testing: Learn how to create custom matchmaking rules for better matches between players and test the rules before applying them.
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Incorporating real-world surroundings in an immersive experience: This sample code project helps you use scene reconstruction in ARKit to give your app an idea of the shape of the person’s surroundings and to bring your app experience into their world.
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Creating a macOS app: Find out how to bring your SwiftUI app to macOS, including adding new views tailored to macOS and modifying others to work better across platforms.
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Creating a watchOS app: Find out how to bring your SwiftUI app to watchOS, including customizing SwiftUI views to display the detail and list views on watchOS.
View the full list of new resources.
View what’s new in the Human Interface Guidelines.
NEWS
Catch up on the latest updates-
App Store holiday schedule: We’ll remain open throughout the holiday season and look forward to accepting your submissions. However, reviews may take a bit longer to complete from December 22 to 27.
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Sandbox improvements: Now you can change a test account’s storefront, adjust subscription renewal rates, clear purchase history, simulate interrupted purchase flows directly on iPhone or iPad, and test Family Sharing.
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New software releases: Build your apps using the latest developer tools and test them on this week’s OS releases. Download Xcode 15.1 RC, and the RC versions of iOS 17.2, iPadOS 17.2, macOS 14.2, tvOS 17.2, and watchOS 10.2.
Want to get Hello Developer in your inbox? Make sure you’ve opted in to receive emails about developer news and events by updating your email preferences in your developer account.
Share your thoughtsWe’d love to hear from you. If you have suggestions for our activities or stories, please let us know.
Q&A: Spatial design for visionOS
Spatial computing offers unique opportunities and challenges when designing apps and games. At WWDC23, the Apple design team hosted a wide-ranging Q&A to help developers explore designing for visionOS. Here are some highlights from that conversation, including insights on the spectrum of immersion, key moments, and sound design.
What’s the best way to make a great first impression on this platform?While it depends on your app, of course, starting in a window is a great way to introduce people to your app and let them control the amount of immersion. We generally recommend not placing people into a fully immersive experience right away — it’s better to make sure they’re oriented in your app before transporting them somewhere else.
What should I consider when bringing an existing iPadOS or iOS app to visionOS?Think about a key moment where your app would really shine spatially. For example, in the Photos app for visionOS, opening a panoramic photo makes the image wrap around your field of view. Ask yourself what that potential key moment — an experience that isn’t bound by a screen — is for your app.
From a more tactical perspective, consider how your UI will need to be optimized for visionOS. To learn more, check out “Design for spatial user interfaces”.
Design for spatial user interfaces Watch now Can you say a bit more about what you mean by a “key moment”?A key moment is a feature or interaction that takes advantage of the unique capabilities of visionOS. (Think of it as a spatial or immersive highlight in your app.) For instance, if you’re creating a writing app, your key moment might be a focus mode in which you immerse someone more fully in an environment or a Spatial Audio soundscape to get them in the creative zone. That’s just not possible on a screen-based device.
I often use a grid system when designing for iOS and macOS. Does that still apply here?Definitely! The grid can be very useful for designing windows, and point sizes translate directly between platforms. Things can get more complex when you’re designing elements in 3D, like having nearby controls for a faraway element. To learn more, check out “Principles of spatial design.”
Principles of spatial design Watch now What’s the best way to test Apple Vision Pro experiences without the device?You can use the visionOS simulator in Xcode to recreate system gestures, like pinch, drag, tap, and zoom.
What’s the easiest way to make my spatial computing design look polished?As a starting point, we recommend using the system-provided UI components. Think about hover shapes, how every element appears by default, and how they change when people look directly at them. When building custom components or larger elements like 3D objects, you'll also need to customize your hover effects.
What interaction or ergonomic design considerations should I keep in mind when designing for visionOS?Comfort should guide experiences. We recommend keeping your main content in the field of view, so people don't need to move their neck and body too much. The more centered the content is in the field of view, the more comfortable it is for the eyes. It's also important to consider how you use input. Make sure you support system gestures in your app so people have the option to interact with content indirectly (using their eyes to focus an element and hand gestures, like a pinch, to select). For more on design considerations, check out “Design considerations for vision and motion.”
Design considerations for vision and motion Watch now Are there design philosophies for fully immersive experiences? Should the content wrap behind the person’s head, above them, and below them?Content can be placed anywhere, but we recommend providing only the amount of immersion needed. Apps can create great immersive experiences without taking over people's entire surroundings. To learn more, check out the Human Interface Guidelines.
Human Interface Guidelines: Immersive experiences
Are there guidelines for creating an environment for a fully immersive experience?First, your environment should have a ground plane under the feet that aligns with the real world. As you design the specifics of your environment, focus on key details that will create immersion. For example, you don't need to render all the details of a real theater to convey the feeling of being in one. You can also use subtle motion to help bring an environment to life, like the gentle movement of clouds in the Mount Hood environment.
What else should I consider when designing for spatial computing?Sound design comes to mind. When designing for other Apple platforms, you may not have placed as much emphasis on creating audio for your interfaces because people often mute sounds on their devices (or it's just not desirable for your current experience). With Apple Vision Pro, sound is crucial to creating a compelling experience.
People are adept at understanding their surroundings through sound, and you can use sound in your visionOS app or game to help people better understand and interact with elements around them. When someone presses a button, for example, an audio cue helps them recognize and confirm their actions. You can position sound spatially in visionOS so that audio comes directly from the item a person interacts with, and the system can use their surroundings to give it the appropriate reverberation and texture. You can even create spatial soundscapes for scenes to make them feel more lifelike and immersive.
For more on designing sound for visionOS, check out “Explore immersive sound design.”
Explore immersive sound design Watch now Learn moreFor even more on designing for visionOS, check out more videos, the Human Interface Guidelines, and the Apple Developer website.
Develop your first immersive app Watch now Get started with building apps for spatial computing Watch now Build great games for spatial computing Watch now“We’re trying to drive change": Meet three App Store Award-winning teams
Every year, the App Store Awards celebrate exceptional apps that improve people’s lives while showcasing the highest levels of technical innovation, user experience, design, and positive cultural impact.
This year’s winners were drawn from a list of 40 finalists that included everything from flight trackers to retro games to workout planners to meditative puzzles. In addition to exhibiting an incredible variety of approaches, styles, and techniques, these winners shared a thoughtful grasp and mastery of Apple tools and technologies.
Meet the winners and finalists of the 2023 App Store Awards
For the team behind the hidden-object game Finding Hannah, their win for Cultural Impact is especially meaningful. “We’re trying to drive change on the design level by bringing more personal stories to a mainstream audience,” says Franziska Zeiner, cofounder and managing director of the Fein Games studio, from her Berlin office. “Finding Hannah is a story that crosses three generations, and each faces the question: How truly free are we as women?”
Finding Hannah’s story is driven by quiet, meaningful interactions between the main character, her mother, and her grandmother.
The Hannah of Finding Hannah is a 39-year-old Berlin resident trying to navigate a career, relationships (including with her best friend/ex, Emma), and the meaning of true happiness. Players complete a series of found-object puzzles that move along the backstory of Hannah’s mother and grandmother to add a more personal touch to the game.
We’re trying to drive change on the design level by bringing more personal stories to a mainstream audience.
Franziska Zeiner, Fein Games co-founder and managing director
To design the art for the game’s different time periods, the team tried a different approach. “We wanted an art style that was something you’d see more on social media than in games,” says Zeiner. “The idea was to try to reach people who weren’t gamers yet, and we thought we’d most likely be able to do that if we found a style that hadn’t been seen in games before. And I do think that added a new perspective, and maybe helped us stand out a little bit.”
Learn more about Finding Hannah
Download Finding Hannah from the App Store
Pixelmator, the team behind Mac App of the Year winner Photomator, is no stranger to awards consideration, having received multiple Apple Design Awards in addition to their 2023 App Store Award. The latter is especially meaningful for the Lithuania-based team. “We’re still a Mac-first company,” says Simonas Bastys, lead developer of the Pixelmator team. “For what we do, Mac adds so many benefits to the user experience.”
Photomator’s Smart Deband feature is just one of its many powerful features on Mac.
To start adding Photomator to their portfolio of Mac apps back in 2020, Bastys and his team of engineers decided against porting over their UIKit and AppKit code. Instead, they set out to build Photomator specifically for Mac with SwiftUI. “We had a lot of experience with AppKit,” Bastys says, “but we chose to transition to SwiftUI to align with cutting-edge, future-proof technologies.”
The team zeroed in on maximizing performance, assuming that people would need to navigate and manipulate large libraries. They also integrated a wealth of powerful editing tools, such as repairing, debanding, batch editing, and much more. Deciding what to work on — and what to prioritize — is a constant source of discussion. “We work on a lot of ideas in parallel,” Bastys says, “and what we prioritize comes up very naturally, based on what’s ready for shipment and what new technology might be coming.” This year, that meant a focus on HDR.
We had a lot of experience with AppKit, but we wanted to create with native Mac technologies.
Simonas Bastys, lead developer of the Pixelmator team
How does Bastys and the Pixelmator team keep growing after so long? “This is the most exciting field in computer science to me,” says Bastys. “There’s so much to learn. I’m only now starting to even understand the depth of human vision and computer image processing. It’s a continuous challenge. But I see endless possibilities to make Photomator better for creators.”
Download Photomator from the Mac App Store
To create the Cultural Impact winner Unpacking, the Australian duo of creative director Wren Brier and technical director Tim Dawson drew on more than a decade of development experience. Their game — part zen puzzle, part life story — follows a woman through the chapters of her life as she moves from childhood bedroom to first apartment and beyond. Players solve puzzles by placing objects around each new dwelling while learning more about her history with each new level — something Brier says is akin to a detective story.
“You have this series of places, and you’re opening these hints, and you’re piecing together who this person is,” she says from the pair’s home in Brisbane.
Brier and Dawson are partners who got the idea for Unpacking from — where else? — one of their own early moves. “There was something gamelike about the idea of finishing one box to unlock the one underneath,” Brier says. “You’re completing tasks, placing items together on shelves and in drawers. Tim and I started to brainstorm the game right away.”
Unpacking has no visible characters and no dialogue. Its emotionally rich story is told entirely through objects in boxes.
While the idea was technically interesting, says Dawson, the pair was especially drawn to the idea of unpacking as a storytelling vehicle. “This is a really weird example,” laughs Dawson, “but there’s a spatula in the game. That’s a pretty normal household item. But what does it look like? Is it cheap plastic, something that maybe this person got quickly? Is it damaged, like they’ve been holding onto it for a while? Is it one of those fancy brands with a rubberized handle? All of that starts painting a picture. It becomes this really intimate way of knowing a character.”
There was something game-like about the idea of finishing one box to unlock the one underneath.
Wren Brier, Unpacking creative director
Those kinds of discussions — spatula-based and otherwise — led to a game that includes novel uses of technology, like the haptic feedback you get when you shake a piggy bank or board game. But its diverse, inclusive story is the reason behind its App Store Award nod for Cultural Impact. Brier and Dawson say players of all ages and backgrounds have shared their love of the game, drawn by the universal experience of moving yourself, your belongings, and your life into a new home. “One guy even sent us a picture of his bouldering shoes and told us they were identical to the ones in the game,” laughs Brier. “He said, ‘I have never felt so seen.’”
With Ancient Board Game Collection, Klemens Strasser goes back in time
Klemens Strasser will be the first to tell you that prior to launching his Ancient Board Game Collection, he wasn’t especially skilled at Hnefatafl. “Everybody knows chess and everybody knows backgammon,” says the indie developer from his home office in Austria, “but, yeah, I didn’t really know that one.”
Today, Strasser runs what may well be the hottest Hnefatafl game in town. The Apple Design Award finalist for Inclusivity Ancient Board Game Collection comprises nine games that reach back not years or decades but centuries — Hnefatafl (or Viking chess) is said to be nearly 1,700 years old, while the Italian game Latrunculi is closer to 2,000. And while games like Konane, Gomoku, and Five Field Kono might not be household names, Strasser’s collection gives them fresh life through splashy visuals, a Renaissance faire soundtrack, efficient onboarding, and even a bit of history.
At roughly 1,700 years old, Hnefatafl is one of the more ancient titles in Klemens Strasser’s Ancient Board Game Collection.
Strasser is a veteran of Flexibits (Fantastical, Cardhop) and the developer behind such titles as Letter Rooms, Subwords and Elementary Minute (for which he won a student Apple Design Award in 2015). But while he was familiar with Nine Men’s Morris — a game popular in Austria he’d play with his grandma — he wasn’t exactly well versed in third-century Viking pastimes until a colleague brought Hnefatafl to his attention three years ago. “It was so different than the traditional symmetric board games I knew,” he says. “I really fell in love with it.”
Less appealing were mobile versions of Hnefatafl, which Strasser found lacking. “The digital versions of many board games have a certain design,” he says. “It’s usually pretty skeuomorphic, with a lot of wood and felt and stuff like that. That just didn’t make me happy. And I thought, ‘Well, if I can’t find one I like, I’ll build it.’”
I found a book on ancient board games by an Oxford professor and it threw me right down a rabbit hole.
Klemens Strasser
Using SpriteKit, Strasser began mocking up an iOS Hnefatafl prototype in his downtime. A programmer by trade — “I’m not very good at drawing stuff,” he demurs — Strasser took pains to keep his side project as simple as possible. “I always start with minimalistic designs for my games and apps, but these are games you play with some stones and maybe a piece of paper,” he laughs. “I figured I could build that myself.”
His Hnefatafl explorations came surprisingly fast — enough so that he started wondering what other long-lost games might be out there. “I found a book on ancient board games by an Oxford professor and it threw me right down a rabbit hole,” Strasser laughs. “I kept saying, ‘Oh, that’s an interesting game, and that’s also an interesting game, and that’s another interesting game.’” Before he knew it, his simple Hnefatafl mockup had become a buffet of games. “And I still have a list of like 20 games I’d still like to digitize,” he says.
Italian designer Carmine Acierno brought a mosaic-inspired design to Nine Men’s Morris.
For the initial designs of his first few games, Strasser tried to maintain the simple style of his Hnefatafl prototype. “But I realized that I couldn’t really represent the culture and history behind each game in that way,” he says, “so I hired people who live where the games are from.”
That’s where Ancient Board Game Collection really took off. Strasser began reaching out to artists from each ancient game’s home region — and the responses came fast. Out went the minimalist version of Ancient Board Game Collection, in came a richer take, powered by a variety of cultures and design styles. For Hnefatafl, Strasser made a fortuitous connection with Swedish designer Albina Lind. “I sent her a few images of like Vikings and runestones, and in two hours she came up with a design that was better than anything I could have imagined,” he says. “If I hadn’t run into her, I might not have finished the project. But it was so perfect that I had to continue.”
Stockholm-based artist Albina Lind leapt right into designing Hnefatafl. “I instantly thought, ‘Well, this is my cup of tea,’” she says.
Lind was a wise choice. The Stockholm-based freelance artist had nearly a decade of experience designing games, including her own Norse-themed adventure, Dragonberg. “I instantly thought, ‘Well, this is my cup of tea,’” Lind says. Her first concept was relatively realistic, all dark wood and stone textures, before she settled on a more relaxed, animation-inspired style. “Sometimes going unreal, going cartoony, is even more work than being realistic,” she says with a laugh. Lind went on to design two additional ancient games: Dablot, the exact origins of which aren’t known but it which first turned up in 1892, and Halatafl, a 14th century game of Scandinavian origin.
Work arrived from around the globe. Italian designer Carmine Acierno contributed a mosaic-inspired version of Nine Men’s Morris; Honolulu-based designer Anna Fujishige brought a traditional Hawaiian flavor to Konane. And while the approach succeeded in preserving more of each game’s authentic heritage, it did mean iterating with numerous people over numerous emails. One example: Tokyo-based designer Yosuke Ando pitched changing Strasser’s initial designs for the Japanese game Gomoku altogether. “Klemens approached me initially with the idea of the game design to be inspired by ukiyo-e (paintings) and musha-e (woodblocks prints of warriors),” Ando says. “Eventually, we decided to focus on samurai warrior armor from musha-e, deconstructing it, and simplifying these elements into the game UI.”
Honolulu-based designer Anna Fujishige brought a traditional Hawaiian flavor to Konane (at left), while the Tokyo designer Yosuke Ando’s ideas for Gomoku were inspired by samurai warrior armor.
While the design process continued, Strasser worked on an onboarding strategy — times nine. As you might suspect, it can be tricky to explain the rules and subtleties of 500-year-old games from lost civilizations, and Strasser’s initial approach — walkthroughs and puzzles designed to teach each game step by step — quickly proved unwieldy. So he went in the other direction, concentrating on writing “very simple, very understandable” rules with short gameplay animations that can be accessed at any time. “I picked games that could be explained in like three or four sentences,” he says. “And I wanted to make sure it was all accessible via VoiceOver.”
Strasser designed every part of Ancient Board Game Collection with accessibility in mind.
In fact, accessibility remained a priority throughout the entire project. (He wrote his master’s thesis on accessibility in Unity games.) As an Apple Design Award finalist for Inclusivity, Ancient Board Game Collection shines with best-in-class VoiceOver adoption, as well as support for Reduce Motion, Dynamic Type, and high-contrast game boards. “It’s at least some contribution to making everything better for everyone,” he says.
I picked games that could be explained in like three or four sentences. And I wanted to make sure it was all accessible via VoiceOver.
Klemens Strasser
Ancient Board Game Collection truly is for everyone, and it’s hardly hyperbole to call it a novel way to introduce games like Hnefatafl to a whole new generation of players. “Most people,” he says, “are just surprised that they’ve never heard of these games.”
Learn more about Ancient Board Game Collection
Download Ancient Board Game Collection from the App Store
Behind the Design is a series that explores design practices and philosophies from each of the winners and finalists of the Apple Design Awards. In each story, we go behind the screens with the developers and designers of these award-winning apps and games to discover how they brought their remarkable creations to life.
25 hours of Xcode Cloud now included with the Apple Developer Program
Xcode Cloud, the continuous integration and delivery service built into Xcode, accelerates the development and delivery of high-quality apps. It brings together cloud-based tools that help you build apps, run automated tests in parallel, deliver apps to testers, and view and manage user feedback.
We’re pleased to announce that as of January 2024, all Apple Developer Program memberships will include 25 compute hours per month on Xcode Cloud as a standard, with no additional cost. If you’re already subscribed to Xcode Cloud for free, no additional action is required on your part. And if you haven’t tried Xcode Cloud yet, now is the perfect time to start building your app for free in just a few minutes.
Privacy updates for App Store submissions
Third-party SDK privacy manifest and signatures. Third-party software development kits (SDKs) can provide great functionality for apps; they can also have the potential to impact user privacy in ways that aren’t obvious to developers and users. As a reminder, when you use a third-party SDK with your app, you are responsible for all the code the SDK includes in your app, and need to be aware of its data collection and use practices.
At WWDC23, we introduced new privacy manifests and signatures for SDKs to help app developers better understand how third-party SDKs use data, secure software dependencies, and provide additional privacy protection for users. Starting in spring 2024, if your new app or app update submission adds a third-party SDK that is commonly used in apps on the App Store, you’ll need to include the privacy manifest for the SDK. Signatures are also required when the SDK is used as a binary dependency. This functionality is a step forward for all apps, and we encourage all SDKs to adopt it to better support the apps that depend on them.
Learn more and view list of commonly-used third-party SDKs
New use cases for APIs that require reasons. When you upload a new app or app update to App Store Connect that uses an API (including from third-party SDKs) that requires a reason, you’ll receive a notice if you haven’t provided an approved reason in your app’s privacy manifest. Based on the feedback we received from developers, the list of approved reasons has been expanded to include additional use cases. If you have a use case that directly benefits users that isn’t covered by an existing approved reason, submit a request for a new reason to be added.
Starting in spring 2024, in order to upload your new app or app update to App Store Connect, you’ll be required to include an approved reason in the app’s privacy manifest which accurately reflects how your app uses the API.
New design and technology consultations now available
Have questions on designing your app or implementing a technology? We’re here to help you find answers, no matter where you are in your development journey. One-on-one consultations with Apple experts in December — and newly published dates in January — are available now.
We’ll have lots more consultations and other activities in store for 2024 — online, in person, and in multiple languages.
Get your apps ready for the holidays
The busiest season on the App Store is almost here! Make sure your apps and games are up to date and ready in advance of the upcoming holidays. We’ll remain open throughout the season and look forward to accepting your submissions. On average, 90% of submissions are reviewed in less than 24 hours. However, reviews may take a bit longer to complete from December 22 to 27.
App Store Award winners announced
Join us in celebrating the work of these outstanding developers from around the world!
App Store Award finalists announced
Every year, the App Store celebrates exceptional apps that improve people’s lives while showcasing the highest levels of technical innovation, user experience, design, and positive cultural impact. This year we’re proud to recognize nearly 40 outstanding finalists. Winners will be announced in the coming weeks.
PTC is uniting the makers
APPLE VISION PRO APPS FOR ENTERPRISE
PTC’s CAD products have been at the forefront of the engineering industry for more than three decades. And the company’s AR/VR CTO, Stephen Prideaux-Ghee, has too. “I’ve been doing VR for 30 years, and I’ve never had this kind of experience before,” he says. “I almost get so blasé about VR. But when I had [Apple Vision Pro] on, walking around digital objects and interacting with others in real time — it’s one of those things that makes you stop in your tracks."
Prideaux-Ghee says Apple Vision Pro offers PTC an opportunity to bring together components of the engineering and manufacturing process like never before. “Our customers either make stuff, or they make the machines that help somebody else make stuff,” says Prideaux-Ghee. And that stuff can be anything from chairs to boats to spaceships. “I can almost guarantee that the chair you’re sitting on is made by one of our customers,” he says.
As AR/VR CTO (which he says means “a fancy title for somebody who comes up with crazy ideas and has a reasonably good chance of implementing them”), Prideaux-Ghee describes PTC’s role as the connective tissue between the multiple threads of production. “When you’ve got a big, international production process, it's not always easy for the people involved to talk to each other. Our thought was: ‘Hey, we’re in the middle of this, so let’s come up with a simple mechanism that allows everyone to do so.’”
I’ve been doing VR for 30 years, and I’ve never had this kind of experience before.
Stephen Prideaux-Ghee, AR/VR CTO of PTC
For PTC, it’s all about communication and collaboration. “You can be a single user and get a lot of value from our app,” says Prideaux-Ghee, “but it really starts when you have multiple people collaborating, either in the same room or over FaceTime and SharePlay.” He speaks from experience; PTC has tested its app with everyone in the same space, and spread out across different countries.
"It enables some really interesting use cases, especially with passthrough," says Prideaux-Ghee. "You can use natural human interactions with a remote device."
Development is going fast. In recent weeks, PTC completed a prototype in which changes made on their iPad CAD software immediately reflect in Apple Vision Pro. “Before, we weren’t able to drive from the CAD software,” he explains. “Now, one person can run our CAD software pretty much unmodified and another can see changes instantly in 3D, at full scale. It’s really quite magical.”
Read moreBusinesses of all kinds and sizes are exploring the possibilities of the infinite canvas of Apple Vision Pro — and realizing ideas that were never before possible.
JigSpace is in the driver’s seat View nowOptimize your game for Apple platforms
In this series of videos, you can learn how to level up your pro app or game by harnessing the speed and power of Apple platforms. We’ll discover GPU advancements, explore new Metal profiling tools for M3 and A17 Pro, and share performance best practices for Metal shaders.
Explore GPU advancements in M3 and A17 Pro Watch now Discover new Metal profiling tools for M3 and A17 Pro Watch now Learn performance best practices for Metal shaders Watch nowNew to developing games for Apple platforms? Familiarize yourself with the tools and technologies you need to get started.
JigSpace is in the driver’s seat
APPLE VISION PRO APPS FOR ENTERPRISE
It’s one of the most memorable images from JigSpace’s early Apple Vision Pro explorations: A life-size Alfa Romeo C43 Formula 1 car, dark cherry red, built to scale, reflecting light from all around, and parked right in the room. The camera pans back over the car’s front wings; a graceful animation shows airflow over the wings and body.
Numa Bertron, cofounder and chief technology officer for JigSpace — the creative and collaborative company that partnered with Alfa Romeo for the model — has been in the driver’s seat for the project from day one and still wasn’t quite prepared to see the car in the spatial environment. “The first thing everyone wanted to do was get in,” he says. “Everyone was stepping over the side to get in, even though you can just, you know, walk through.”
The F1 car is just one component of JigSpace’s grand plans for visionOS. The company is leaning on the new platform to create avenues of creativity and collaboration never before possible.
Bertron brings up one of JigSpace’s most notable “Jigs” (the company term for spatial presentations): an incredibly detailed model of a jet engine. “On iPhone, it’s an AR model that expands and looks awesome, but it’s still on a screen,” he explains. On Apple Vision Pro, that engine becomes a life-size piece of roaring, spinning machinery — one that people can walk around, poke through, and explore in previously unimaginable detail.
“One of our guys is a senior 3D artist,” says Bertron, “and the first time he saw one of his models in space at scale — and walked around it with his hands free — he actually cried.”
We made that F1 Jig with tools everyone can use.
Numa Bertron, JigSpace cofounder and chief technology officer
Getting there required some background learning. Prior to developing for visionOS, Bertron had no experience with SwiftUI. “We’d never gone into Xcode, so we started learning SwiftUI and RealityKit. Honestly, we expected some pain. But since everything is preset, we had really nice rounded corners, blur effects, and smooth scrolling right off the bat.”
JigSpace is designing a “full-on collaboration platform,” says Bertron.
For people who’ve used JigSpace on iOS, the visionOS version will look familiar but feel quite different. “We asked ourselves: What's the appropriate size for an object in front of you?” asks Bertron. “What’s comfortable? Will that model be on the table or on the floor? Spatial computing introduces so many more opportunities — and more decisions.”
In the case of the F1 example, it also offers a chance to level up visually. “For objects that big, we’d never been able to achieve this level of fidelity on smaller devices, so we always had to compromise,” says Bertron. In visionOS, they were free to keep adding. “We’d look at a prototype and say, ‘Well, this still runs, so let’s double the size of the textures and add more screws and more effects!’” (It’s not just about functionality, but fun as well. You can remove a piece of the car — like a full-sized tire — and throw it backwards over your head.)
The incredible visual achievement is matched by new powers of collaboration. “If I point at the tire, the other person sees me, no matter where they are,” says Bertron. “I can grab the wheel and give it to them. I can circle something we need to fix, I can leave notes or record audio. It’s a full-on collaboration platform.” And it’s also for everyone, not just F1 drivers and aerospace engineers. “We made that F1 Jig with tools everyone can use.”
Download JigSpace from the App Store
Read moreBusinesses of all kinds and sizes are exploring the possibilities of the infinite canvas of Apple Vision Pro — and realizing ideas that were never before possible.
PTC is uniting the makers View nowThe “sweet, creative” world of Kimono Cats
Games simply don’t get much cuter than Kimono Cats, a casual cartoon adventure about two cats on a date (awww) that creator Greg Johnson made as a present for his wife. “I wanted to make a game she and I could play together,” says the Maui-based indie developer, “and I wanted it to be sweet, creative, and romantic.”
Kimono Cats is all three, and it’s also spectacularly easy to play and navigate. This Apple Design Award finalist for Interaction in games is set in a Japanese festival full of charming mini-games — darts, fishing, and the like — that are designed for maximum simplicity and casual fun. Players swipe up to throw darts at balloons that contain activities, rewards, and sometimes setbacks that threaten to briefly derail the date. Interaction gestures (like scooping fish) are simple and rewarding, and the gameplay variation and side activities (like building a village for your feline duo) fit right in.
“I wanted something sweet, creative, and romantic,” says Kimono Cats developer Greg Johnson.
“I’m a huge fan of Hayao Miyazaki and that kind of heartfelt, slower-paced style,” says Johnson. “What you see in Kimono Cats is a warmth and appreciation for Japanese culture.”
You also see a game that’s a product of its environment. Johnson’s been creating games since 1983 and is responsible for titles like Starfight, ToeJam and Earl, Doki-Doki Universe, and many more. His wife, Sirena, is a builder of model houses — miniature worlds not unlike the village in Kimono Cats. And the game’s concept was a reaction to the early days of COVID-19 lockdowns. “When we started building this in 2020, everybody was under so much weight and pressure,” he says. “We felt like this was a good antidote.”
Early Kimono Cats sketches show how the characters’ cute look was established early in the design process.
To start creating the game, Johnson turned to artist and longtime collaborator Ferry Halim, as well as Tanta Vorawatanakul and Ferrari Duanghathai, a pair of developers who happen to be married. “Tanta and Ferrari would provide these charming little characters, and Ferry would come in to add animations — like moving their eyes,” says Johnson. “We iterated a lot on animating the bubbles — how fast they were moving, how many there were, how they were obscured. That was the product of a lot of testing and listening all throughout the development process.”
When we started with this in 2020, everybody was under so much weight and pressure. We felt like this was a good antidote.
Greg Johnson, Kimono Cats
Johnson notes that players can select characters without gender distinction — a detail that he and the Kimono Cats team prioritized from day one. “Whenever any companion kisses the player character on the cheek, a subtle rainbow will appear in the sky over their heads,” Johnson says. “This allows the gender of the cat characters to be open to interpretation by the users.”
Kimono Cats was designed with the simple goal of bringing smiles. “The core concept of throwing darts at bubbles isn't an earth-shaking idea by any stretch,” says Johnson, “but it was a way to interact with the storytelling that I hadn’t seen before, and the festival setting felt like a natural match.”
Find Kimono Cats on Apple Arcade
Behind the Design is a series that explores design practices and philosophies from each of the winners and finalists of the Apple Design Awards. In each story, we go behind the screens with the developers and designers of these award-winning apps and games to discover how they brought their remarkable creations to life.
Spotlight on: Apple Vision Pro apps for enterprise
Businesses of all kinds and sizes are exploring the possibilities of the infinite canvas of Apple Vision Pro — and realizing ideas that were never before possible. We caught up with two of those companies — JigSpace and PTC — to find out how they’re approaching the new world of visionOS.
JigSpace is in the driver’s seat View now PTC is uniting the makers View nowReimagine your enterprise apps on Apple Vision Pro
Discover the languages, tools, and frameworks you’ll need to build and test your apps in visionOS. Explore videos and resources that showcase productivity and collaboration, simulation and training, and guided work. And dive into workflows for creating or converting existing media, incorporating on-device and remote assets into your app, and much more.
Apple Vision Pro at work Keynote Watch now Keynote (ASL) Watch now Platforms State of the Union Watch now Platforms State of the Union (ASL) Watch now Design for Apple Vision ProWWDC sessions
Design for spatial input Watch now Design for spatial user interfaces Watch now Principles of spatial design Watch now Design considerations for vision and motion Watch now Explore immersive sound design Watch nowSample code, articles, documentation, and resources
Developer paths to Apple Vision ProWWDC sessions
Go beyond the window with SwiftUI Watch now Meet SwiftUI for spatial computing Watch now Meet ARKit for spatial computing Watch now What’s new in SwiftUI Watch now Discover Observation in SwiftUI Watch now Enhance your spatial computing app with RealityKit Watch now Build spatial experiences with RealityKit Watch now Evolve your ARKit app for spatial experiences Watch now Create immersive Unity apps Watch now Bring your Unity VR app to a fully immersive space Watch now Meet Safari for spatial computing Watch now Rediscover Safari developer features Watch now Design for spatial input Watch now Explore the USD ecosystem Watch now Explore USD tools and rendering Watch nowSample code, articles, documentation, and resources
Unity – XR Interaction Toolkit package
Unity – How Unity builds applications for Apple platforms
three.js – webGL and WebXR library
babylon.js – webGL and WebXR library
PlayCanvas – webGL and WebXR library
Immersiveweb – WebXR Device API
WebKit.org – Bug tracking for WebKit open source project
Frameworks to exploreWWDC sessions
Discover streamlined location updates Watch now Meet Core Location Monitor Watch now Meet MapKit for SwiftUI Watch now What's new in MapKit Watch now Build spatial SharePlay experiences Watch now Share files with SharePlay Watch now Design spatial SharePlay experiences Watch now Discover Quick Look for spatial computing Watch now Create 3D models for Quick Look spatial experiences Watch now Explore pie charts and interactivity in Swift Charts Watch now Elevate your windowed app for spatial computing Watch now Create a great spatial playback experience Watch now Deliver video content for spatial experiences Watch nowSample code, articles, documentation, and resources
Placing content on detected planes
Incorporating real-world surroundings in an immersive experience
Tracking specific points in world space
Tracking preregistered images in 3D space
Explore a location with a highly detailed map and Look Around
Drawing content in a group session
Supporting Coordinated Media Playback
Adopting live updates in Core Location
Monitoring location changes with Core Location
Access enterprise data and assetsWWDC sessions
Meet Swift OpenAPI Generator Watch now Advances in Networking, Part 1 Watch now Advances in App Background Execution Watch now The Push Notifications primer Watch now Power down: Improve battery consumption Watch now Build robust and resumable file transfers Watch now Efficiency awaits: Background tasks in SwiftUI Watch now Use async/await with URLSession Watch now Meet SwiftData Watch now Explore the USD ecosystem Watch now What’s new in App Store server APIs Watch nowSample code, articles, documentation, and resources
Announcing the Swift Student Challenge 2024
Apple is proud to support and uplift the next generation of student developers, creators, and entrepreneurs. The Swift Student Challenge has given thousands of students the opportunity to showcase their creativity and coding capabilities through app playgrounds, and build real-world skills that they can take into their careers and beyond. From connecting their peers to mental health resources to identifying ways to support sustainability efforts on campus, Swift Student Challenge participants use their creativity to develop apps that solve problems they’re passionate about.
We’re releasing new coding resources, working with community partners, and announcing the Challenge earlier than in previous years so students can dive deep into Swift and the development process — and educators can get a head start in supporting them.
Applications will open in February 2024 for three weeks.
New for 2024, out of 350 overall winners, we’ll recognize 50 Distinguished Winners for their outstanding submissions and invite them to join us at Apple in Cupertino for three incredible days next summer.
Over 30 new developer activities now available
Ready to level up your app or game? Join us around the world for a new set of developer labs, consultations, sessions, and workshops, hosted in person and online throughout November and December.
You can explore:
- App Store activities: Learn about discovery, engagement, in-app events, custom product pages, subscription best practices, and much more.
- Apple Vision Pro developer labs: Apply to attend a lab in Cupertino, London, Munich, New York City, Shanghai, Singapore, Sydney, or Tokyo.
- Apple Vision Pro activities: Learn to design and build an entirely new universe of apps and games for visionOS.
- Design and technology consultations: Sign up for one-on-one guidance on app design, technology implementation, and more.
Discover activities in multiple time zones and languages.
Tax updates for apps, in-app purchases, and subscriptions
The App Store’s commerce and payments system was built to enable you to conveniently set up and sell your products and services on a global scale in 44 currencies across 175 storefronts. Apple administers tax on behalf of developers in over 70 countries and regions and provides you with the ability to assign tax categories to your apps and in‑app purchases.
Periodically, we make updates to rates, categories, and agreements to accommodate new regulations and rate changes in certain regions. As of today, the following updates have been made in App Store Connect.
Tax ratesYour proceeds from the sale of eligible apps and in‑app purchases (including auto‑renewable subscriptions) have been increased to reflect the following reduced value-added tax (VAT) rates. Prices on the App Store haven’t changed.
- Austria: Reduced VAT rates for certain apps in the Video tax category
- Cyprus: Reduced VAT rate of 3% for certain apps in the following tax categories: Books, News Publications, Audiobooks, Magazines and other periodicals
- Vietnam: Eliminated VAT for certain apps in the following tax categories: Books, News Publications, Magazines, and other periodicals
- New Boosting category: Apps and/or in-app purchases that offer resources to provide exposure, visibility, or engagement to enhance the prominence and reach of specific content that’s experienced or consumed in app (such as videos, sales of “boosts” in social media apps, listings, and/or other forms of user-generated content).
- New attribute for books: Textbook or other educational publication used for teaching and studying between ages 5 to 18
- New attributes for videos: Exclusively features live TV broadcasting and/or linear programming. Public TV broadcasting, excluding shopping or infomercial channels.
If any of these categories or attributes are relevant to your apps or in-app purchases, you can review and update your selections in the Pricing and Availability section of My Apps.
Learn about setting tax categories
Paid Applications Agreement- Exhibit C Section 1.2.2: Updated language to clarify the goods and services tax (GST) requirements for developers on the Australia storefront.
Get ready with the latest beta releases
The beta versions of iOS 17.2, iPadOS 17.2, macOS 14.2, tvOS 17.2, and watchOS 10.2 are now available. Get your apps ready by confirming they work as expected on these releases. And to take advantage of the advancements in the latest SDKs, make sure to build and test with Xcode 15.1 beta.
To check if a known issue from a previous beta release has been resolved or if there’s a workaround, review the latest release notes. Please let us know if you encounter an issue or have other comments. We value your feedback, as it helps us address issues, refine features, and update documentation.
TestFlight makes it even simpler to manage testers
TestFlight provides an easy way to get feedback on beta versions of your apps, so you can publish on the App Store with confidence. Now, improved controls in App Store Connect let you better evaluate tester engagement and manage participation to help you get the most out of beta testing. Sort testers by status and engagement metrics (like sessions, crashes, and feedback), and remove inactive testers who haven’t engaged. You can also filter by device and OS, and even select relevant testers to add to a new group.
Scary fast.
Watch the October 30 event at apple.com.
New delivery metrics now available in the Push Notifications Console
The Push Notifications Console now includes metrics for notifications sent in production through the Apple Push Notification service (APNs). With the console’s intuitive interface, you’ll get an aggregated view of delivery statuses and insights into various statistics for notifications, including a detailed breakdown based on push type and priority.
Introduced at WWDC23, the Push Notifications Console makes it easy to send test notifications to Apple devices through APNs.
Apple Vision Pro developer labs expand to New York City and Sydney
We’re thrilled with the excitement and enthusiasm from developers around the world at the Apple Vision Pro developer labs, and we’re pleased to announce new labs in New York City and Sydney. Join us to test directly on the device and connect with Apple experts for help with taking your visionOS, iPadOS, and iOS apps even further on this exciting new platform. Labs also take place in Cupertino, London, Munich, Shanghai, Singapore, and Tokyo.
Learn about other ways to work with Apple to prepare for visionOS.
“Small but mighty”: How Plex serves its global community
The team behind Plex has a brilliant strategy for dealing with bugs and addressing potential issues: Find them first.
“We’ve got a pretty good process in place,” says Steve Barnegren, Plex senior software engineer on Apple platforms, “and when that’s the case, things don’t go wrong.”
Launched in 2009, Plex is designed to serve as a “global community for streaming content,” says engineering manager Alex Stevenson-Price, who’s been with Plex for more than seven years. A combination streaming service and media server, Plex aims to cover the full range of the streaming experience — everything from discovery to content management to organizing watchlists.
This allows us more time to investigate the right solutions.
Ami Bakhai, Plex product manager for platforms and partners
To make it all run smoothly, the Plex team operates on a six-week sprint, offering regular opportunities to think in blocks, define stop points in their workflow, and assess what’s next. “I’ve noticed that it provides more momentum when it comes to finalizing features or moving something forward,” says Ami Bakhai, product manager for platforms and partners. “Every team has their own commitments. This allows us more time to investigate the right solutions.”
The Plex team iterates, distributes, and releases quickly — so testing features and catching issues can be a tall order. (Plex releases regular updates during their sprints for its tvOS flagship, iOS, iPadOS, and macOS apps.)
Though Plex boasts a massive reach across all the platforms, it’s not powered by a massive number of people. The fully remote team relies on a well-honed mix of developer tools (like Xcode Cloud and TestFlight), clever internal organization, Slack integration, and a thriving community of loyal beta testers that stretches back more than a decade. “We’re relatively small,” says Danni Hemberger, Plex director of product marketing, “but we’re mighty.”
Over the summer, the Plex team made a major change to their QA process: Rather than bringing in their QA teams right before the release, they shifted QA to a continuous process that unfolds over every pull request. “The QA team would find something right at the end, which is when they’d start trying to break everything,” laughs Barnegren. “Now we can say, ‘OK, ten features have gone in, and all of them have had QA eyes on them, so we’re ready to press the button.’”
Now we can say, ‘OK, ten features have gone in, and all of them have had QA eyes on them, so we’re ready to press the button.'
Steve Barnegren, Plex senior software engineer on Apple platforms
The continuous QA process is a convenient mirror to the continuous delivery process. Previously, Plex tested before a new build was released to the public. Now, through Xcode Cloud, Plex sends nightly builds to all their employees, ensuring that everyone has access to the latest version of the app.
Once the release has been hammered out internally, it moves on to Plex’s beta testing community, which might be more accurately described as a beta testing city. It numbers about 8,000 people, some of whom date back to Plex’s earliest days. “That constant feedback loop is super valuable, especially when you have power users that understand your core product,” says Stevenson-Price.
All this feedback and communication is powered by TestFlight and Plex’s customer forums. “This is especially key because we have users supplying personal media for parts of the application, and that can be in all kinds of rare or esoteric formats,” says Barnegren.
[CI] is a safety net. Whenever you push code, your app is being tested and built in a consistent way. That’s so valuable, especially for a multi-platform app like ours.
Alex Stevenson-Price, Plex engineering manager
To top it all off, this entire process is automated with every new feature and every new bug fix. Without any extra work or manual delivery, the Plex team can jump right on the latest version — an especially handy feature for a company that’s dispersed all over the globe. “It’s a great reminder of ‘Hey, this is what’s going out,’ and allows my marketing team to stay in the loop,” says Hemberger.
It’s also a great use of a continuous integration system (CI). “I’m biased from my time spent as an indie dev, but I think all indie devs should try a CI like Xcode Cloud,” says Stevenson-Price. “I think some indies don’t always see the benefit on paper, and they’ll say, ‘Well, I build the app myself, so why do I need a CI to build it for me?’ But it’s a safety net. Whenever you push code, your app is being tested and built in a consistent way. That’s so valuable, especially for a multi-platform app like ours. And there are so many tools at your disposal. Once you get used to that, you can’t go back.”
The gorgeous gadgets of Automatoys
Steffan Glynn’s Automatoys is a mix between a Rube Goldberg machine and a boardwalk arcade game — and there’s a very good reason why.
In 2018, the Cardiff-based developer visited the Musée Mécanique, a vintage San Francisco arcade packed with old-timey games, pinball machines, fortune tellers, and assorted gizmos. On that same trip, he stopped by an exhibit of Rube Goldberg sketches that showcased page after page of wildly intricate machines. “It was all about the delight of the pointless and captivating,” Glynn says. “There was a lot of crazy inspiration on that trip.”
An early sketch of the ramps, mazes, and machines that combine to create the puzzles in Automatoys.
That inspiration turned into Automatoys, an Apple Design Award finalist for Interaction in games. Automatoys is a single-touch puzzler in which players roll their marble from point A to point B by navigating a maze of ramps, elevators, catapults, switches, and more. True to its roots, the game is incredibly tactile; every switch and button feels lifelike, and players even insert a virtual coin to launch each level. And it unfolds to a relaxing and jazzy lo-fi soundtrack. “My brief to the sound designer was, ‘Please make this game less annoying,’” Glynn laughs.
While Automatoys’ machines may be intricate, its controls are anything but. Every button, claw, and catapult is controlled by a single tap. “And it doesn’t matter where you tap — the whole machine moves at once,” Glynn says. The mechanic doesn’t just make the game remarkably simple to learn; it also creates a sense of discovery. “I like that moment when the player is left thinking, ‘OK, well, I guess I’ll just start tapping and find out what happens.’”
To create levels in Automatoys, Steffan Glynn worked directly in the 3D space, starting with a basic model (top left) and creating obstacles until he reached a finished whole (bottom right).
To design each of the game’s 12 levels, Glynn first sketched his complex contraptions in Procreate. The ideas came fast and furious, but he found that building what he’d envisioned in his sketches proved elusive — so he changed his strategy. “I started playing with shapes directly in 3D space,” he says. “Once a level had a satisfying form, I’d then try to imagine what sort of obstacle each part could be. One cylinder would become a ferris wheel, another would become a spinning helix for the ball to climb, a square panel would become a maze, and so on.”
Getting your marble from point A to point B is as simple as this.
The game was a four-year passion project for Glynn, a seasoned designer who in 2018 left his gig with State of Play (where he contributed to such titles as Lumino City and Apple Design Award winner INKS.) to focus on creating “short, bespoke” games. There was just one catch: Though he had years of design experience, he’d never written a single line of code. To get up to speed, he threw himself into video tutorials and hands-on practice.
Welsh developer Steffan Glynn set out on his own in 2018 to create “short, bespoke” games.
In short order, Glynn was creating Unity prototypes of what would become Automatoys. “As a designer, being able to prototype and test ideas is incredibly liberating. When you have those tools, you can quickly try things out and see for yourself what works.”
Download Automatoys from the App Store
Behind the Design is a series that explores design practices and philosophies from each of the winners and finalists of the Apple Design Awards. In each story, we go behind the screens with the developers and designers of these award-winning apps and games to discover how they brought their remarkable creations to life.
Hello Developer: October 2023
Find out about our latest activities (including more Apple Vision Pro developer lab dates), learn how the Plex team embraced Xcode Cloud, discover how the inventive puzzle game Automatoys came to life, catch up on the latest news, and more.
Meet with Apple ExpertsHosted in person and online, our developer activities are for everyone, no matter where you are on your development journey. Find out how to enhance your existing app or game, refine your design, or launch a new project. Explore the list of upcoming activities worldwide.
Get ready for a new round of Apple Vision Pro developer lab datesDevelopers have been thrilled to experience their apps and games in the labs, and connect with Apple experts to help refine their ideas and answer questions. Ben Guerrette, chief experience officer at Spool, says, “That kind of learning experience is incredibly valuable.” Developer and podcaster David Smith says, “The first time you see your own app running for real is when you get the audible gasp.” Submit a lab request.
You can also request Apple Vision Pro compatibility evaluations. We’ll evaluate your apps and games directly on Apple Vision Pro to make sure they behave as expected and send you the results.
“Small but mighty”: Go behind the scenes with PlexDiscover how the streaming service and media player uses developer tools like Xcode Cloud to maintain a brisk release pace. “We’re relatively small,” says Danni Hemberger, director of product marketing at Plex, “but we’re mighty.”
“Small but mighty”: How Plex serves its global community View now Meet the mind behind Automatoys“I like the idea of a moment where players are left to say, ‘Well, I guess I’ll just start tapping and see what happens,’” says Steffan Glynn of Apple Design Award finalist Automatoys, an inspired puzzler in which players navigate elaborate contraptions with a single tap. Find out how Glynn brought his Rube Goldberg-inspired game to life.
The gorgeous gadgets of Automatoys View now Catch up on the latest news and updatesMake sure you’re up to date on feature announcements, important guidance, new documentation, and more.
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Get ready with the latest beta releases: Build your apps using the latest developer tools and test them on the most recent OS releases. Download Xcode 15.1 beta, and the beta 2 versions of iOS 17.1, iPadOS 17.1, macOS 14.1, tvOS 17.1, and watchOS 10.1.
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Use RealityKit to create an interactive ride in visionOS: The developer sample project “Swift Splash” leverages RealityKit and Reality Composer Pro to create a waterslide by combining modular slide pieces. And once you finish your ride, you can release an adventurous goldfish to try it out.
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Take your iPad and iPhone apps even further on Apple Vision Pro: A brand‑new App Store will launch with Apple Vision Pro, featuring apps and games built for visionOS, as well as hundreds of thousands of iPad and iPhone apps that run great on visionOS too.
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App Store Connect API 3.0: This release includes support for Game Center, pre-orders by region, and more.
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Debugging universal links: Investigate why your universal links are opening in Safari instead of your app.
We’d love to hear from you. If you have suggestions for our activities or stories, please let us know.
Get ready with the latest beta releases
The beta versions of iOS 17.1, iPadOS 17.1, macOS 14.1, tvOS 17.1, and watchOS 10.1 are now available. Get your apps ready by confirming they work as expected on these releases. And to take advantage of the advancements in the latest SDKs, make sure to build and test with Xcode 15.
To check if a known issue from a previous beta release has been resolved or if there’s a workaround, review the latest release notes. Please let us know if you encounter an issue or have other feedback. We value your feedback, as it helps us address issues, refine features, and update documentation.
Meet with Apple Experts
Join us around the world for a variety of sessions, consultations, labs, and more — tailored for you.
Apple developer activities are for everyone, no matter where you are on your development journey. Activities take place all year long, both online and in person around the world. Whether you’re looking to enhance your existing app or game, refine your design, or launch a new project, there’s something for you.
Pre-orders by region now available
Offering your app or game for pre-order is a great way to build awareness and excitement for your upcoming releases on the App Store. And now you can offer pre-orders on a regional basis. People can pre-order your app in a set of regions that you choose, even while it’s available for download in other regions at the same time. With this new flexibility, you can expand your app to new regions by offering it for pre-order and set different release dates for each region.
App Store submissions now open for the latest OS releases
iOS 17, iPadOS 17, macOS Sonoma, tvOS 17, and watchOS 10 will soon be available to customers worldwide. Build your apps and games using the Xcode 15 Release Candidate and latest SDKs, test them using TestFlight, and submit them for review to the App Store. You can now start deploying seamlessly to TestFlight and the App Store from Xcode Cloud. With exciting new capabilities, as well as major enhancements across languages, frameworks, tools, and services, you can deliver even more unique experiences on Apple platforms.
Xcode and Swift. Xcode 15 enables you to code and design your apps faster with enhanced code completion, interactive previews, and live animations. Swift unlocks new kinds of expressive and intuitive APIs by introducing macros. The new SwiftData framework makes it easy to persist data using declarative code. And SwiftUI brings support for creating more sophisticated animations with phases and keyframes, and simplified data flows using the new Observation framework.
Widgets and Live Activities. Widgets are now interactive and run in new places, like StandBy on iPhone, the Lock Screen on iPad, the desktop on Mac, and the Smart Stack on Apple Watch. With SwiftUI, the system adapts your widget’s color and spacing based on context, extending its usefulness across platforms. Live Activities built with WidgetKit and ActivityKit are now available on iPad to help people stay on top of what’s happening live in your app.
Metal. The new game porting toolkit makes it easier than ever to bring games to Mac and the Metal shader converter dramatically simplifies the process of converting your game’s shaders and graphics code. Scale your games and production renderers to create even more realistic and detailed scenes with the latest updates to ray tracing. And take advantage of many other enhancements that make it even simpler to deliver fantastic games and pro apps on Apple silicon.
App Shortcuts. When you adopt App Shortcuts, your app’s key features are now automatically surfaced in Spotlight, letting people quickly access the most important views and actions in your app. A new design makes running your app’s shortcuts even simpler and new natural language capabilities let people execute your shortcuts with their voice with more flexibility.
App Store. It’s now even simpler to merchandise your in-app purchases and subscriptions across all platforms with new SwiftUI views in StoreKit. You can also test more of your product offerings using the latest enhancements to StoreKit testing in Xcode, the Apple sandbox environment, and TestFlight. With pre-orders by region, you can build customer excitement by offering your app in new regions with different release dates. And with the most dynamic and personalized app discovery experience yet, the App Store helps people find more apps through tailored recommendations based on their interests and preferences.
And more. Learn about advancements in machine learning, Object Capture, Maps, Passkeys, SharePlay, and so much more.
Starting in April 2024, apps submitted to the App Store must be built with Xcode 15 and the iOS 17 SDK, tvOS 17 SDK, or watchOS 10 SDK (or later).
Apple Entrepreneur Camp applications now open
Apple Entrepreneur Camp supports underrepresented founders and developers, and encourages the pipeline and longevity of these entrepreneurs in technology. Building on the success of our alumni from cohorts for female*, Black, and Hispanic/Latinx founders, starting this fall, we’re expanding our reach to welcome professionals from Indigenous backgrounds who are looking to enhance and grow their existing app-driven businesses. Attendees benefit from one-on-one code-level guidance, receive insight, inspiration, and unprecedented access to Apple engineers and experts, and become part of the extended global network of Apple Entrepreneur Camp alumni.
Applications are now open for founders and developers from these groups who have either an existing app on the App Store, a functional beta build in TestFlight, or the equivalent. Attendees will join us online starting in October 2023. We welcome eligible entrepreneurs with app-driven organizations to apply and we encourage you to share these details with those who may be interested.
Apply by September 24, 2023.
* Apple believes that gender expression is a fundamental right. We welcome all women to apply to this program.
Take your iPad and iPhone apps even further on Apple Vision Pro
A brand‑new App Store will launch with Apple Vision Pro, featuring apps and games built for visionOS, as well as hundreds of thousands of iPad and iPhone apps that run great on visionOS too. Users can access their favorite iPad and iPhone apps side by side with new visionOS apps on the infinite canvas of Apple Vision Pro, enabling them to be more connected, productive, and entertained than ever before. And since most iPad and iPhone apps run on visionOS as is, your app experiences can easily extend to Apple Vision Pro from day one — with no additional work required.
Timing. Starting this fall, an upcoming developer beta release of visionOS will include the App Store. By default, your iPad and/or iPhone apps will be published automatically on the App Store on Apple Vision Pro. Most frameworks available in iPadOS and iOS are also included in visionOS, which means nearly all iPad and iPhone apps can run on visionOS, unmodified. Customers will be able to use your apps on visionOS early next year when Apple Vision Pro becomes available.
Making updates, if needed. In the case that your app requires a capability that is unavailable on Apple Vision Pro, App Store Connect will indicate that your app isn’t compatible and it won’t be made available. To make your app available, you can provide alternative functionality, or update its UIRequiredDeviceCapabilities. If you need to edit your existing app’s availability, you can do so at any time in App Store Connect.
To see your app in action, use the visionOS simulator in Xcode 15 beta. The simulator lets you interact with and easily test most of your app’s core functionality. To run and test your app on an Apple Vision Pro device, you can submit your app for a compatibility evaluation or sign up for a developer lab.
Beyond compatibility. If you want to take your app to the next level, you can make your app experience feel more natural on visionOS by building your app with the visionOS SDK. Your app will adopt the standard visionOS system appearance and you can add elements, such as 3D content tuned for eyes and hands input. To learn how to build an entirely new app or game that takes advantage of the unique and immersive capabilities of visionOS, view our design and development resources.
Watch the special Apple Event
Watch the replay from September 12 at apple.com.
Updated Apple Developer Program License Agreement now available
The Apple Developer Program License Agreement has been revised to support upcoming features and updated policies, and to provide clarification. The revisions include:
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Definitions, Section 3.3.39: Specified requirements for use of the Journaling Suggestions API.
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Schedule 1 Exhibit D Section 3 and Schedules 2 and 3 Exhibit E Section 3: Added language about the Digital Services Act (DSA) redress options available to developers based in the European Union.
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Schedule 1 Section 6.3 and Schedules 2 and 3 Section 7.3: Added clarifying language that the content moderation process is subject to human and systematic review and action pursuant to notices of illegal and harmful content.
Inside the Apple Vision Pro labs
As CEO of Flexibits, the team behind successful apps like Fantastical and Cardhop, Michael Simmons has spent more than a decade minding every last facet of his team’s work. But when he brought Fantastical to the Apple Vision Pro labs in Cupertino this summer and experienced it for the first time on the device, he felt something he wasn’t expecting.
“It was like seeing Fantastical for the first time,” he says. “It felt like I was part of the app.”
That sentiment has been echoed by developers around the world. Since debuting in early August, the Apple Vision Pro labs have hosted developers and designers like Simmons in London, Munich, Shanghai, Singapore, Tokyo, and Cupertino. During the day-long lab appointment, people can test their apps, get hands-on experience, and work with Apple experts to get their questions answered. Developers can apply to attend if they have a visionOS app in active development or an existing iPadOS or iOS app they’d like to test on Apple Vision Pro.
Learn more about Apple Vision Pro developer labs
For his part, Simmons saw Fantastical work right out of the box. He describes the labs as “a proving ground” for future explorations and a chance to push software beyond its current bounds. “A bordered screen can be limiting. Sure, you can scroll, or have multiple monitors, but generally speaking, you’re limited to the edges,” he says. “Experiencing spatial computing not only validated the designs we’d been thinking about — it helped us start thinking not just about left to right or up and down, but beyond borders at all.”
And as not just CEO but the lead product designer (and the guy who “still comes up with all these crazy ideas”), he came away from the labs with a fresh batch of spatial thoughts. “Can people look at a whole week spatially? Can people compare their current day to the following week? If a day is less busy, can people make that day wider? And then, what if like you have the whole week wrap around you in 360 degrees?” he says. “I could probably — not kidding — talk for two hours about this.”
‘The audible gasp’David Smith is a prolific developer, prominent podcaster, and self-described planner. Shortly before his inaugural visit to the Apple Vision Pro developer labs in London, Smith prepared all the necessary items for his day: a MacBook, Xcode project, and checklist (on paper!) of what he hoped to accomplish.
All that planning paid off. During his time with Apple Vision Pro, “I checked everything off my list,” Smith says. “From there, I just pretended I was at home developing the next feature.”
I just pretended I was at home developing the next feature.
David Smith, developer and podcaster
Smith began working on a version of his app Widgetsmith for spatial computing almost immediately after the release of the visionOS SDK. Though the visionOS simulator provides a solid foundation to help developers test an experience, the labs offer a unique opportunity for a full day of hands-on time with Apple Vision Pro before its public release. “I’d been staring at this thing in the simulator for weeks and getting a general sense of how it works, but that was in a box,” Smith says. “The first time you see your own app running for real, that’s when you get the audible gasp.”
Smith wanted to start working on the device as soon as possible, so he could get “the full experience” and begin refining his app. “I could say, ‘Oh, that didn’t work? Why didn’t it work?’ Those are questions you can only truly answer on-device.” Now, he has plenty more plans to make — as evidenced by his paper checklist, which he holds up and flips over, laughing. “It’s on this side now.”
‘We understand where to go’When it came to testing Pixite’s video creator and editor Spool, chief experience officer Ben Guerrette made exploring interactions a priority. “What’s different about our editor is that you’re tapping videos to the beat,” he says. “Spool is great on touchscreens because you have the instrument in front of you, but with Apple Vision Pro you’re looking at the UI you’re selecting — and in our case, that means watching the video while tapping the UI.”
The team spent time in the lab exploring different interaction patterns to address this core challenge. “At first, we didn’t know if it would work in our app,” Guerrette says. “But now we understand where to go. That kind of learning experience is incredibly valuable: It gives us the chance to say, ‘OK, now we understand what we’re working with, what the interaction is, and how we can make a stronger connection.’”
Chris Delbuck, principal design technologist at Slack, had intended to test the company’s iPadOS version of their app on Apple Vision Pro. As he spent time with the device, however, “it instantly got me thinking about how 3D offerings and visuals could come forward in our experiences,” he says. “I wouldn’t have been able to do that without having the device in hand.”
‘That will help us make better apps’As lab participants like Smith continue their development at home, they’ve brought back lessons and learnings from their time with Apple Vision Pro. “It’s not necessarily that I solved all the problems — but I solved enough to have a sense of the kinds of solutions I’d likely need,” Smith says. “Now there’s a step change in my ability to develop in the simulator, write quality code, and design good user experiences.”
I've truly seen how to start building for the boundless canvas.
Michael Simmons, Flexibits CEO
Simmons says that the labs offered not just a playground, but a way to shape and streamline his team’s thinking about what a spatial experience could truly be. “With Apple Vision Pro and spatial computing, I’ve truly seen how to start building for the boundless canvas — how to stop thinking about what fits on a screen,” he says. “And that will help us make better apps.”
Helping customers resolve billing issues without leaving your app
As announced in April, your customers will soon be able to resolve payment issues without leaving your app, making it easier for them to stay subscribed to your content, services, and premium features.
Starting August 14, 2023, if an auto-renewable subscription doesn’t renew because of a billing issue, a system-provided sheet will appear in your app with a prompt that lets customers update the payment method for their Apple ID. You can test this sheet in Sandbox, as well as delay or suppress it using messages and display in StoreKit. This feature is available in iOS 16.4 and iPadOS 16.4 or later, and no action is required to adopt it.
Recent content on Mobile A11y
iOS Accessibility Values
For iOS, Accessibility values are one of the building blocks of how Accessibility works on the platform, along with traits, labels, hints, and showing/hiding elements. If you’re familiar with WCAG or web accessibility, accessibility values are the value part of WCAG 4.1.2: Name, Role, Value. Values Not every element in your view will have a value - in fact, most won’t. Any element that ‘contains’ some data, data that is not included in the element’s label requires an accessibility value to be set.
iOS UIKit Accessibility traits
Accessibility traits on iOS is the system by which assistive technologies know how to present your interface to your users. The exact experience will vary between assistive technologies, in some cases they may change the intonation of what VoiceOver reads, or add additional options for navigation, sometimes they will disable that assistive technology from accessing the element, or change how the assistive tech functions. They are the ‘Role’ part of the fundamental rule of making something accessible to screen readers - WCAG’s 4.
iOS Custom Accessibility Actions
When testing your app with VoiceOver or Switch Control, a common test is to ensure you can reach every interactive element on screen. If these assistive technologies can’t focus all of your buttons how will your customers be able to interact fully with your app? Except there are times when hiding buttons from your assistive technology users is the better choice. Consider an app with a table view that has many repeating interactive elements - this could be a social media app where ’like, share, reply’ etc is repeated for each post.
Test Your App's Accessibility with Evinced
Disclosure: Evinced has paid for my time in writing this blog, and I have provided them feedback on the version of their tool reviewed and an early beta. I agreed to this because I believe in the product they are offering. Testing your app for accessibility is an essential part of making an accessible app, as with any part of the software you build, if you don’t test it, how can you be sure it works?
How Do I Get My App an Accessibility Audit?
This is a common question I get asked - how do I go about arranging an accessibility audit for my app so I know where I can make improvements? If you’re truly looking for an answer to that question then I have a few options for you below, but first, are you asking the right question? Accessibility Isn’t About Box Ticking You can’t make your app accessible by getting a report, fixing the findings, and accepting it as done.
Quick Win - Start UI Testing
I’ll admit, adding UI testing to an app that currently doesn’t have it included is probably stretching the definition of quick win, but the aim here isn’t 100% coverage - not right away anyway. Start small and add to your test suite as you gain confidence. Even a small suite of crucial happy-path UI tests will help to ensure and persist accessibility in your app. And the more you get comfortable with UI tests the more accessible your apps will become, because an app that is easy to test is also great for accessibility.
Quick Win - Support Dark Mode
Many people don’t realise dark mode is an accessibility feature. It’s often just considered a nice to have, a cool extra feature that power users will love. But dark mode is also a valuable accessibility feature. Some types of visual impairment can make it painful to look at bright colours, or large blocks of white might wash over the black text. Some people with dyslexia or Irlen’s Syndrome can struggle to read black text on a white background.
Quick Win - Support Landscape
If you have a regulatory requirement to provide accessibility in your app (spoiler, you do) the chances are it will say you have a requirement to reach WCAG AA. While this is likely meaningless to anyone other an accessibility professionals, in short it means you are providing the minimum level of accessibility features required to make your app usable by the majority of people. This post is about one such requirement, the jazzily titled Success Criterion 1.
Quick Win - Image Descriptions
Images are a major part of our apps. They add meaning and interest, they give your app character and context. The adage is that a picture is worth a thousand words. But if you can’t see the image clearly, how do you know what those words are? If you aren’t providing image descriptions in your app many of your users will be missing out on the experience you’ve crafted. The result can be an app thats missing that spark an character, or worse an app thats just meaningless and unusable.
Quick Win - Text Contrast
How many shades of grey do you use in your app? OK, maybe thats a bit cruel towards designers, grey is a great colour, but the problem with grey is that it can be deceptively difficult to distinguish from a background. And this problem is not just limited to greys - lighter colours too can blend into the background. This effect can be heightened too for people who have blurred or obscured vision, or one of many forms of colour blindness.
iOS 14: Custom Accessibility Content
Each year at WWDC Xcode Santa brings us exciting new APIs to play with, and this year our accessibility present is Customized Accessibility Content. This API flew under the radar a little, I’m told this is because it’s so new there wasn’t even time for inclusion at WWDC. But this new feature helps to solve a difficult question when designing a VoiceOver interface - where is the balance between too much and too little content.
Accessibility Review: Huh? - International languages
The Accessibility Review series uses real world apps to provide examples of common accessibility issues and provide tips on how to fix them. Each of the developers has kindly volunteered their app to be tested. Huh? is a dictionary and thesaurus app from Peter Yaacoub. Enter a word into the search bar then choose a dictionary service. Press search and the app will present your chosen service’s entry for the term you entered.
Accessibility Review: Figure Case - Button Labels
The Accessibility Review series uses real world apps to provide examples of common accessibility issues and provide tips on how to fix them. Each of the developers has kindly volunteered their app to be tested. Figure Case is an app to help organise a tabletop miniature collection created by Simon Nickel. The app helps to track miniatures you own, and what state they currently find themselves in - unassembled, assembled, or painted.
Accessibility Review: Daily Dictionary - Screen changes
The Accessibility Review series uses real world apps to provide examples of common accessibility issues and provide tips on how to fix them. Each of the developers has kindly volunteered their app to be tested. Daily Dictionary is an app from Benjamin Mayo providing a new word every day with definitions and real-world uses designed to help increase your vocabulary. Assessing the app, I noticed Benjamin has made a design decision around presenting the app’s settings.
iOS Attributed Accessibility Labels
Attributed accessibility labels are an incredible tool for making some next-level accessible experiences. They let you tell VoiceOver not just what to speak, but how to say it too. Using the accessibilityAttributedLabel property you can provide an NSAttributedString to VoiceOver, much the same way you would provide an NSAttributedString to a label’s attributedText property to display a string with an underline or character colour for example. The difference here is that all of our attributes are instructions for VoiceOver.
Writing Great iOS Accessibility Labels
A good accessibility label lets your customer know exactly what a control does in as few words as possible, without having to rely on implied context. Don’t Add the Element Type iOS already knows your button is a button and your image is an image, it does this using an accessibility trait. If you label your button as ‘Play button’ your VoiceOver customers will hear ‘Play button. Button.’ Keep it Succinct Don’t frustrate your customer by adding too much information to your labels.
When to use Accessibility Labels
There’s a few circumstances when you’ll want to set your own accessibility label, such as… An interactive element that you haven’t given a text value to, such as an image button. An interactive element with a long visual label. An interactive element with a short visual label that takes context from your design. A control or view you have created yourself or built by combining elements. Images of text. Elements Without a text value Take the controls for a music player as an example.
iOS Accessibility Labels
This blog was inspired by Jeff Watkins’ series of blogs on UIButton. UIButton is a fundamental part of building interfaces on iOS. So much so, that it probably doesn’t get the love it deserves. But it’s also really powerful and customisable when used correctly. Accessibility labels on iOS I feel are very similar. They’re fundamental to how accessibility works on iOS, yet I think they suffer from a few PR issues.
A11y Box Android
A few months ago I shared a project I’d been working on for iOS exploring the accessibility API available on that platform. The Android accessibility API is equally large and full featured, and really deserves the same treatment. So here’s A11y Box for Android. A11y Box for Android is an exploration of what is available on the Android accessibility api and how you can make use of it in your apps.
Mobile A11y Talk: Accessibility in SwiftUI
I was supposed to be attending the 2020 CSUN Assistive Technology conference to present a couple of talks, unfortunately with COVID-19 starting to take hold at that time, I wasn’t able to attend. In lieu of attending I decided to record one of the talks I was scheduled to present on Accessibility in SwiftUI. SwiftUI is Apple’s new paradigm for creating user interfaces on Apple platforms, and it has a bunch of new approaches that really help create more accessible experiences.
A11y Box iOS
iOS’ UIAccessibility API is huge. I like to think I know it pretty well, but I’m always being surprised by discovering features I previously had no idea about. Like many things on iOS, the documentation for UIAccessibility is not always complete, even for parts of the API that have been around for years. In an attempt to help spread the knowledge of some of the awesome things UIAccessibility is capable of, I’ve created A11y Box for iOS.
Android Live Regions
Live Regions are one of my favourite accessibility features on Android. They’re a super simple solution to a common accessibility problem that people with visual impairments can stumble across. Say you have a game app, really any type of game. Your user interacts with the play area, and as they do, their score increases or decreases depending on your customer’s actions. In this example, the score display is separate to the element your customer is interacting with.
A11yUITests: An XCUI Testing library for accessibility
A11yUITests is an extension to XCTestCase that adds tests for common accessibility issues that can be run as part of an XCUITest suite. I’ve written a detailed discussion of the tests available if you’re interested in changing/implementing these tests yourself. Alternatively, follow this quick start guide. Getting Started Adding A11yUITests I’m assuming you’re already familiar with cocoapods, if not, cocoapods.org has a good introduction. There is one minor difference here compared to most cocoapods, we’re not including this pod in our app, but our app’s test bundle.
XCUITests for accessibility
For a while now I’ve been looking at possibilities for automated accessibility testing on iOS. Unfortunately, I’ve not found any option so far that I’m happy with. I am a big fan of Apple’s XCUI Test framework. Although it has its limitations, I believe there’s scope for creating valid accessibility tests using this framework. Over the last few months I’ve been trying things out, and here’s what I’ve come up with.
Resources
This is a personally curated list of resources I have used and think others may find helpful too. I’m always looking for new high quality mobile accessibility and inclusion resources to add here. Please share any you find with me via email or Twitter. Code Android Android Developers: Build more accessible appsAndroid’s developer documentation for Accessibility, including design, building & testing. With videos, code samples, and documentation. Android: Make apps more accessibleGoogle’s guide to improving accessibility on Android
Review: Accessibility for Everyone - Laura Kalbag
Laura’s introduction to web accessibility jumped out to me because it’s available as an audiobook. Being dyslexic I struggle to read, so prefer to listen to audiobooks where available. Unfortunately, most technical books aren’t available as audiobooks for a couple of potentially obvious reasons. Hearing code or descriptions of diagrams and illustrations read aloud may not be the best experience for an audiobook. As such, this book choses to leave those out of the audio version.
A11y is not accessible
Accessibility is a long word. It’s not the simplest of words to read or to spell, so it seems like a word that would be a good candidate for abbreviation. The common abbreviation of accessibility is a11y. We take the A and Y from the beginning and end of accessibility, and 11 for the number of letters in between. This abbreviation also creates a pleasing homophone for ‘ally.’ The irony of this abbreviation is that a11y isn’t accessible.
About Mobile A11y
About Mobile A11y Mobile A11y is a collection of blogs and resources about how we as mobile developers can improve accessibility on mobile devices. From time to time the blog might also touch on related topics such as digital inclusion, and other topics around ethics in technology. The site is aimed at mobile developers and is written by a mobile developer. I hope this means other mobile developers will find the content relatable and engaging, and you’ll find learning about mobile accessibility along with me helpful.
SwiftUI Accessibility
Accessibility is important. We can take that as a given. But as iOS devs we’re not always sure how to make the most of the accessibility tools that Apple have provided us. We’re lucky as iOS developers that we work on such a forward-thinking accessibility platform. Many people consider Apple’s focus on accessibility for iOS as the driver for other technology vendors to include accessibility features as standard. To the point that we now consider accessibility an expected part of any digital platform.
SwiftUI Accessibility: Semantic Views
Semantic views are not new to SwiftUI, but changes in SwiftUI mean creating them is simple. Semantic views are not so much a language feature. They’re more a technique for manipulating the accessible user interface and improving the experience for assistive technology users. A what view? A semantic view is not one view, but a collection of views grouped together because they have meaning (or semantic) together. Take a look at this iOS table view cell from the files app.
SwiftUI Accessibility: User Settings
SwiftUI allows us to read environmental values that might affect how we want to present our UI. Things like size classes and locale for example. We also get the ability to read some of the user’s chosen accessibility settings allowing us to make decisions that will best fit with your customer’s preference. Why? Before we cover what these options are and how to detect them I think it’s important to briefly cover why we need to detect them.
SwiftUI Accessibility: Attributes
When a customer enables an assistive technology to navigate your app the interface that technology navigates isn’t exactly the same as the one visible on the screen. They’re navigating a modified version that iOS creates especially for assistive technology. This is known as the accessibility tree or accessible user interface. iOS does an incredible job at creating the AUI for you from your SwiftUI code. We can help iOS in creating this by tweaking some element’s accessibility attributes.
SwiftUI Accessibility: Traits
Accessibility traits are a group of attributes on a SwiftUI element. They inform assistive technologies how to interact with the element or present it to your customer. Each element has a selection of default traits, but you might need to change these as you create your UI. In SwiftUI there are two modifiers to use for traits, .accessibility(addTraits: ) and .accessibility(removeTraits: ) which add or remove traits respectively. Each modifier takes as its argument either a single accessibility trait or a set of traits.
Review: Design Meets Disability - Graham Pullin
Design Meets Disability was recommended to me by accessibility consultant Jon Gibbins while we were sharing a long train journey through mid-Wales. We were talking, amongst many things, about our love for Apple products and their design. I am a hearing aid wearer, my aid is two-tone grey. A sort of dark taupe grey above, and a darker, almost gun-metal grey below. There’s a clear tube into my ear. This is fine, I don’t hate it.
Podcast: iPhreaks - iOS Accessibility
I was asked to guest on the iPhreaks podcast to discuss iOS accessibility. We talked about why accessibility is important, how you can improve it in your apps, and some of the changes iOS 13 and SwiftUI bring. unfortunatley iPhreaks don’t provide a transcript, but they do provide a comprehensive write-up on their site.
SwiftUI Accessibility: Accessible User Interface
Take a look at your app. Notice the collection of buttons, text, images, and other controls you can see and interact with that make up your app’s user interface. When one of your customers navigates your app with Voice Control, Switch Control, VoiceOver, or any other assistive technology, this isn’t the interface they’re using. Instead, iOS creates a version of your interface for assistive technology to use. This interface is generally known as the accessibility tree.
Mobile A11y Talk: Accessibility without the 'V' Word
I was honoured in 2019 to be able to give my first full conference talk at CodeMobile. I was then lucky enough to be able to repeat that talk at NSLondon, NSManchester, and SWMobile meetups. As an iOS developer, I know accessibility is important for a huge range of people. But at times I think I can treat it like an afterthought. Accessibility Without the ‘V’ Word covers a skill I think we as software engineers would benefit from developing - empathy towards our users.
SwiftUI Accessibility: Sort Priority
Assistive technology, such as VoiceOver, works in natural reading direction. In English, and most other languages, this means top left through to the bottom right. Mostly this is the right decision for assistive technology to make. This is the order anyone not using assistive technology would experience your app. Sometimes though, we make designs that don’t read in this way. By using the .accessibility(sortPriority: ) modifier we can set the order in which assistive technology accesses elements.
SwiftUI Accessibility - Named Controls
One big accessibility improvement in SwiftUI comes in the form of named controls. Nearly all controls and some non-interactive views (see Images) can take a Text view as part of their view builder. The purpose of this is to tie the meaning to the control. Toggle(isOn: $updates) { Text("Send me updates") } Imagine a UIKit layout with a UISwitch control. We’d most likely right align the switch, and provide a text label to the left.
SwiftUI Accessibility: Dynamic Type
Like all accessibility features, Dynamic Type is about customisability. Many of your customers, and maybe even you, are using Dynamic Type without even considering it an accessibility feature. Dynamic type allows iOS users to set the text to a size that they find comfortable to read. This may mean making it a little larger so it’s easier to read for those of us who haven’t yet accepted we might need glasses.
SwiftUI Accessibility: Images
Images in SwiftUI are accessible by default. This is the opposite of what we’d experience in UIKit, where images are not accessible unless you set isAccessibilityElement to true. Sometimes making images not accessible to VoiceOver is the right decision. Like when using a glyph as a redundant way of conveying meaning alongside text. An example of this would be displaying a warning triangle next to the text ‘Error’ or a tick next to ‘success’.
Baking Digital Inclusion Into Your Mobile Apps
I was asked by Capital One to contribute an accessibility piece to the Capital One Tech Medium. The blog, titled Baking Digital Inclusion Into Your Mobile Apps, briefly covers what we mean by disability and what we can do to make our mobile apps work better for everyone.
What The European Accessibility Act (Might) Mean for Mobile Development
The European Accessibility Act, or EAA is due to become law in Europe later this year, and it defines some specific requirements for mobile. In fact, its the first accessibility legislation that I’m aware of, anywhere, that explicitly covers mobile apps. Since 2012 the European Union has been working on standardising accessibility legislation across Europe. The ultimate aim is to both improve the experience for those who need to use assistive technology, but also to simplify the rules business need to follow on accessibility.
Building with nightly Swift toolchains on macOS
The Swift website provides nightly builds of the Swift compiler (called toolchains) for download. Building with a nightly compiler can be useful if you want to check if a bug has already been fixed on main, or if you want to experiment with upcoming language features such as Embedded Swift, as I’ve been doing lately. A toolchain is distributed as a .pkg installer that installs itself into /Library/Developer/Toolchains (or the equivalent path in your home directory). After installation, you have several options to select the toolchain you want to build with: In Xcode In Xcode, select the toolchain from the main menu (Xcode > Toolchains), then build and/or run your code normally. Not all Xcode features work with a custom toolchain. For example, playgrounds don’t work, and Xcode will always use its built-in copy of the Swift Package Manager, so you won’t be able to use unreleased SwiftPM features in this way. Also, Apple won’t accept apps built with a non-standard toolchain for submission to the App Store. On the command line When building on the command line there are multiple options, depending on your preferences and what tool you want to use. The TOOLCHAINS environment variable All of the various Swift build tools respect the TOOLCHAINS environment variable. This should be set to the desired toolchain’s bundle ID, which you can find in the Info.plist file in the toolchain’s directory. Example (I’m using a nightly toolchain from 2024-03-03 here): # My normal Swift version is 5.10 $ swift --version swift-driver version: 1.90.11.1 Apple Swift version 5.10 (swiftlang-5.10.0.13 clang-1500.3.9.4) # Make sure xcode-select points to Xcode, not to /Library/Developer/CommandLineTools # The Command Line Tools will ignore the TOOLCHAINS variable. $ xcode-select --print-path /Applications/Xcode.app/Contents/Developer # The nightly toolchain is 6.0-dev $ export TOOLCHAINS=org.swift.59202403031a $ swift --version Apple Swift version 6.0-dev (LLVM 0c7823cab15dec9, Swift 0cc05909334c6f7) Toolchain name vs. bundle ID I think the TOOLCHAINS variable is also supposed to accept the toolchain’s name instead of the bundle ID, but this doesn’t work reliably for me. I tried passing: the DisplayName from Info.plist (“Swift Development Snapshot 2024-03-03 (a)”), the ShortDisplayName (“Swift Development Snapshot”; not unique if you have more than one toolchain installed!), the directory name, both with and without the .xctoolchain suffix, but none of them worked reliably, especially if you have multiple toolchains installed. In my limited testing, it seems that Swift picks the first toolchain that matches the short name prefix (“Swift Development Snapshot”) and ignores the long name components. For example, when I select “Swift Development Snapshot 2024-03-03 (a)”, Swift picks swift-DEVELOPMENT-SNAPSHOT-2024-01-30-a, presumably because that’s the “first” one (in alphabetical order) I have installed. My advice: stick to the bundle ID, it works. Here’s a useful command to find the bundle ID of the latest toolchain you have installed (you may have to adjust the path if you install your toolchains in ~/Library instead of /Library): $ plutil -extract CFBundleIdentifier raw /Library/Developer/Toolchains/swift-latest.xctoolchain/Info.plist org.swift.59202403031 # Set the toolchain to the latest installed: export TOOLCHAINS=$(plutil -extract CFBundleIdentifier raw /Library/Developer/Toolchains/swift-latest.xctoolchain/Info.plist) xcrun and xcodebuild xcrun and xcodebuild respect the TOOLCHAINS variable too. As an alternative, they also provide an equivalent command line parameter named --toolchain. The parameter has the same semantics as the environment variable: you pass the toolchain’s bundle ID. Example: $ xcrun --toolchain org.swift.59202403031a --find swiftc /Library/Developer/Toolchains/swift-DEVELOPMENT-SNAPSHOT-2024-03-03-a.xctoolchain/usr/bin/swiftc Swift Package Manager SwiftPM also respects the TOOLCHAINS variable, and it has a --toolchains parameter as well, but this one expects the path to the toolchain, not its bundle ID. Example: $ swift build --toolchain /Library/Developer/Toolchains/swift-latest.xctoolchain Missing toolchains are (silently) ignored Another thing to be aware of: if you specify a toolchain that isn’t installed (e.g. because of a typo or because you’re trying to run a script that was developed in a different environment), none of the tools will fail: swift, xcrun, and xcodebuild silently ignore the toolchain setting and use the default Swift toolchain (set via xcode-select). SwiftPM silently ignores a missing toolchain set via TOOLCHAINS. If you pass an invalid directory to the --toolchains parameter, it at least prints a warning before it continues building with the default toolchain. I don’t like this. I’d much rather get an error if the build tool can’t find the toolchain I told it to use. It’s especially dangerous in scripts.
How the Swift compiler knows that DispatchQueue.main implies @MainActor
You may have noticed that the Swift compiler automatically treats the closure of a DispatchQueue.main.async call as @MainActor. In other words, we can call a main-actor-isolated function in the closure: import Dispatch @MainActor func mainActorFunc() { } DispatchQueue.main.async { // The compiler lets us call this because // it knows we're on the main actor. mainActorFunc() } This behavior is welcome and very convenient, but it bugs me that it’s so hidden. As far as I know it isn’t documented, and neither Xcode nor any other editor/IDE I’ve used do a good job of showing me the actor context a function or closure will run in, even though the compiler has this information. I’ve written about a similar case before in Where View.task gets its main-actor isolation from, where Swift/Xcode hide essential information from the programmer by not showing certain attributes in declarations or the documentation. It’s a syntax check So how is the magic behavior for DispatchQueue.main.async implemented? It can’t be an attribute or other annotation on the closure parameter of the DispatchQueue.async method because the actual queue instance isn’t known at that point. A bit of experimentation reveals that it is in fact a relatively coarse source-code-based check that singles out invocations on DispatchQueue.main, in exactly that spelling. For example, the following variations do produce warnings/errors (in Swift 5.10/6.0, respectively), even though they are just as safe as the previous code snippet. This is because we aren’t using the “correct” DispatchQueue.main.async spelling: let queue = DispatchQueue.main queue.async { // Error: Call to main actor-isolated global function // 'mainActorFunc()' in a synchronous nonisolated context mainActorFunc() // ❌ } typealias DP = DispatchQueue DP.main.async { // Error: Call to main actor-isolated global function // 'mainActorFunc()' in a synchronous nonisolated context mainActorFunc() // ❌ } I found the place in the Swift compiler source code where the check happens. In the compiler’s semantic analysis stage (called “Sema”; this is the phase right after parsing), the type checker calls a function named adjustFunctionTypeForConcurrency, passing in a Boolean it obtained from isMainDispatchQueueMember, which returns true if the source code literally references DispatchQueue.main. In that case, the type checker adds the @_unsafeMainActor attribute to the function type. Good to know. Fun fact: since this is a purely syntax-based check, if you define your own type named DispatchQueue, give it a static main property and a function named async that takes a closure, the compiler will apply the same “fix” to it. This is NOT recommended: // Define our own `DispatchQueue.main.async` struct DispatchQueue { static let main: Self = .init() func async(_ work: @escaping () -> Void) {} } // This calls our DispatchQueue.main.async { // No error! Compiler has inserted `@_unsafeMainActor` mainActorFunc() } Perplexity through obscurity I love that this automatic @MainActor inference for DispatchQueue.main exists. I do not love that it’s another piece of hidden, implicit behavior that makes Swift concurrency harder to learn. I want to see all the @_unsafeMainActor and @_unsafeInheritExecutor and @_inheritActorContext annotations! I believe Apple is doing the community a disservice by hiding these in Xcode. The biggest benefit of Swift’s concurrency model over what we had before is that so many things are statically known at compile time. It’s a shame that the compiler knows on which executor a particular line of code will run, but none of the tools seem to be able to show me this. Instead, I’m forced to hunt for @MainActor annotations and hidden attributes in superclasses, protocols, etc. This feels especially problematic during the Swift 5-to-6 transition phase we’re currently in where it’s so easy to misuse concurrency and not get a compiler error (and sometimes not even a warning if you forget to enable strict concurrency checking). The most impactful change Apple can make to make Swift concurrency less confusing is to show the inferred executor context for each line of code in Xcode. Make it really obvious what code runs on the main actor, some other actor, or the global cooperative pool. Use colors or whatnot! (Other Swift IDEs should do this too, of course. I’m just picking on Xcode because Apple has the most leverage.)
How the relative size modifier interacts with stack views
And what it can teach us about SwiftUI’s stack layout algorithm I have one more thing to say on the relative sizing view modifier from my previous post, Working with percentages in SwiftUI layout. I’m assuming you’ve read that article. The following is good to know if you want to use the modifier in your own code, but I hope you’ll also learn some general tidbits about SwiftUI’s layout algorithm for HStacks and VStacks. Using relative sizing inside a stack view Let’s apply the relativeProposed modifier to one of the subviews of an HStack: HStack(spacing: 10) { Color.blue .relativeProposed(width: 0.5) Color.green Color.yellow } .border(.primary) .frame(height: 80) What do you expect to happen here? Will the blue view take up 50 % of the available width? The answer is no. In fact, the blue rectangle becomes narrower than the others: This is because the HStack only proposes a proportion of its available width to each of its children. Here, the stack proposes one third of the available space to its first child, the relative sizing modifier. The modifier then halves this value, resulting in one sixth of the total width (minus spacing) for the blue color. The other two rectangles then become wider than one third because the first child view didn’t use up its full proposed width. Update May 1, 2024: SwiftUI’s built-in containerRelativeFrame modifier (introduced after I wrote my modifier) doesn’t exhibit this behavior because it uses the size of the nearest container view as its reference, and stack views don’t count as containers in this context (which I find somewhat unintuitive, but that’s the way it is). Order matters Now let’s move the modifier to the green color in the middle: HStack(spacing: 10) { Color.blue Color.green .relativeProposed(width: 0.5) Color.yellow } Naively, I’d expect an equivalent result: the green rectangle should become 100 pt wide, and blue and yellow should be 250 pt each. But that’s not what happens — the yellow view ends up being wider than the blue one: I found this unintuitive at first, but it makes sense if you understand that the HStack processes its children in sequence: The HStack proposes one third of its available space to the blue view: (620 – 20) / 3 = 200. The blue view accepts the proposal and becomes 200 pt wide. Next up is the relativeProposed modifier. The HStack divides the remaining space by the number of remaining subviews and proposes that: 400 / 2 = 200. Our modifier halves this proposal and proposes 100 pt to the green view, which accepts it. The modifier in turn adopts the size of its child and returns 100 pt to the HStack. Since the second subview used less space than proposed, the HStack now has 300 pt left over to propose to its final child, the yellow color. Important: the order in which the stack lays out its subviews happens to be from left to right in this example, but that’s not always the case. In general, HStacks and VStacks first group their subviews by layout priority (more on that below), and then order the views inside each group by flexibility such that the least flexible views are laid out first. For more on this, see How an HStack Lays out Its Children by Chris Eidhof. The views in our example are all equally flexible (they all can become any width between 0 and infinity), so the stack processes them in their “natural” order. Leftover space isn’t redistributed By now you may be able guess how the layout turns out when we move our view modifier to the last child view: HStack(spacing: 10) { Color.blue Color.green Color.yellow .relativeProposed(width: 0.5) } Blue and green each receive one third of the available width and become 200 pt wide. No surprises there. When the HStack reaches the relativeProposed modifier, it has 200 pt left to distribute. Again, the modifier and the yellow rectangle only use half of this amount. The end result is that the HStack ends up with 100 pt left over. The process stops here — the HStack does not start over in an attempt to find a “better” solution. The stack makes itself just big enough to contain its subviews (= 520 pt incl. spacing) and reports that size to its parent. Layout priority We can use the layoutPriority view modifier to influence how stacks and other containers lay out their children. Let’s give the subview with the relative sizing modifier a higher layout priority (the default priority is 0): HStack(spacing: 10) { Color.blue Color.green Color.yellow .relativeProposed(width: 0.5) .layoutPriority(1) } This results in a layout where the yellow rectangle actually takes up 50 % of the available space: Explanation: The HStack groups its children by layout priority and then processes each group in sequence, from highest to lowest priority. Each group is proposed the entire remaining space. The first layout group only contains a single view, our relative sizing modifier with the yellow color. The HStack proposes the entire available space (minus spacing) = 600 pt. Our modifier halves the proposal, resulting in 300 pt for the yellow view. There are 300 pt left over for the second layout group. These are distributed equally among the two children because each subview accepts the proposed size. Conclusion The code I used to generate the images in this article is available on GitHub. I only looked at HStacks here, but VStacks work in exactly the same way for the vertical dimension. SwiftUI’s layout algorithm always follows this basic pattern of proposed sizes and responses. Each of the built-in “primitive” views (e.g. fixed and flexible frames, stacks, Text, Image, Spacer, shapes, padding, background, overlay) has a well-defined (if not always well-documented) layout behavior that can be expressed as a function (ProposedViewSize) -> CGSize. You’ll need to learn the behavior for view to work effectively with SwiftUI. A concrete lesson I’m taking away from this analysis: HStack and VStack don’t treat layout as an optimization problem that tries to find the optimal solution for a set of constraints (autolayout style). Rather, they sort their children in a particular way and then do a single proposal-and-response pass over them. If there’s space leftover at the end, or if the available space isn’t enough, then so be it.
Working with percentages in SwiftUI layout
SwiftUI’s layout primitives generally don’t provide relative sizing options, e.g. “make this view 50 % of the width of its container”. Let’s build our own! Use case: chat bubbles Consider this chat conversation view as an example of what I want to build. The chat bubbles always remain 80 % as wide as their container as the view is resized: The chat bubbles should become 80 % as wide as their container. Download video Building a proportional sizing modifier 1. The Layout We can build our own relative sizing modifier on top of the Layout protocol. The layout multiplies its own proposed size (which it receives from its parent view) with the given factors for width and height. It then proposes this modified size to its only subview. Here’s the implementation (the full code, including the demo app, is on GitHub): /// A custom layout that proposes a percentage of its /// received proposed size to its subview. /// /// - Precondition: must contain exactly one subview. fileprivate struct RelativeSizeLayout: Layout { var relativeWidth: Double var relativeHeight: Double func sizeThatFits( proposal: ProposedViewSize, subviews: Subviews, cache: inout () ) -> CGSize { assert(subviews.count == 1, "expects a single subview") let resizedProposal = ProposedViewSize( width: proposal.width.map { $0 * relativeWidth }, height: proposal.height.map { $0 * relativeHeight } ) return subviews[0].sizeThatFits(resizedProposal) } func placeSubviews( in bounds: CGRect, proposal: ProposedViewSize, subviews: Subviews, cache: inout () ) { assert(subviews.count == 1, "expects a single subview") let resizedProposal = ProposedViewSize( width: proposal.width.map { $0 * relativeWidth }, height: proposal.height.map { $0 * relativeHeight } ) subviews[0].place( at: CGPoint(x: bounds.midX, y: bounds.midY), anchor: .center, proposal: resizedProposal ) } } Notes: I made the type private because I want to control how it can be used. This is important for maintaining the assumption that the layout only ever has a single subview (which makes the math much simpler). Proposed sizes in SwiftUI can be nil or infinity in either dimension. Our layout passes these special values through unchanged (infinity times a percentage is still infinity). I’ll discuss below what implications this has for users of the layout. 2. The View extension Next, we’ll add an extension on View that uses the layout we just wrote. This becomes our public API: extension View { /// Proposes a percentage of its received proposed size to `self`. public func relativeProposed(width: Double = 1, height: Double = 1) -> some View { RelativeSizeLayout(relativeWidth: width, relativeHeight: height) { // Wrap content view in a container to make sure the layout only // receives a single subview. Because views are lists! VStack { // alternatively: `_UnaryViewAdaptor(self)` self } } } } Notes: I decided to go with a verbose name, relativeProposed(width:height:), to make the semantics clear: we’re changing the proposed size for the subview, which won’t always result in a different actual size. More on this below. We’re wrapping the subview (self in the code above) in a VStack. This might seem redundant, but it’s necessary to make sure the layout only receives a single element in its subviews collection. See Chris Eidhof’s SwiftUI Views are Lists for an explanation. Usage The layout code for a single chat bubble in the demo video above looks like this: let alignment: Alignment = message.sender == .me ? .trailing : .leading chatBubble .relativeProposed(width: 0.8) .frame(maxWidth: .infinity, alignment: alignment) The outermost flexible frame with maxWidth: .infinity is responsible for positioning the chat bubble with leading or trailing alignment, depending on who’s speaking. You can even add another frame that limits the width to a maximum, say 400 points: let alignment: Alignment = message.sender == .me ? .trailing : .leading chatBubble .frame(maxWidth: 400) .relativeProposed(width: 0.8) .frame(maxWidth: .infinity, alignment: alignment) Here, our relative sizing modifier only has an effect as the bubbles become narrower than 400 points. In a wider window the width-limiting frame takes precedence. I like how composable this is! Download video 80 % won’t always result in 80 % If you watch the debugging guides I’m drawing in the video above, you’ll notice that the relative sizing modifier never reports a width greater than 400, even if the window is wide enough: The relative sizing modifier accepts the actual size of its subview as its own size. This is because our layout only adjusts the proposed size for its subview but then accepts the subview’s actual size as its own. Since SwiftUI views always choose their own size (which the parent can’t override), the subview is free to ignore our proposal. In this example, the layout’s subview is the frame(maxWidth: 400) view, which sets its own width to the proposed width or 400, whichever is smaller. Understanding the modifier’s behavior Proposed size ≠ actual size It’s important to internalize that the modifier works on the basis of proposed sizes. This means it depends on the cooperation of its subview to achieve its goal: views that ignore their proposed size will be unaffected by our modifier. I don’t find this particularly problematic because SwiftUI’s entire layout system works like this. Ultimately, SwiftUI views always determine their own size, so you can’t write a modifier that “does the right thing” (whatever that is) for an arbitrary subview hierarchy. nil and infinity I already mentioned another thing to be aware of: if the parent of the relative sizing modifier proposes nil or .infinity, the modifier will pass the proposal through unchanged. Again, I don’t think this is particularly bad, but it’s something to be aware of. Proposing nil is SwiftUI’s way of telling a view to become its ideal size (fixedSize does this). Would you ever want to tell a view to become, say, 50 % of its ideal width? I’m not sure. Maybe it’d make sense for resizable images and similar views. By the way, you could modify the layout to do something like this: If the proposal is nil or infinity, forward it to the subview unchanged. Take the reported size of the subview as the new basis and apply the scaling factors to that size (this still breaks down if the child returns infinity). Now propose the scaled size to the subview. The subview might respond with a different actual size. Return this latest reported size as your own size. This process of sending multiple proposals to child views is called probing. Lots of built-in containers views do this too, e.g. VStack and HStack. Nesting in other container views The relative sizing modifier interacts in an interesting way with stack views and other containers that distribute the available space among their children. I thought this was such an interesting topic that I wrote a separate article about it: How the relative size modifier interacts with stack views. The code The complete code is available in a Gist on GitHub. Digression: Proportional sizing in early SwiftUI betas The very first SwiftUI betas in 2019 did include proportional sizing modifiers, but they were taken out before the final release. Chris Eidhof preserved a copy of SwiftUI’s “header file” from that time that shows their API, including quite lengthy documentation. I don’t know why these modifiers didn’t survive the beta phase. The release notes from 2019 don’t give a reason: The relativeWidth(_:), relativeHeight(_:), and relativeSize(width:height:) modifiers are deprecated. Use other modifiers like frame(minWidth:idealWidth:maxWidth:minHeight:idealHeight:maxHeight:alignment:) instead. (51494692) I also don’t remember how these modifiers worked. They probably had somewhat similar semantics to my solution, but I can’t be sure. The doc comments linked above sound straightforward (“Sets the width of this view to the specified proportion of its parent’s width.”), but they don’t mention the intricacies of the layout algorithm (proposals and responses) at all. containerRelativeFrame Update May 1, 2024: Apple introduced the containerRelativeFrame modifier for its 2023 OSes (iOS 17/macOS 14). If your deployment target permits it, this can be a good, built-in alternative. Note that containerRelativeFrame behaves differently than my relativeProposed modifier as it computes the size relative to the nearest container view, whereas my modifier uses its proposed size as the reference. The SwiftUI documentation somewhat vaguely lists the views that count as a container for containerRelativeFrame. Notably, stack views don’t count! Check out Jordan Morgan’s article Modifier Monday: .containerRelativeFrame(_ axes:) (2022-06-26) to learn more about containerRelativeFrame.
Keyboard shortcuts for Export Unmodified Original in Photos for Mac
Problem The Photos app on macOS doesn’t provide a keyboard shortcut for the Export Unmodified Original command. macOS allows you to add your own app-specific keyboard shortcuts via System Settings > Keyboard > Keyboard Shortcuts > App Shortcuts. You need to enter the exact spelling of the menu item you want to invoke. Photos renames the command depending on what’s selected: Export Unmodified Original For 1 Photo“ turns into ”… Originals For 2 Videos” turns into “… For 3 Items” (for mixed selections), and so on. Argh! The System Settings UI for assigning keyboard shortcuts is extremely tedious to use if you want to add more than one or two shortcuts. Dynamically renaming menu commands is cute, but it becomes a problem when you want to assign keyboard shortcuts. Solution: shell script Here’s a Bash script1 that assigns Ctrl + Opt + Cmd + E to Export Unmodified Originals for up to 20 selected items: #!/bin/bash # Assigns a keyboard shortcut to the Export Unmodified Originals # menu command in Photos.app on macOS. # @ = Command # ^ = Control # ~ = Option # $ = Shift shortcut='@~^e' # Set shortcut for 1 selected item echo "Setting shortcut for 1 item" defaults write com.apple.Photos NSUserKeyEquivalents -dict-add "Export Unmodified Original For 1 Photo" "$shortcut" defaults write com.apple.Photos NSUserKeyEquivalents -dict-add "Export Unmodified Original For 1 Video" "$shortcut" # Set shortcut for 2-20 selected items objects=(Photos Videos Items) for i in {2..20} do echo "Setting shortcut for $i items" for object in "${objects[@]}" do defaults write com.apple.Photos NSUserKeyEquivalents -dict-add "Export Unmodified Originals For $i $object" "$shortcut" done done # Use this command to verify the result: # defaults read com.apple.Photos NSUserKeyEquivalents The script is also available on GitHub. Usage: Quit Photos.app. Run the script. Feel free to change the key combo or count higher than 20. Open Photos.app. Note: There’s a bug in Photos.app on macOS 13.2 (and at least some earlier versions). Custom keyboard shortcuts don’t work until you’ve opened the menu of the respective command at least once. So you must manually open the File > Export once before the shortcut will work. (For Apple folks: FB11967573.) I still write Bash scripts because Shellcheck doesn’t support Zsh. ↩︎
Swift Evolution proposals in Alfred
I rarely participate actively in the Swift Evolution process, but I frequently refer to evolution proposals for my work, often multiple times per week. The proposals aren’t always easy to read, but they’re the most comprehensive (and sometimes only) documentation we have for many Swift features. For years, my tool of choice for searching Swift Evolution proposals has been Karoy Lorentey’s swift-evolution workflow for Alfred. The workflow broke recently due to data format changes. Karoy was kind enough to add me as a maintainer so I could fix it. The new version 2.1.0 is now available on GitHub. Download the .alfredworkflow file and double-click to install. Besides the fix, the update has a few other improvements: The proposal title is now displayed more prominently. New actions to copy the proposal title (hold down Command) or copy it as a Markdown link (hold down Shift + Command). The script forwards the main metadata of the selected proposal (id, title, status, URL) to Alfred. If you want to extend the workflow with your own actions, you can refer to these variables.
Pattern matching on error codes
Foundation overloads the pattern matching operator ~= to enable matching against error codes in catch clauses. catch clauses in Swift support pattern matching, using the same patterns you’d use in a case clause inside a switch or in an if case … statement. For example, to handle a file-not-found error you might write: import Foundation do { let fileURL = URL(filePath: "/abc") // non-existent file let data = try Data(contentsOf: fileURL) } catch let error as CocoaError where error.code == .fileReadNoSuchFile { print("File doesn't exist") } catch { print("Other error: \(error)") } This binds a value of type CocoaError to the variable error and then uses a where clause to check the specific error code. However, if you don’t need access to the complete error instance, there’s a shorter way to write this, matching directly against the error code: let data = try Data(contentsOf: fileURL) - } catch let error as CocoaError where error.code == .fileReadNoSuchFile { + } catch CocoaError.fileReadNoSuchFile { print("File doesn't exist") Foundation overloads ~= I was wondering why this shorter syntax works. Is there some special compiler magic for pattern matching against error codes of NSError instances? Turns out: no, the answer is much simpler. Foundation includes an overload for the pattern matching operator ~= that matches error values against error codes.1 The implementation looks something like this: public func ~= (code: CocoaError.Code, error: any Error) -> Bool { guard let error = error as? CocoaError else { return false } return error.code == code } The actual code in Foundation is a little more complex because it goes through a hidden protocol named _ErrorCodeProtocol, but that’s not important. You can check out the code in the Foundation repository: Darwin version, swift-corelibs-foundation version. This matching on error codes is available for CocoaError, URLError, POSIXError, and MachError (and possibly more types in other Apple frameworks, I haven’t checked). I wrote about the ~= operator before, way back in 2015(!): Pattern matching in Swift and More pattern matching examples. ↩︎
You should watch Double Fine Adventure
I know I’m almost a decade late to this party, but I’m probably not the only one, so here goes. Double Fine Adventure was a wildly successful 2012 Kickstarter project to crowdfund the development of a point-and-click adventure game and, crucially, to document its development on video. The resulting game Broken Age was eventually released in two parts in 2014 and 2015. Broken Age is a beautiful game and I recommend you try it. It’s available for lots of platforms and is pretty cheap (10–15 euros/dollars or less). I played it on the Nintendo Switch, which worked very well. Broken Age. But the real gem to me was watching the 12.5-hour documentary on YouTube. A video production team followed the entire three-year development process from start to finish. It provides a refreshingly candid and transparent insight into “how the sausage is made”, including sensitive topics such as financial problems, layoffs, and long work hours. Throughout all the ups and downs there’s a wonderful sense of fun and camaraderie among the team at Double Fine, which made watching the documentary even more enjoyable to me than playing Broken Age. You can tell these people love working with each other. I highly recommend taking a look if you find this mildly interesting. The Double Fine Adventure documentary. The first major game spoilers don’t come until episode 15, so you can safely watch most of the documentary before playing the game (and this is how the original Kickstarter backers experienced it). However, I think it’s even more interesting to play the game first, or to experience both side-by-side. My suggestion: watch two or three episodes of the documentary. If you like it, start playing Broken Age alongside it.
Understanding SwiftUI view lifecycles
I wrote an app called SwiftUI View Lifecycle. The app allows you to observe how different SwiftUI constructs and containers affect a view’s lifecycle, including the lifetime of its state and when onAppear gets called. The code for the app is on GitHub. It can be built for iOS and macOS. The view tree and the render tree When we write SwiftUI code, we construct a view tree that consists of nested view values. Instances of the view tree are ephemeral: SwiftUI constantly destroys and recreates (parts of) the view tree as it processes state changes. The view tree serves as a blueprint from which SwiftUI creates a second tree, which represents the actual view “objects” that are “on screen” at any given time (the “objects” could be actual UIView or NSView objects, but also other representations; the exact meaning of “on screen” can vary depending on context). Chris Eidhof likes to call this second tree the render tree (the link points to a 3 minute video where Chris demonstrates this duality, highly recommended). The render tree persists across state changes and is used by SwiftUI to establish view identity. When a state change causes a change in a view’s value, SwiftUI will find the corresponding view object in the render tree and update it in place, rather than recreating a new view object from scratch. This is of course key to making SwiftUI efficient, but the render tree has another important function: it controls the lifetimes of views and their state. View lifecycles and state We can define a view’s lifetime as the timespan it exists in the render tree. The lifetime begins with the insertion into the render tree and ends with the removal. Importantly, the lifetime extends to view state defined with @State and @StateObject: when a view gets removed from the render tree, its state is lost; when the view gets inserted again later, the state will be recreated with its initial value. The SwiftUI View Lifecycle app tracks three lifecycle events for a view and displays them as timestamps: @State = when the view’s state was created (equivalent to the start of the view’s lifetime) onAppear = when onAppear was last called onDisappear = when onDisappear was last called The lifecycle monitor view displays the timestamps when certain lifecycle events last occurred. The app allows you to observe these events in different contexts. As you click your way through the examples, you’ll notice that the timing of these events changes depending on the context a view is embedded in. For example: An if/else statement creates and destroys its child views every time the condition changes; state is not preserved. A ScrollView eagerly inserts all of its children into the render tree, regardless of whether they’re inside the viewport or not. All children appear right away and never disappear. A List with dynamic content (using ForEach) lazily inserts only the child views that are currently visible. But once a child view’s lifetime has started, the list will keep its state alive even when it gets scrolled offscreen again. onAppear and onDisappear get called repeatedly as views are scrolled into and out of the viewport. A NavigationStack calls onAppear and onDisappear as views are pushed and popped. State for parent levels in the stack is preserved when a child view is pushed. A TabView starts the lifetime of all child views right away, even the non-visible tabs. onAppear and onDisappear get called repeatedly as the user switches tabs, but the tab view keeps the state alive for all tabs. Lessons Here are a few lessons to take away from this: Different container views may have different performance and memory usage behaviors, depending on how long they keep child views alive. onAppear isn’t necessarily called when the state is created. It can happen later (but never earlier). onAppear can be called multiple times in some container views. If you need a side effect to happen exactly once in a view’s lifetime, consider writing yourself an onFirstAppear helper, as shown by Ian Keen and Jordan Morgan in Running Code Only Once in SwiftUI (2022-11-01). I’m sure you’ll find more interesting tidbits when you play with the app. Feedback is welcome!
clipped() doesn’t affect hit testing
The clipped() modifier in SwiftUI clips a view to its bounds, hiding any out-of-bounds content. But note that clipping doesn’t affect hit testing; the clipped view can still receive taps/clicks outside the visible area. I tested this on iOS 16.1 and macOS 13.0. Example Here’s a 300×300 square, which we then constrain to a 100×100 frame. I also added a border around the outer frame to visualize the views: Rectangle() .fill(.orange.gradient) .frame(width: 300, height: 300) // Set view to 100×100 → renders out of bounds .frame(width: 100, height: 100) .border(.blue) SwiftUI views don’t clip their content by default, hence the full 300×300 square remains visible. Notice the blue border that indicates the 100×100 outer frame: Now let’s add .clipped() to clip the large square to the 100×100 frame. I also made the square tappable and added a button: VStack { Button("You can't tap me!") { buttonTapCount += 1 } .buttonStyle(.borderedProminent) Rectangle() .fill(.orange.gradient) .frame(width: 300, height: 300) .frame(width: 100, height: 100) .clipped() .onTapGesture { rectTapCount += 1 } } When you run this code, you’ll discover that the button isn’t tappable at all. This is because the (unclipped) square, despite not being fully visible, obscures the button and “steals” all taps. The dashed outline indicates the hit area of the orange square. The button isn’t tappable because it’s covered by the clipped view with respect to hit testing. The fix: .contentShape() The contentShape(_:) modifier defines the hit testing area for a view. By adding .contentShape(Rectangle()) to the 100×100 frame, we limit hit testing to that area, making the button tappable again: Rectangle() .fill(.orange.gradient) .frame(width: 300, height: 300) .frame(width: 100, height: 100) .contentShape(Rectangle()) .clipped() Note that the order of .contentShape(Rectangle()) and .clipped() could be swapped. The important thing is that contentShape is an (indirect) parent of the 100×100 frame modifier that defines the size of the hit testing area. Video demo I made a short video that demonstrates the effect: Initially, taps on the button, or even on the surrounding whitespace, register as taps on the square. The top switch toggles display of the square before clipping. This illustrates its hit testing area. The second switch adds .contentShape(Rectangle()) to limit hit testing to the visible area. Now tapping the button increments the button’s tap count. The full code for this demo is available on GitHub. Download video Summary The clipped() modifier doesn’t affect the clipped view’s hit testing region. The same is true for clipShape(_:). It’s often a good idea to combine these modifiers with .contentShape(Rectangle()) to bring the hit testing logic in sync with the UI.
When .animation animates more (or less) than it’s supposed to
On the positioning of the .animation modifier in the view tree, or: “Rendering” vs. “non-rendering” view modifiers The documentation for SwiftUI’s animation modifier says: Applies the given animation to this view when the specified value changes. This sounds unambiguous to me: it sets the animation for “this view”, i.e. the part of the view tree that .animation is being applied to. This should give us complete control over which modifiers we want to animate, right? Unfortunately, it’s not that simple: it’s easy to run into situations where a view change inside an animated subtree doesn’t get animated, or vice versa. Unsurprising examples Let me give you some examples, starting with those that do work as documented. I tested all examples on iOS 16.1 and macOS 13.0. 1. Sibling views can have different animations Independent subtrees of the view tree can be animated independently. In this example we have three sibling views, two of which are animated with different durations, and one that isn’t animated at all: struct Example1: View { var flag: Bool var body: some View { HStack(spacing: 40) { Rectangle() .frame(width: 80, height: 80) .foregroundColor(.green) .scaleEffect(flag ? 1 : 1.5) .animation(.easeOut(duration: 0.5), value: flag) Rectangle() .frame(width: 80, height: 80) .foregroundColor(flag ? .yellow : .red) .rotationEffect(flag ? .zero : .degrees(45)) .animation(.easeOut(duration: 2.0), value: flag) Rectangle() .frame(width: 80, height: 80) .foregroundColor(flag ? .pink : .mint) } } } The two animation modifiers each apply to their own subtree. They don’t interfere with each other and have no effect on the rest of the view hierarchy: Download video 2. Nested animation modifiers When two animation modifiers are nested in a single view tree such that one is an indirect parent of the other, the inner modifier can override the outer animation for its subviews. The outer animation applies to view modifiers that are placed between the two animation modifiers. In this example we have one rectangle view with animated scale and rotation effects. The outer animation applies to the entire subtree, including both effects. The inner animation modifier overrides the outer animation only for what’s nested below it in the view tree, i.e. the scale effect: struct Example2: View { var flag: Bool var body: some View { Rectangle() .frame(width: 80, height: 80) .foregroundColor(.green) .scaleEffect(flag ? 1 : 1.5) .animation(.default, value: flag) // inner .rotationEffect(flag ? .zero : .degrees(45)) .animation(.default.speed(0.3), value: flag) // outer } } As a result, the scale and rotation changes animate at different speeds: Download video Note that we can also pass .animation(nil, value: flag) to selectively disable animations for a subtree, overriding a non-nil animation further up the view tree. 3. animation only animates its children (with exceptions) As a general rule, the animation modifier only applies to its subviews. In other words, views and modifiers that are direct or indirect parents of an animation modifier should not be animated. As we’ll see below, it doesn’t always work like that, but here’s an example where it does. This is a slight variation of the previous code snippet where I removed the outer animation modifier (and changed the color for good measure): struct Example3: View { var flag: Bool var body: some View { Rectangle() .frame(width: 80, height: 80) .foregroundColor(.orange) .scaleEffect(flag ? 1 : 1.5) .animation(.default, value: flag) // Don't animate the rotation .rotationEffect(flag ? .zero : .degrees(45)) } } Recall that the order in which view modifiers are written in code is inverted with respect to the actual view tree hierarchy. Each view modifier is a new view that wraps the view it’s being applied to. So in our example, the scale effect is the child of the animation modifier, whereas the rotation effect is its parent. Accordingly, only the scale change gets animated: Download video Surprising examples Now it’s time for the “fun” part. It turns out not all view modifiers behave as intuitively as scaleEffect and rotationEffect when combined with the animation modifier. 4. Some modifiers don’t respect the rules In this example we’re changing the color, size, and alignment of the rectangle. Only the size change should be animated, which is why we’ve placed the alignment and color mutations outside the animation modifier: struct Example4: View { var flag: Bool var body: some View { let size: CGFloat = flag ? 80 : 120 Rectangle() .frame(width: size, height: size) .animation(.default, value: flag) .frame(maxWidth: .infinity, alignment: flag ? .leading : .trailing) .foregroundColor(flag ? .pink : .indigo) } } Unfortunately, this doesn’t work as intended, as all three changes are animated: Download video It behaves as if the animation modifier were the outermost element of this view subtree. 5. padding and border This one’s sort of the inverse of the previous example because a change we want to animate doesn’t get animated. The padding is a child of the animation modifier, so I’d expect changes to it to be animated, i.e. the border should grow and shrink smoothly: struct Example5: View { var flag: Bool var body: some View { Rectangle() .frame(width: 80, height: 80) .padding(flag ? 20 : 40) .animation(.default, value: flag) .border(.primary) .foregroundColor(.cyan) } } But that’s not what happens: Download video 6. Font modifiers Font modifiers also behave seemingly erratic with respect to the animation modifier. In this example, we want to animate the font width, but not the size or weight (smooth text animation is a new feature in iOS 16): struct Example6: View { var flag: Bool var body: some View { Text("Hello!") .fontWidth(flag ? .condensed : .expanded) .animation(.default, value: flag) .font(.system( size: flag ? 40 : 60, weight: flag ? .regular : .heavy) ) } } You guessed it, this doesn’t work as intended. Instead, all text properties animate smoothly: Download video Why does it work like this? In summary, the placement of the animation modifier in the view tree allows some control over which changes get animated, but it isn’t perfect. Some modifiers, such as scaleEffect and rotationEffect, behave as expected, whereas others (frame, padding, foregroundColor, font) are less controllable. I don’t fully understand the rules, but the important factor seems to be if a view modifier actually “renders” something or not. For instance, foregroundColor just writes a color into the environment; the modifier itself doesn’t draw anything. I suppose this is why its position with respect to animation is irrelevant: RoundedRectangle(cornerRadius: flag ? 0 : 40) .animation(.default, value: flag) // Color change still animates, even though we’re outside .animation .foregroundColor(flag ? .pink : .indigo) The rendering presumably takes place on the level of the RoundedRectangle, which reads the color from the environment. At this point the animation modifier is active, so SwiftUI will animate all changes that affect how the rectangle is rendered, regardless of where in the view tree they’re coming from. The same explanation makes intuitive sense for the font modifiers in example 6. The actual rendering, and therefore the animation, occurs on the level of the Text view. The various font modifiers affect how the text is drawn, but they don’t render anything themselves. Similarly, padding and frame (including the frame’s alignment) are “non-rendering” modifiers too. They don’t use the environment, but they influence the layout algorithm, which ultimately affects the size and position of one or more “rendering” views, such as the rectangle in example 4. That rectangle sees a combined change in its geometry, but it can’t tell where the change came from, so it’ll animate the full geometry change. In example 5, the “rendering” view that’s affected by the padding change is the border (which is implemented as a stroked rectangle in an overlay). Since the border is a parent of the animation modifier, its geometry change is not animated. In contrast to frame and padding, scaleEffect and rotationEffect are “rendering” modifiers. They apparently perform the animations themselves. Conclusion SwiftUI views and view modifiers can be divided into “rendering“ and “non-rendering” groups (I wish I had better terms for these). In iOS 16/macOS 13, the placement of the animation modifier with respect to non-rendering modifiers is irrelevant for deciding if a change gets animated or not. Non-rendering modifiers include (non-exhaustive list): Layout modifiers (frame, padding, position, offset) Font modifiers (font, bold, italic, fontWeight, fontWidth) Other modifiers that write data into the environment, e.g. foregroundColor, foregroundStyle, symbolRenderingMode, symbolVariant Rendering modifiers include (non-exhaustive list): clipShape, cornerRadius Geometry effects, e.g. scaleEffect, rotationEffect, projectionEffect Graphical effects, e.g. blur, brightness, hueRotation, opacity, saturation, shadow
Xcode 14.0 generates wrong concurrency code for macOS targets
Mac apps built with Xcode 14.0 and 14.0.1 may contain concurrency bugs because the Swift 5.7 compiler can generate invalid code when targeting the macOS 12.3 SDK. If you distribute Mac apps, you should build them with Xcode 13.4.1 until Xcode 14.1 is released. Here’s what happened: Swift 5.7 implements SE-0338: Clarify the Execution of Non-Actor-Isolated Async Functions, which introduces new rules how async functions hop between executors. Because of SE-0338, when compiling concurrency code, the Swift 5.7 compiler places executor hops in different places than Swift 5.6. Some standard library functions need to opt out of the new rules. They are annotated with a new, unofficial attribute @_unsafeInheritExecutor, which was introduced for this purpose. When the Swift 5.7 compiler sees this attribute, it generates different executor hops. The attribute is only present in the Swift 5.7 standard library, i.e. in the iOS 16 and macOS 13 SDKs. This is fine for iOS because compiler version and the SDK’s standard library version match in Xcode 14.0. But for macOS targets, Xcode 14.0 uses the Swift 5.7 compiler with the standard library from Swift 5.6, which doesn’t contain the @_unsafeInheritExecutor attribute. This is what causes the bugs. Note that the issue is caused purely by the version mismatch at compile-time. The standard library version used by the compiled app at run-time (which depends on the OS version the app runs on) isn’t relevant. As soon as Xcode 14.1 gets released with the macOS 13 SDK, the version mismatch will go away, and Mac targets built with Xcode 14.1 won’t exhibit these bugs. Third-party developers had little chance of discovering the bug during the Xcode 14.0 beta phase because the betas ship with the new beta macOS SDK. The version mismatch occurs when the final Xcode release in September reverts back to the old macOS SDK to accommodate the different release schedules of iOS and macOS. Sources Breaking concurrency invariants is a serious issue, though I’m not sure how much of a problem this is in actual production apps. Here are all related bug reports that I know of: Concurrency is broken in Xcode 14 for macOS (2022-09-14) withUnsafeContinuation can break actor isolation (2022-10-07) And explanations of the cause from John McCall of the Swift team at Apple: John McCall (2022-10-07): This guarantee is unfortunately broken with Xcode 14 when compiling for macOS because it’s shipping with an old macOS SDK that doesn’t declare that withUnsafeContinuation inherits its caller’s execution context. And yes, there is a related actor-isolation issue because of this bug. That will be fixed by the release of the new macOS SDK. John McCall (2022-10-07): Now, there is a bug in Xcode 14 when compiling for the macOS SDK because it ships with an old SDK. That bug doesn’t actually break any of the ordering properties above. It does, however, break Swift’s data isolation guarantees because it causes withUnsafeContinuation, when called from an actor-isolated context, to send a non-Sendable function to a non-isolated executor and then call it, which is completely against the rules. And in fact, if you turn strict sendability checking on when compiling against that SDK, you will get a diagnostic about calling withUnsafeContinuation because it thinks that you’re violating the rules (because withUnsafeContinuation doesn’t properly inherit the execution context of its caller). Poor communication from Apple What bugs me most about the situation is Apple’s poor communication. When the official, current release of your programming language ships with a broken compiler for one of your most important platforms, the least I’d expect is a big red warning at the top of the release notes. I can’t find any mention of this issue in the Xcode 14.0 release notes or Xcode 14.0.1 release notes, however. Even better: the warning should be displayed prominently in Xcode, or Xcode 14.0 should outright refuse to build Mac apps. I’m sure the latter option isn’t practical for all sorts of reasons, although it sounds logical to me: if the only safe compiler/SDK combinations are either 5.6 with the macOS 12 SDK or 5.7 with the macOS 13 SDK, there shouldn’t be an official Xcode version that combines the 5.7 compiler with the macOS 12 SDK.
Where View.task gets its main-actor isolation from
SwiftUI’s .task modifier inherits its actor context from the surrounding function. If you call .task inside a view’s body property, the async operation will run on the main actor because View.body is (semi-secretly) annotated with @MainActor. However, if you call .task from a helper property or function that isn’t @MainActor-annotated, the async operation will run in the cooperative thread pool. Example Here’s an example. Notice the two .task modifiers in body and helperView. The code is identical in both, yet only one of them compiles — in helperView, the call to a main-actor-isolated function fails because we’re not on the main actor in that context: We can call a main-actor-isolated function from inside body, but not from a helper property. import SwiftUI @MainActor func onMainActor() { print("on MainActor") } struct ContentView: View { var body: some View { VStack { helperView Text("in body") .task { // We can call a @MainActor func without await onMainActor() } } } var helperView: some View { Text("in helperView") .task { // ❗️ Error: Expression is 'async' but is not marked with 'await' onMainActor() } } } Why does it work like this? This behavior is caused by two (semi-)hidden annotations in the SwiftUI framework: The View protocol annotates its body property with @MainActor. This transfers to all conforming types. View.task annotates its action parameter with @_inheritActorContext, causing it to adopt the actor context from its use site. Sadly, none of these annotations are visible in the SwiftUI documentation, making it very difficult to understand what’s going on. The @MainActor annotation on View.body is present in Xcode’s generated Swift interface for SwiftUI (Jump to Definition of View), but that feature doesn’t work reliably for me, and as we’ll see, it doesn’t show the whole truth, either. View.body is annotated with @MainActor in Xcode’s generated interface for SwiftUI. SwiftUI’s module interface To really see the declarations the compiler sees, we need to look at SwiftUI’s module interface file. A module interface is like a header file for Swift modules. It lists the module’s public declarations and even the implementations of inlinable functions. Module interfaces use normal Swift syntax and have the .swiftinterface file extension. SwiftUI’s module interface is located at: [Path to Xcode.app]/Contents/Developer/Platforms/iPhoneOS.platform/Developer/SDKs/iPhoneOS.sdk/System/Library/Frameworks/SwiftUI.framework/Modules/SwiftUI.swiftmodule/arm64e-apple-ios.swiftinterface (There can be multiple .swiftinterface files in that directory, one per CPU architecture. Pick any one of them. Pro tip for viewing the file in Xcode: Editor > Syntax Coloring > Swift enables syntax highlighting.) Inside, you’ll find that View.body has the @MainActor(unsafe) attribute: @available(iOS 13.0, macOS 10.15, tvOS 13.0, watchOS 6.0, *) @_typeEraser(AnyView) public protocol View { // … @SwiftUI.ViewBuilder @_Concurrency.MainActor(unsafe) var body: Self.Body { get } } And you’ll find this declaration for .task, including the @_inheritActorContext attribute: @available(iOS 15.0, macOS 12.0, tvOS 15.0, watchOS 8.0, *) extension SwiftUI.View { #if compiler(>=5.3) && $AsyncAwait && $Sendable && $InheritActorContext @inlinable public func task( priority: _Concurrency.TaskPriority = .userInitiated, @_inheritActorContext _ action: @escaping @Sendable () async -> Swift.Void ) -> some SwiftUI.View { modifier(_TaskModifier(priority: priority, action: action)) } #endif // … } SwiftUI’s module interface file shows the @_inheritActorContext annotatation on View.task. Putting it all together Armed with this knowledge, everything makes more sense: When used inside body, task inherits the @MainActor context from body. When used outside of body, there is no implicit @MainActor annotation, so task will run its operation on the cooperative thread pool by default. Unless the view contains an @ObservedObject or @StateObject property, which makes the entire view @MainActor via this obscure rule for property wrappers whose wrappedValue property is bound to a global actor: A struct or class containing a wrapped instance property with a global actor-qualified wrappedValue infers actor isolation from that property wrapper Update May 1, 2024: SE-0401: Remove Actor Isolation Inference caused by Property Wrappers removes the above rule when compiling in Swift 6 language mode. This is a good change because it makes reasoning about actor isolation simpler. In the Swift 5 language mode, you can opt into the better behavior with the -enable-upcoming-feature DisableOutwardActorInference compiler flags. I recommend you do. The lesson: if you use helper properties or functions in your view, consider annotating them with @MainActor to get the same semantics as body. By the way, note that the actor context only applies to code that is placed directly inside the async closure, as well as to synchronous functions the closure calls. Async functions choose their own execution context, so any call to an async function can switch to a different executor. For example, if you call URLSession.data(from:) inside a main-actor-annotated function, the runtime will hop to the global cooperative executor to execute that method. See SE-0338: Clarify the Execution of Non-Actor-Isolated Async Functions for the precise rules. On Apple’s policy to hide annotations in documentation I understand Apple’s impetus not to show unofficial API or language features in the documentation lest developers get the preposterous idea to use these features in their own code! But it makes understanding so much harder. Before I saw the annotations in the .swiftinterface file, the behavior of the code at the beginning of this article never made sense to me. Hiding the details makes things seem like magic when they actually aren’t. And that’s not good, either.
Experimenting with Live Activities
iOS 16 beta 4 is the first SDK release that supports Live Activities. A Live Activity is a widget-like view an app can place on your lock screen and update in real time. Examples where this can be useful include live sports scores or train departure times. These are my notes on playing with the API and implementing my first Live Activity. A bike computer on your lock screen My Live Activity is a display for a bike computer that I’ve been developing with a group a friends. Here’s a video of it in action: Download video And here with simulated data: Download video I haven’t talked much about our bike computer project publicly yet; that will hopefully change someday. In short, a group of friends and I designed a little box that connects to your bike’s hub dynamo, measures speed and distance, and sends the data via Bluetooth to an iOS app. The app records all your rides and can also act as a live speedometer when mounted on your bike’s handlebar. It’s this last feature that I wanted to replicate in the Live Activity. Follow Apple’s guide Adding a Live Activity to the app wasn’t hard. I found Apple’s guide Displaying live data on the Lock Screen with Live Activities easy to follow and quite comprehensive. No explicit user approval iOS doesn’t ask the user for approval when an app wants to show a Live Activity. I found this odd since it seems to invite developers to abuse the feature, but maybe it’s OK because of the foreground requirement (see below). Plus, users can disallow Live Activities on a per-app basis in Settings. Users can dismiss an active Live Activity from the lock screen by swiping (like a notification). Most apps will probably need to ask the user for notification permissions to update their Live Activities. The app must be in the foreground to start an activity To start a Live Activity, an app must be open in the foreground. This isn’t ideal for the bike computer because the speedometer can’t appear magically on the lock screen when the user starts riding (even though iOS wakes up the app in the background at this point to deliver the Bluetooth events from the bike). The user has to open the app manually at least once. On the other hand, this limitation may not be an issue for most use cases and will probably cut down on spamming/abuse significantly. The app must keep running in the background to update the activity (or use push notifications) As long as the app keeps running (in the foreground or background), it can update the Live Activity as often as it wants (I think). This is ideal for the bike computer as the app keeps running in the background processing Bluetooth events while the bike is in motion. I assume the same applies to other apps that can remain alive in the background, such as audio players or navigation apps doing continuous location monitoring. Updating the Live Activity once per second was no problem in my testing, and I didn’t experience any rate limiting. Most apps get suspended in the background, however. They must use push notifications to update their Live Activity (or background tasks or some other mechanism to have the system wake you up). Apple introduced a new kind of push notification that is delivered directly to the Live Activity, bypassing the app altogether. I haven’t played with push notification updates, so I don’t know the benefits of using this method over sending a silent push notification to wake the app and updating the Live Activity from there. Probably less aggressive rate limiting? Lock screen color matching I haven’t found a good way to match my Live Activity’s colors to the current system colors on the lock screen. By default, text in a Live Activity is black in light mode, whereas the built-in lock screen themes seem to favor white or other light text colors. If there is an API or environment value that allows apps to match the color style of the current lock screen, I haven’t found it. I experimented with various foreground styles, such as materials, without success. I ended up hardcoding the foreground color, but I’m not satisfied with the result. Depending on the user’s lock screen theme, the Live Activity can look out of place. The default text color of a Live Activity in light mode is black. This doesn’t match most lock screen themes. Animations can’t be disabled Apple’s guide clearly states that developers have little control over animations in a Live Activity: Animate content updates When you define the user interface of your Live Activity, the system ignores any animation modifiers — for example, withAnimation(_:_:) and animation(_:value:) — and uses the system’s animation timing instead. However, the system performs some animation when the dynamic content of the Live Activity changes. Text views animate content changes with blurred content transitions, and the system animates content transitions for images and SF Symbols. If you add or remove views from the user interface based on content or state changes, views fade in and out. Use the following view transitions to configure these built-in transitions: opacity, move(edge:), slide, push(from:), or combinations of them. Additionally, request animations for timer text with numericText(countsDown:). It makes total sense to me that Apple doesn’t want developers to go crazy with animations on the lock screen, and perhaps having full control over animations also makes it easier for Apple to integrate Live Activities into the always-on display that’s probably coming on the next iPhone. What surprised me is that I couldn’t find a way to disable the text change animations altogether. I find the blurred text transitions for the large speed value quite distracting and I think this label would look better without any animations. But no combination of .animation(nil), .contentTransition(.identity), and .transition(.identity) would do this. Sharing code between app and widget A Live Activity is very much like a widget: the UI must live in your app’s widget extension. You start the Live Activity with code that runs in your app, though. Both targets (the app and the widget extension) need access to a common data type that represents the data the widget displays. You should have a third target (a framework or SwiftPM package) that contains such shared types and APIs and that the downstream targets import. Availability annotations Update September 22, 2022: This limitation no longer applies. The iOS 16.1 SDK added the ability to have availability conditions in WidgetBundle. Source: Tweet from Luca Bernardi (2022-09-20). WidgetBundle apparently doesn’t support widgets with different minimum deployment targets. If your widget extension has a deployment target of iOS 14 or 15 for an existing widget and you now want to add a Live Activity, I’d expect your widget bundle to look like this: @main struct MyWidgets: WidgetBundle { var body: some Widget { MyNormalWidget() // Error: Closure containing control flow statement cannot // be used with result builder 'WidgetBundleBuilder' if #available(iOSApplicationExtension 16.0, *) { MyLiveActivityWidget() } } } But this doesn’t compile because the result builder type used by WidgetBundle doesn’t support availability conditions. I hope Apple fixes this. This wasn’t a problem for me because our app didn’t have any widgets until now, so I just set the deployment target of the widget extension to iOS 16.0. If you have existing widgets and can’t require iOS 16 yet, a workaround is to add a second widget extension target just for the Live Activity. I haven’t tried this, but WidgetKit explicitly supports having multiple widget extensions, so it should work: Typically, you include all your widgets in a single widget extension, although your app can contain multiple extensions.
How @MainActor works
@MainActor is a Swift annotation to coerce a function to always run on the main thread and to enable the compiler to verify this. How does this work? In this article, I’m going to reimplement @MainActor in a slightly simplified form for illustration purposes, mainly to show how little “magic” there is to it. The code of the real implementation in the Swift standard library is available in the Swift repository. @MainActor relies on two Swift features, one of them unofficial: global actors and custom executors. Global actors MainActor is a global actor. That is, it provides a single actor instance that is shared between all places in the code that are annotated with @MainActor. All global actors must implement the shared property that’s defined in the GlobalActor protocol (every global actor implicitly conforms to this protocol): @globalActor final actor MyMainActor { // Requirements from the implicit GlobalActor conformance typealias ActorType = MyMainActor static var shared: ActorType = MyMainActor() // Don’t allow others to create instances private init() {} } At this point, we have a global actor that has the same semantics as any other actor. That is, functions annotated with @MyMainActor will run on a thread in the cooperative thread pool managed by the Swift runtime. To move the work to the main thread, we need another concept, custom executors. Executors A bit of terminology: The compiler splits async code into jobs. A job roughly corresponds to the code from one await (= potential suspension point) to the next. The runtime submits each job to an executor. The executor is the object that decides in which order and in which context (i.e. which thread or dispatch queue) to run the jobs. Swift ships with two built-in executors: the default concurrent executor, used for “normal”, non-actor-isolated async functions, and a default serial executor. Every actor instance has its own instance of this default serial executor and runs its code on it. Since the serial executor, like a serial dispatch queue, only runs a single job at a time, this prevents concurrent accesses to the actor’s state. Custom executors As of Swift 5.6, executors are an implementation detail of Swift’s concurrency system, but it’s almost certain that they will become an official feature fairly soon. Why? Because it can sometimes be useful to have more control over the execution context of async code. Some examples are listed in a draft proposal for allowing developers to implement custom executors that was first pitched in February 2021 but then didn’t make the cut for Swift 5.5. @MainActor already uses the unofficial ability for an actor to provide a custom executor, and we’re going to do the same for our reimplementation. A serial executor that runs its job on the main dispatch queue is implemented as follows. The interesting bit is the enqueue method, where we tell the job to run on the main dispatch queue: final class MainExecutor: SerialExecutor { func asUnownedSerialExecutor() -> UnownedSerialExecutor { UnownedSerialExecutor(ordinary: self) } func enqueue(_ job: UnownedJob) { DispatchQueue.main.async { job._runSynchronously(on: self.asUnownedSerialExecutor()) } } } We’re responsible for keeping an instance of the executor alive, so let’s store it in a global: private let mainExecutor = MainExecutor() Finally, we need to tell our global actor to use the new executor: import Dispatch @globalActor final actor MyMainActor { // ... // Requirement from the implicit GlobalActor conformance static var sharedUnownedExecutor: UnownedSerialExecutor { mainExecutor.asUnownedSerialExecutor() } // Requirement from the implicit Actor conformance nonisolated var unownedExecutor: UnownedSerialExecutor { mainExecutor.asUnownedSerialExecutor() } } That’s all there is to reimplement the basics of @MainActor. Conclusion The full code is on GitHub, including a usage example to demonstrate that the @MyMainActor annotations work. John McCall’s draft proposal for custom executors is worth reading, particularly the philosophy section. It’s an easy-to-read summary of some of the design principles behind Swift’s concurrency system: Swift’s concurrency design sees system threads as expensive and rather precious resources. … It is therefore best if the system allocates a small number of threads — just enough to saturate the available cores — and for those threads [to] only block for extended periods when there is no pending work in the program. Individual functions cannot effectively make this decision about blocking, because they lack a holistic understanding of the state of the program. Instead, the decision must be made by a centralized system which manages most of the execution resources in the program. This basic philosophy of how best to use system threads drives some of the most basic aspects of Swift’s concurrency design. In particular, the main reason to add async functions is to make it far easier to write functions that, unlike standard functions, will reliably abandon a thread when they need to wait for something to complete. And: The default concurrent executor is used to run jobs that don’t need to run somewhere more specific. It is based on a fixed-width thread pool that scales to the number of available cores. Programmers therefore do not need to worry that creating too many jobs at once will cause a thread explosion that will starve the program of resources.
AttributedString’s Codable format and what it has to do with Unicode
Here’s a simple AttributedString with some formatting: import Foundation let str = try! AttributedString( markdown: "Café **Sol**", options: .init(interpretedSyntax: .inlineOnly) ) AttributedString is Codable. If your task was to design the encoding format for an attributed string, what would you come up with? Something like this seems reasonable (in JSON with comments): { "text": "Café Sol", "runs": [ { // start..<end in Character offsets "range": [5, 8], "attrs": { "strong": true } } ] } This stores the text alongside an array of runs of formatting attributes. Each run consists of a character range and an attribute dictionary. Unicode is complicated But this format is bad and can break in various ways. The problem is that the character offsets that define the runs aren’t guaranteed to be stable. The definition of what constitutes a Character, i.e. a user-perceived character, or a Unicode grapheme cluster, can and does change in new Unicode versions. If we decoded an attributed string that had been serialized on a different OS version (before Swift 5.6, Swift used the OS’s Unicode library for determining character boundaries), or by code compiled with a different Swift version (since Swift 5.6, Swift uses its own grapheme breaking algorithm that will be updated alongside the Unicode standard)1, the character ranges might no longer represent the original intent, or even become invalid. Update April 11, 2024: See this Swift forum post I wrote for an example where the Unicode rules for grapheme cluster segmentation changed for flag emoji. This change caused a corresponding change in how Swift counts the Characters in a string containing consecutive flags, such as "🇦🇷🇯🇵". Normalization forms So let’s use UTF-8 byte offsets for the ranges, I hear you say. This avoids the first issue but still isn’t safe, because some characters, such as the é in the example string, have more than one representation in Unicode: it can be either the standalone character é (Latin small letter e with acute) or the combination of e + ◌́ (Combining acute accent). The Unicode standard calls these variants normalization forms.2 The first form needs 2 bytes in UTF-8, whereas the second uses 3 bytes, so subsequent ranges would be off by one if the string and the ranges used different normalization forms. Now in theory, the string itself and the ranges should use the same normalization form upon serialization, avoiding the problem. But this is almost impossible to guarantee if the serialized data passes through other systems that may (inadvertently or not) change the Unicode normalization of the strings that pass through them. A safer option would be to store the text not as a string but as a blob of UTF-8 bytes, because serialization/networking/storage layers generally don’t mess with binary data. But even then you’d have to be careful in the encoding and decoding code to apply the formatting attributes before any normalization takes place. Depending on how your programming language handles Unicode, this may not be so easy. Foundation’s solution The people on the Foundation team know all this, of course, and chose a better encoding format for Attributed String. Let’s take a look.3 let encoder = JSONEncoder() encoder.outputFormatting = [.prettyPrinted, .sortedKeys] let jsonData = try encoder.encode(str) let json = String(decoding: jsonData, as: UTF8.self) This is how our sample string is encoded: [ "Café ", { }, "Sol", { "NSInlinePresentationIntent" : 2 } ] This is an array of runs, where each run consists of a text segment and a dictionary of formatting attributes. The important point is that the formatting attributes are directly associated with the text segments they belong to, not indirectly via brittle byte or character offsets. (This encoding format is also more space-efficient and possibly better represents the in-memory layout of AttributedString, but that’s beside the point for this discussion.) There’s still a (smaller) potential problem here if the character boundary rules change for code points that span two adjacent text segments: the last character of run N and the first character of run N+1 might suddenly form a single character (grapheme cluster) in a new Unicode version. In that case, the decoding code will have to decide which formatting attributes to apply to this new character. But this is a much smaller issue because it only affects the characters in question. Unlike our original example, where an off-by-one error in run N would affect all subsequent runs, all other runs are untouched. Related forum discussion: Itai Ferber on why Character isn’t Codable. Storing string offsets is a bad idea We can extract a general lesson out of this: Don’t store string indices or offsets if possible. They aren’t stable over time or across runtime environments. On Apple platforms, the Swift standard library ships as part of the OS so I’d guess that the standard library’s grapheme breaking algorithm will be based on the same Unicode version that ships with the corresponding OS version. This is effectively no change in behavior compared to the pre-Swift 5.6 world (where the OS’s ICU library determined the Unicode version). On non-ABI-stable platforms (e.g. Linux and Windows), the Unicode version used by your program is determined by the version of the Swift compiler your program is compiled with, if my understanding is correct. ↩︎ The Swift standard library doesn’t have APIs for Unicode normalization yet, but you can use the corresponding NSString APIs, which are automatically added to String when you import Foundation: import Foundation let precomposed = "é".precomposedStringWithCanonicalMapping let decomposed = "é".decomposedStringWithCanonicalMapping precomposed == decomposed // → true precomposed.unicodeScalars.count // → 1 decomposed.unicodeScalars.count // → 2 precomposed.utf8.count // → 2 decomposed.utf8.count // → 3 ↩︎ By the way, I see a lot of code using String(jsonData, encoding: .utf8)! to create a string from UTF-8 data. String(decoding: jsonData, as: UTF8.self) saves you a force-unwrap and is arguably “cleaner” because it doesn’t depend on Foundation. Since it never fails, it’ll insert replacement characters into the string if it encounters invalid byte sequences. ↩︎
A heterogeneous dictionary with strong types in Swift
The environment in SwiftUI is sort of like a global dictionary but with stronger types: each key (represented by a key path) can have its own specific value type. For example, the \.isEnabled key stores a boolean value, whereas the \.font key stores an Optional<Font>. I wrote a custom dictionary type that can do the same thing. The HeterogeneousDictionary struct I show in this article stores mixed key-value pairs where each key defines the type of value it stores. The public API is fully type-safe, no casting required. Usage I’ll start with an example of the finished API. Here’s a dictionary for storing text formatting attributes: import AppKit var dict = HeterogeneousDictionary<TextAttributes>() dict[ForegroundColor.self] // → nil // The value type of this key is NSColor dict[ForegroundColor.self] = NSColor.systemRed dict[ForegroundColor.self] // → NSColor.systemRed dict[FontSize.self] // → nil // The value type of this key is Double dict[FontSize.self] = 24 dict[FontSize.self] // → 24 (type: Optional<Double>) We also need some boilerplate to define the set of keys and their associated value types. The code to do this for three keys (font, font size, foreground color) looks like this: // The domain (aka "keyspace") enum TextAttributes {} struct FontSize: HeterogeneousDictionaryKey { typealias Domain = TextAttributes typealias Value = Double } struct Font: HeterogeneousDictionaryKey { typealias Domain = TextAttributes typealias Value = NSFont } struct ForegroundColor: HeterogeneousDictionaryKey { typealias Domain = TextAttributes typealias Value = NSColor } Yes, this is fairly long, which is one of the downsides of this approach. At least you only have to write it once per “keyspace”. I’ll walk you through it step by step. Notes on the API Using types as keys As you can see in this line, the dictionary keys are types (more precisely, metatype values): dict[FontSize.self] = 24 This is another parallel with the SwiftUI environment, which also uses types as keys (the public environment API uses key paths as keys, but you’ll see the types underneath if you ever define your own environment key). Why use types as keys? We want to establish a relationship between a key and the type of values it stores, and we want to make this connection known to the type system. The way to do this is by defining a type that sets up this link. Domains aka “keyspaces” A standard Dictionary is generic over its key and value types. This doesn’t work for our heterogeneous dictionary because we have multiple value types (and we want more type safety than Any provides). Instead, a HeterogeneousDictionary is parameterized with a domain: // The domain (aka "keyspace") enum TextAttributes {} var dict = HeterogeneousDictionary<TextAttributes>() The domain is the “keyspace” that defines the set of legal keys for this dictionary. Only keys that belong to the domain can be put into the dictionary. The domain type has no protocol constraints; you can use any type for this. Defining keys A key is a type that conforms to the HeterogeneousDictionaryKey protocol. The protocol has two associated types that define the relationships between the key and its domain and value type: protocol HeterogeneousDictionaryKey { /// The "namespace" the key belongs to. associatedtype Domain /// The type of values that can be stored /// under this key in the dictionary. associatedtype Value } You define a key by creating a type and adding the conformance: struct Font: HeterogeneousDictionaryKey { typealias Domain = TextAttributes typealias Value = NSFont } Implementation notes A minimal implementation of the dictionary type is quite short: struct HeterogeneousDictionary<Domain> { private var storage: [ObjectIdentifier: Any] = [:] var count: Int { self.storage.count } subscript<Key>(key: Key.Type) -> Key.Value? where Key: HeterogeneousDictionaryKey, Key.Domain == Domain { get { self.storage[ObjectIdentifier(key)] as! Key.Value? } set { self.storage[ObjectIdentifier(key)] = newValue } } } Internal storage private var storage: [ObjectIdentifier: Any] = [:] Internally, HeterogeneousDictionary uses a dictionary of type [ObjectIdentifier: Any] for storage. We can’t use a metatype such as Font.self directly as a dictionary key because metatypes aren’t hashable. But we can use the metatype’s ObjectIdentifier, which is essentially the address of the type’s representation in memory. Subscript subscript<Key>(key: Key.Type) -> Key.Value? where Key: HeterogeneousDictionaryKey, Key.Domain == Domain { get { self.storage[ObjectIdentifier(key)] as! Key.Value? } set { self.storage[ObjectIdentifier(key)] = newValue } } The subscript implementation constrains its arguments to keys in the same domain as the dictionary’s domain. This ensures that you can’t subscript a dictionary for text attributes with some other unrelated key. If you find this too restrictive, you could also remove all references to the Domain type from the code; it would still work. Using key paths as keys Types as keys don’t have the best syntax. I think you’ll agree that dict[FontSize.self] doesn’t read as nice as dict[\.fontSize], so I looked into providing a convenience API based on key paths. My preferred solution would be if users could define static helper properties on the domain type, which the dictionary subscript would then accept as key paths, like so: extension TextAttributes { static var fontSize: FontSize.Type { FontSize.self } // Same for font and foregroundColor } Sadly, this doesn’t work because Swift 5.6 doesn’t (yet?) support key paths to static properties (relevant forum thread). We have to introduce a separate helper type that acts as a namespace for these helper properties. Since the dictionary type can create an instance of the helper type, it can access the non-static helper properties. This doesn’t feel as clean to me, but it works. I called the helper type HeterogeneousDictionaryValues as a parallel with EnvironmentValues, which serves the same purpose in SwiftUI. The code for this is included in the Gist. Drawbacks Is the HeterogeneousDictionary type useful? I’m not sure. I wrote this mostly as an exercise and haven’t used it yet in a real project. In most cases, if you need a heterogeneous record with full type safety, it’s probably easier to just write a new struct where each property is optional — the boilerplate for defining the dictionary keys is certainly longer and harder to read. For representing partial values, i.e. struct-like records where some but not all properties have values, take a look at these two approaches from 2018: Ian Keen, Type-safe temporary models (2018-06-05) Joseph Duffy, Partial in Swift (2018-07-10), also available as a library These use a similar storage approach (a dictionary of Any values with custom accessors to make it type-safe), but they use an existing struct as the domain/keyspace, combined with partial key paths into that struct as the keys. I honestly think that this is the better design for most situations. Aside from the boilerplate, here are a few more weaknesses of HeterogeneousDictionary: Storage is inefficient because values are boxed in Any containers Accessing values is inefficient: every access requires unboxing HeterogeneousDictionary can’t easily conform to Sequence and Collection because these protocols require a uniform element type The code The full code is available in a Gist.
Advanced Swift, fifth edition
We released the fifth edition of our book Advanced Swift a few days ago. You can buy the ebook on the objc.io site. The hardcover print edition is printed and sold by Amazon (amazon.com, amazon.co.uk, amazon.de). Highlights of the new edition: Fully updated for Swift 5.6 A new Concurrency chapter covering async/await, structured concurrency, and actors New content on property wrappers, result builders, protocols, and generics The print edition is now a hardcover (for the same price) Free update for owners of the ebook A growing book for a growing language Updating the book always turns out to be more work than I expect. Swift has grown substantially since our last release (for Swift 5.0), and the size of the book reflects this. The fifth edition is 76 % longer than the first edition from 2016. This time, we barely stayed under 1 million characters: Character counts of Advanced Swift editions from 2016–2022. Many thanks to our editor, Natalye, for reading all this and improving our Dutch/German dialect of English. Hardcover For the first time, the print edition comes in hardcover (for the same price). Being able to offer this makes me very happy. The hardcover book looks much better and is more likely to stay open when laid flat on a table. We also increased the page size from 15×23 cm (6×9 in) to 18×25 cm (7×10 in) to keep the page count manageable (Amazon’s print on demand service limits hardcover books to 550 pages). I hope you enjoy the new edition. If you decide to buy the book or if you bought it in the past, thank you very much! And if you’re willing to write a review on Amazon, we’d appreciate it.
Synchronous functions can support cancellation too
Cancellation is a Swift concurrency feature, but this doesn’t mean it’s only available in async functions. Synchronous functions can also support cancellation, and by doing so they’ll become better concurrency citizens when called from async code. Motivating example: JSONDecoder Supporting cancellation makes sense for functions that can block for significant amounts of time (say, more than a few milliseconds). Take JSON decoding as an example. Suppose we wrote an async function that performs a network request and decodes the downloaded JSON data: import Foundation func loadJSON<T: Decodable>(_ type: T.Type, from url: URL) async throws -> T { let (data, _) = try await URLSession.shared.data(from: url) return try JSONDecoder().decode(type, from: data) } The JSONDecoder.decode call is synchronous: it will block its thread until it completes. And if the download is large, decoding may take hundreds of milliseconds or even longer. Avoid blocking if possible In general, async code should avoid calling blocking APIs if possible. Instead, async functions are expected to suspend regularly to give waiting tasks a chance to run. But JSONDecoder doesn’t have an async API (yet?), and I’m not even sure it can provide one that works with the existing Codable protocols, so let’s work with what we have. And if you think about it, it’s not totally unreasonable for JSONDecoder to block. After all, it is performing CPU-intensive work (assuming the data it’s working on doesn’t have to be paged in), and this work has to happen on some thread. Async/await works best for I/O-bound functions that spend most of their time waiting for the disk or the network. If an I/O-bound function suspends, the runtime can give the function’s thread to another task that can make more productive use of the CPU. Responding to cancellation Cancellation is a cooperative process. Canceling a task only sets a flag in the task’s metadata. It’s up to individual functions to periodically check for cancellation and abort if necessary. If a function doesn’t respond promptly to cancellation or outright ignores the cancellation flag, the program may appear to the user to be stalling. Now, if the task is canceled while JSONDecoder.decode is running, our loadJSON function can’t react properly because it can’t interrupt the decoding process. To fix this, the decode method would have to perform its own periodic cancellation checks, using the usual APIs, Task.isCancelled or Task.checkCancellation(). These can be called from anywhere, including synchronous code. Internals How does this work? How can synchronous code access task-specific metadata? Here’s the code for Task.isCancelled in the standard library: extension Task where Success == Never, Failure == Never { public static var isCancelled: Bool { withUnsafeCurrentTask { task in task?.isCancelled ?? false } } } This calls withUnsafeCurrentTask to get a handle to the current task. When the runtime schedules a task to run on a particular thread, it stores a pointer to the task object in that thread’s thread-local storage, where any code running on that thread – sync or async – can access it. If task == nil, there is no current task, i.e. we haven’t been called (directly or indirectly) from an async function. In this case, cancellation doesn’t apply, so we can return false. If we do have a task handle, we ask the task for its isCancelled flag and return that. Reading the flag is an atomic (thread-safe) operation because other threads may be writing to it concurrently. Conclusion I hope we’ll see cancellation support in the Foundation encoders and decoders in the future. If you have written synchronous functions that can potentially block their thread for a significant amount of time, consider adding periodic cancellation checks. It’s a quick way to make your code work better with the concurrency system, and you don’t even have to change your API to do it. Update February 2, 2022: Jordan Rose argues that cancellation support for synchronous functions should be opt-in because it introduces a failure mode that’s hard to reason about locally as the “source“ of the failure (the async context) may be several levels removed from the call site. Definitely something to consider!
Cancellation can come in many forms
In Swift’s concurrency model, cancellation is cooperative. To be a good concurrency citizen, code must periodically check if the current task has been cancelled, and react accordingly. You can check for cancellation by calling Task.isCancelled or with try Task.checkCancellation() — the latter will exit by throwing a CancellationError if the task has been cancelled. By convention, functions should react to cancellation by throwing a CancellationError. But this convention isn’t enforced, so callers must be aware that cancellation can manifest itself in other forms. Here are some other ways how functions might respond to cancellation: Throw a different error. For example, the async networking APIs in Foundation, such as URLSession.data(from: URL), throw a URLError with the code URLError.Code.cancelled on cancellation. It’d be nice if URLSession translated this error to CancellationError, but it doesn’t. Return a partial result. A function that has completed part of its work when cancellation occurs may choose to return a partial result rather than throwing the work away and aborting. In fact, this may be the best choice for a non-throwing function. But note that this behavior can be extremely surprising to callers, so be sure to document it clearly. Do nothing. Functions are supposed to react promptly to cancellation, but callers must assume the worst. Even if cancelled, a function might run to completion and finish normally. Or it might eventually respond to cancellation by aborting, but not promptly because it doesn’t perform its cancellation checks often enough. So as the caller of a function, you can’t really rely on specific cancellation behavior unless you know how the callee is implemented. Code that wants to know if its task has been cancelled should itself call Task.isCancelled, rather than counting on catching a CancellationError from a callee.

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Accelerate tool adoption with a developer experimentation framework
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It’s imperative that business leaders can enable their business to work at the speed that technology is moving. However, lengthy and cumbersome approval processes to adopt new tools can hinder an organization’s ability to keep pace, especially when they need to remain compliant with regulations and standards, such as FedRAMP and SOC-2. With a three-stage … continue reading
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It’s imperative that business leaders can enable their business to work at the speed that technology is moving. However, lengthy and cumbersome approval processes to adopt new tools can hinder an organization’s ability to keep pace, especially when they need to remain compliant with regulations and standards, such as FedRAMP and SOC-2. With a three-stage developer experimentation framework, organizations can make it easier to evaluate new technologies, determine their fit and accelerate their adoption across the organization. Stage One: Trial The goal of the first stage involves exploratory testing to gauge how a development tool might benefit the organization. The primary objective is to identify concrete applications for the organization through hands-on experimentation. During the trial stage, the tool should be used only by a small cohort of engineers while it’s still new, untested and unvetted. Additionally, the trial stage should be limited to a short period of time for initial testing of the tool to reduce risk and prevent extended use. This period should allow ample time for initial experimentation to determine the value of a tool and make a decision about whether to explore it in more detail. Stage Two: Pilot The pilot stage expands tool access to a broader group of developers to gather more feedback. By increasing usage across various development teams, the tool’s more tangible benefits can be evaluated to determine whether full-scale implementation across the product development organization is appropriate. If an external vendor is being used and the tool is not publicly available on the internet for download or use without signup, a mutual non-disclosure agreement, or NDA, should be in place with the vendor before entering the pilot stage. This will help to ensure that any discussions held with the vendor remain confidential. The pilot stage must not exceed four to six weeks to prevent the tool from being “unofficially” used by a large set of developers for extended periods of time. Teams can then gather sufficient feedback from a wide enough audience to make an accurate decision about whether the tool should proceed to the rollout stage. Stage Three: Rollout The final stage focuses on successful rollout. The primary objectives include completing thorough legal and security assessments, and creating an effective deployment and enablement strategy to make the tool accessible across all engineering teams. Enablement is especially critical to help drive broader adoption. Without adoption, the deployment would be meaningless. A security review of the tool and its intended uses must be conducted to ensure that the tool is safe to use. The security review must involve detailed analysis of all the information the tool will consume or access, which will help prevent developers from putting themselves or the organization under unnecessary risk. The tool will also need to undergo any procurement and new vendor onboarding processes the organization may have in place. Additionally, success metrics should be created to evaluate if a tool actually achieves its goal, and should focus on the tool’s ability to satisfy the needs of the developers. Streamlining Organization-Wide Tool Adoption Technology is constantly changing, and organizations can’t afford to be left behind. Business leaders need to be confident that the tools that they’re implementing are sustainable and effective long-term. Establishing an experimentation framework enables organizations to streamline their tool adoption process so they can keep up with emerging technology trends. By abandoning any tools that would get ruled out in the trial or pilot phase, they can avoid the risk of dedicating security, legal and procurement overhead to a tool that may ultimately show insufficient value. The post Accelerate tool adoption with a developer experimentation framework appeared first on SD Times.
OpenAI releases two open weight reasoning models
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OpenAI is joining the open weight model game with the launch of gpt-oss-120b and gpt-oss-20b. Gpt-oss-120b is optimized for production, high reasoning use cases, and gpt-oss-20b is designed for lower latency or local use cases. According to the company, these open models are comparable to its closed models in terms of performance and capability, but … continue reading
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OpenAI is joining the open weight model game with the launch of gpt-oss-120b and gpt-oss-20b. Gpt-oss-120b is optimized for production, high reasoning use cases, and gpt-oss-20b is designed for lower latency or local use cases. According to the company, these open models are comparable to its closed models in terms of performance and capability, but at a much lower cost. For example, gpt-oss-120b running on an 80 GB GPU achieved similar performance to o4-mini on core reasoning benchmarks, while gpt-oss-20b running on an edge device with 16 GB of memory was comparable to o3-mini on several common benchmarks. “Releasing gpt-oss-120b and gpt-oss-20b marks a significant step forward for open-weight models,” OpenAI wrote in a post. “At their size, these models deliver meaningful advancements in both reasoning capabilities and safety. Open models complement our hosted models, giving developers a wider range of tools to accelerate leading edge research, foster innovation and enable safer, more transparent AI development across a wide range of use cases.” The new open models are ideal for developers who want to be able to customize and deploy models in their own environment, while developers looking for multimodal support, built-in tools, and integration with OpenAI’s platform would be better suited with the company’s closed models. Both new models are available under the Apache 2.0 license, and are compatible with OpenAI’s Responses API, can be used within agentic workflows, and provide full chain-of-thought. According to OpenAI, these models were trained using its advanced pre- and post-training techniques, with a focus on reasoning, efficiency, and real-world usability in various types of deployment environments. Both models are available for download on Hugging Face and are quantized in MXFP4 to enable gpt-oss-120B to run with 80 GB of memory and gpt-oss-2bb to run with 16 GB. OpenAI also created a playground for developers to experiment with the models online. The company partnered with several deployment providers for these models, including Azure, vLLM, Ollama, llama.cpp, LM Studio, AWS, Fireworks, Together AI, Baseten, Databricks, Vercel, Cloudflare, and OpenRouter. It also worked with NVIDIA, AMD, Cerebras, and Groq to help ensure consistent performance across different systems. As part of the initial release, Microsoft will be providing GPU-optimized versions of the smaller model to Windows devices. “A healthy open model ecosystem is one dimension to helping make AI widely accessible and beneficial for everyone. We invite developers and researchers to use these models to experiment, collaborate and push the boundaries of what’s possible. We look forward to seeing what you build,” the company wrote. The post OpenAI releases two open weight reasoning models appeared first on SD Times.
.NET Aspire’s CLI reaches general availability in 9.4 release
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Microsoft has announced the release of .NET Aspire 9.4, which the company says is the largest update yet. .NET Aspire is a set of tools, templates, and packages that Microsoft provides to enable developers to build distributed apps with observability built in. With this release, Aspire’s CLI is now generally available and includes four core … continue reading
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Microsoft has announced the release of .NET Aspire 9.4, which the company says is the largest update yet. .NET Aspire is a set of tools, templates, and packages that Microsoft provides to enable developers to build distributed apps with observability built in. With this release, Aspire’s CLI is now generally available and includes four core commands: aspire new (use templates to create an app), aspire add (add hosting integrations), aspire run (run the app from any terminal or editor), and aspire config (view, set, and change CLI settings). Additionally, there are two new beta commands that can be turned on using aspire config set. exec allows developers to execute CLI tools and deploy allows apps to be deployed to dev, test, or prod environments. Microsoft also redesigned the experience around its eventing APIs and added an interaction service that allows developers to create custom UX for getting user input. It supports standard text input, masked text input, numeric input, dropdowns, and checkboxes. .NET Aspire also uses this interaction service to collect missing parameter values by prompting the developer for them before starting a resource that needs them. Also new in this release are previews for hosting integrations with GitHub Models and Azure AI Foundry to enable developers to define AI apps in their apphost and then run them locally. “Aspire streamlines distributed, complex app dev, and an increasingly popular example of this is AI development. If you’ve been adding agentic workflows, chatbots, or other AI-enabled experiences to your stacks, you know how difficult it is to try different models, wire them up, deploy them (and authenticate to them!) at dev time, and figure out what’s actually happening while you debug. But, AI-enabled apps are really just distributed apps with a new type of container – an AI model! – which means Aspire is perfect for streamlining this dev loop,” Microsoft wrote in a blog post. And finally, .NET Aspire 9.4 adds the ability to use AddExternalService() to model a URL or endpoint as a resource, get its status, and configure it like any other resource in the apphost. The post .NET Aspire’s CLI reaches general availability in 9.4 release appeared first on SD Times.
African training program creates developers with cloud-native skills
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- African training
- Andela
- cloud native
- CNCF
With cloud native technologies becoming foundational for software development and deployment, and finding developers skilled in those areas a challenge, talent marketplace provider Andela and the Cloud Native Computing Foundation have partnered to create the Kubernetes African Developer Training Program that more than 5,600 Africans have completed. Andela and the CNCF are looking to train … continue reading
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With cloud native technologies becoming foundational for software development and deployment, and finding developers skilled in those areas a challenge, talent marketplace provider Andela and the Cloud Native Computing Foundation have partnered to create the Kubernetes African Developer Training Program that more than 5,600 Africans have completed. Andela and the CNCF are looking to train between 20,000 – 30,000 African technologists by 2027, skilled in everything required to create and use AI systems. The eight-week program is free, and those completing the training have the option to seek CNCF certification. (Of the 5,600 learners that participated in the training, 1157 have achieved official KCNA certification, according to Andela.) “Kubernetes is a technology you can bet your career on. It’s the backbone of modern software, and increasingly, of scalable AI systems. The demand for this skill is exploding,” Carrol Chang, CEO of Andela, said in an announcement of the program. “At Andela, we’re preparing the technologists of the future who are not just trained to code but to lead in environments where cloud, AI, and orchestration intersect. This partnership helps us to move faster, to bring that kind of talent to the world and to our clients.” Organizations needing specific proficiencies but lacking the ability to upskill their developers quickly enough are turning to these talent marketplaces to fill gaps in their teams. Mike Morris, head of talent engagement provider Torc and Randstad Digital Recruiting, said, “Timezone, plus skill proficiency, plus communication skills are the trifecta for successful remote work models,” Morris said. “We see this with our LATAM community for North American customers similar to how European customers would be closely aligned with Africa’s timezones.” “This partnership underscores the huge demand for cloud native knowledge to enable workers to secure developer, SRE, DevOps, Sysadmin positions and more, whether in their own countries or as remote workers,” said Christophe Sauthier, cloud native training and certification lead at CNCF. The post African training program creates developers with cloud-native skills appeared first on SD Times.
Is Agile dead in the age of AI?
- Latest News
- code assistants
- generative AI
- productivity paradox
Since the 2001 Agile Manifesto, software development has thrived on principles like “individuals and interactions over processes,” continuous delivery, and embracing change. Over the following decades, we watched Agile disrupt heavyweight, documentation-driven SDLCs by enabling iterative value delivery and adaptive planning. Now, fast forward to 2025, and AI is drastically changing software development. Models like … continue reading
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Since the 2001 Agile Manifesto, software development has thrived on principles like “individuals and interactions over processes,” continuous delivery, and embracing change. Over the following decades, we watched Agile disrupt heavyweight, documentation-driven SDLCs by enabling iterative value delivery and adaptive planning. Now, fast forward to 2025, and AI is drastically changing software development. Models like GPT-4o and Claude 3.5 Sonnet can generate code in seconds, prompting a critical question for industry veterans: Is Agile still relevant? Or have AI-driven workflows reshaped what “agile” should be? AI Isn’t Killing Agile, It’s Reframing It Generative AI tools like Copilot and GPT-based systems have become essential in modern developer workflows, automating routine tasks and accelerating prototyping. For example, Robinhood’s engineering teams report that the majority of new code is generated by AI, with near-universal adoption among developers. However, this shift hasn’t spelled the end of Agile. Instead, it’s evolved the roles of Agile practitioners like our engineers at Inflectra. Stand-up meetings, backlog grooming, and iteration planning now incorporate AI insights, which require new competencies like prompt engineering, AI validation, and risk governance. The Productivity Paradox Studies confirm developers using AI complete tasks 56% faster, while Atlassian reports that developers save 10+ hours weekly thanks to AI, yet still lose time to fragmented collaboration and information seeking. The key with these changes is to be aware that AI-driven speed may breed complacency. Research indicates that rapid code generation can lead to technical debt and reduced understanding, which manifests later in sprint cycles. Without adequate human review and refactoring, your code quality may degrade (despite Agile’s iterative guardrails). The Father of Agile Weighs In Kent Beck, co-author of the original Agile Manifesto, compares AI agents to genies — incredibly powerful but unpredictable. He emphasizes AI’s role in boosting creativity and fun, but warns of its volatility. For Beck, Agile is now more about vision, complexity management, and human oversight than code syntax. New AI-Driven Agile Manifesto Our own Dr. Sriram Rajagopalan proposes a reimagined Agile framework tailored for AI-enabled development: Automated Quality Control OVER Software Testing: AI can generate and update test cases continuously, evolving QA as code evolves. Comprehensive Documentation OVER Writing Code: With code ephemeral and reproducible on demand, human-readable architectural docs and traceability become pillars. Risk Management OVER Burndown Charts: Risk scoring, compliance checks, and audit trails must be baked into sprints for regulated industries. Architectural Governance OVER Code Reviews: Pattern drift and sustainability should be managed with automated architecture enforcement (e.g. ModelOps). This updated framework flips Agile values to reflect current needs. AI can generate and rewrite code, so maintaining architectural integrity, safety, and traceability is now critical. Practical Implications for Teams Shift in Roles & Skillsets Prompt Engineers become critical for consistently getting useful AI output. Skilled prompts combine context, constraints, format, and validation instructions using layered structures and role definitions. In fact, we’ve seen JSON prompts used for even more structured VEO 3 generation to enhance replicability. AI Auditors / AI-Ops Specialists monitor hallucinations, correctness, drift, and security issues. They maintain dashboards, post-crisis protocols, and operate across DevOps and ModelOps domains. Traditional Agile roles will also evolve: Scrum Masters can rely on AI for meeting summaries and sprint metrics, but remain essential as facilitators and culture stewards. Product Owners can generate user stories or prototype layouts automatically, but they still refine, prioritize, and human-validate the output to ensure alignment with the vision. Backlog & Discovery Work AI can evaluate epic and story quality using LLM-based quality metrics. Another recent case study showed high satisfaction among product managers refining backlog artifacts with AI assistance, but adoption barriers remain. For example, LLM agents can generate acceptability criteria, edge-case tests, or backlog refinements, accelerating grooming sessions while requiring human review. Coding, Testing & CI/CD AI pair programmers like GitHub Copilot help developers complete tasks faster, resulting in overall developer productivity drastically increasing. AI-generated tests like static analysis, code suggestions, and test case generation are built into pipelines. Continuous testing becomes automated quality control, shifting testing earlier and more fluidly into development cycles. Governance, Risk & Security ModelOps integration ensures AI-generated outputs are monitored for fairness, compliance, drift, bias, and performance to align with enterprise policies and standards. Security becomes central via agent identities, credential handling, and anomaly detection to avoid data leaks or unsafe patterns. We might also see centralized “agent security managers” to balance autonomy and oversight. Ethical bias must be surfaced in recurring backlog sessions. Teams should schedule ethics checkpoints and review AI-suggested features from multiple perspectives. Agile Ceremonies & Metrics Sprint planning is augmented by AI forecasting capacity, estimating risk, and surface dependencies. However, planning still relies on human discretion to anchor AI output in product vision and stakeholder context. Stand-ups and retrospectives can surface trends like prompt efficacy, code rejection rates, hallucination incidents, and team sentiment. While these are automated by agents, they should be reviewed by humans for action items. Traditional metrics like velocity or burndown give way to AI-specific KPIs. These include prompt success rate, test drift, refactor frequency, architectural compliance, and governance gate pass/fail rates. Collaboration & Workflow AI tools reduce cognitive load, so modern developers spend under 16% of their time coding — the rest is spent on coordination, documentation, and context retrieval. This is because AI can’t address information fragmentation or leadership clarity quite yet. Cross-functional alignment still needs to be human-led. AI may identify dependencies or backlog gaps across teams, but resolving them demands negotiation and planning beyond what AI models can provide. Productivity Gains vs. Hidden Costs Significant speed improvements can save time and resources that are reinvested into further innovation instead of cost-cutting. However, increased integration and review time (challenges like coordination overhead per commit) are observed in open-source analysis. Teams need to be cognizant of dependency risk, or becoming overly reliant on AI. This could result in degradation of critical thinking capacity, so teams need to maintain review rituals, pair programming, and deliberate code comprehension. Agile Isn’t Dead, It’s Evolving Agile’s true essence lies in a mindset of adaptability, continuous feedback, and human-centric collaboration. AI doesn’t remove those values, it amplifies execution while heightening the need for human oversight in architecture, risk, and ethical governance. The future of software development isn’t Agile vs. AI, it’s Agile with AI. Strategic alignment, mentorship, and smart governance make sure that AI’s power enhances safety, maintainability, and long-term product value. Actionable Recommendations for Agile + AI Define AI Governance Policies: Use a 5 W’s framework (Who, What, When, Where, Why) to clarify who can use AI, for what purposes, and under what oversight. Launch Pilot Agentic Pods: Small teams should combine human roles with AI agents (dev, QA, backlog refinement) to test workflows. Track AI-Specific Metrics: Leverage KPIs like prompt accuracy, hallucinations, test drift, and governance gate passes/fails. Upskill Agile Professionals: Train Scrum Masters, Product Owners, and Architects in prompt engineering, AI auditing, and context review. Embed Continuous QA & Architecture Checks: Combine model-driven architectural governance with AI QA automation in CI/CD pipelines. Agility (and software craftsmanship) is far from obsolete. It’s evolving into a framework where human-guided, AI-accelerated delivery becomes the norm. Practitioners who embrace this hybrid model will shape the future. The post Is Agile dead in the age of AI? appeared first on SD Times.
The hidden crisis behind AI’s promise: Why data quality became an afterthought
- Latest News
- data bias
- data practices
- data quality
Companies rushed into AI adoption without building the data foundations necessary to make it work reliably. Now they’re discovering that even the most sophisticated algorithms can’t overcome fundamentally flawed information, and the consequences extend far beyond poor performance metrics. The problem is strategic. Companies are building AI applications on data foundations that were never designed … continue reading
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Companies rushed into AI adoption without building the data foundations necessary to make it work reliably. Now they’re discovering that even the most sophisticated algorithms can’t overcome fundamentally flawed information, and the consequences extend far beyond poor performance metrics. The problem is strategic. Companies are building AI applications on data foundations that were never designed to support machine learning, creating systems that amplify existing biases and produce unreliable results at scale. The implications become visible in products and applications where poor data quality directly affects AI performance and reliability. This conversation shouldn’t need to happen. Data quality is so essential to successful AI implementation that it should be a prerequisite, not an afterthought. Yet organizations across industries are discovering this truth only after deploying AI systems that fail to deliver expected results. From Gradual Growth to Instant Access Historically, organizations developed AI capabilities through a natural progression. They built strong data foundations, moved into advanced analytics, and eventually graduated to machine learning. This organic growth ensured data quality practices evolved alongside technical sophistication. The generative AI revolution disrupted this sequence. Suddenly, powerful AI tools became available to anyone with an API key, regardless of their data maturity. Organizations could start building AI applications immediately, without the infrastructure that previously acted as a natural quality filter. In the past, companies grew AI capability based on very strong data foundations. But what changed in the last 18-24 months is that AI became highly accessible. Everybody jumped into AI adoption without the preparatory work that traditionally preceded advanced analytics projects. This accessibility created a false sense of simplicity. While AI models can handle natural language and unstructured data more easily than previous technologies, they remain fundamentally dependent on data quality for reliable outputs. The Garbage In, Garbage Out Reality The classic programming principle “garbage in, garbage out” takes on new urgency with AI systems that can influence real-world decisions. Poor data quality can perpetuate harmful biases and lead to discriminatory outcomes that trigger regulatory scrutiny. Consider a medical research example: for years, ulcers were attributed to stress because every patient in datasets experienced stress. Machine learning models would have confidently identified stress as the cause, even though bacterial infections were actually responsible. The data reflected correlation, not causation, but AI systems can’t distinguish between the two without proper context. This represents real-world evidence of why data quality demands attention. If datasets only contain correlated information rather than causal relationships, machine learning models will produce confident but incorrect conclusions that can influence critical decisions. The Human Element in Data Understanding Addressing AI data quality requires more human involvement, not less. Organizations need data stewardship frameworks that include subject matter experts who understand not just technical data structures, but business context and implications. These data stewards can identify subtle but crucial distinctions that pure technical analysis might miss. In educational technology, for example, combining parents, teachers, and students into a single “users” category for analysis would produce meaningless insights. Someone with domain expertise knows these groups serve fundamentally different roles and should be analyzed separately. The person who excels with models and dataset analysis might not be the best person to understand what the data means for the business. That’s why data stewardship requires both technical and domain expertise. This human oversight becomes especially critical as AI systems make decisions that affect real people — from hiring and lending to healthcare and criminal justice applications. Regulatory Pressure Drives Change The push for better data quality isn’t coming primarily from internal quality initiatives. Instead, regulatory pressure is forcing organizations to examine their AI data practices more carefully. In the United States, various states are adopting regulations governing AI use in decision-making, particularly for hiring, licensing, and benefit distribution. These laws require organizations to document what data they collect, obtain proper consent, and maintain auditable processes that can explain AI-driven decisions. Nobody wants to automate discrimination. Certain data parameters cannot be used for making decisions, otherwise, it will be perceived as discrimination and difficult to defend the model. The regulatory focus on explainable AI creates additional data quality requirements. Organizations must not only ensure their data is accurate and complete but also structure it in ways that enable clear explanations of how decisions are made. Subtle Biases in Training Data Data bias extends beyond obvious demographic characteristics to subtle linguistic and cultural patterns that can reveal an AI system’s training origins. The word “delve,” for example, appears disproportionately in AI-generated text because it’s more common in training data from certain regions than in typical American or British business writing. Because of reinforced learning, certain words were introduced and statistically appear much higher in text produced with specific models. Users will actually see that bias reflected in outputs. These linguistic fingerprints demonstrate how training data characteristics inevitably appear in AI outputs. Even seemingly neutral technical choices about data sources can introduce systematic biases that affect user experience and model effectiveness. Quality Over Quantity Strategy Despite the industry’s excitement about new AI model releases, a more disciplined approach focused on clearly defined use cases rather than maximum data exposure proves more effective. Instead of opting for more data to be shared with AI, sticking to the basics and thinking about product concepts produces better results. You don’t want to just throw a lot of good stuff in a can and assume that something good will happen. This philosophy runs counter to the common assumption that more data automatically improves AI performance. In practice, carefully curated, high-quality datasets often produce better results than massive, unfiltered collections. The Actionable AI Future Looking ahead, “actionable AI” systems will reliably perform complex tasks without hallucination or errors. These systems would handle multi-step processes like booking movie tickets at unfamiliar theaters, figuring out interfaces and completing transactions autonomously. Imagine asking your AI assistant to book a ticket for you, and although that AI engine has never worked with that provider, it will figure out how to do it. You will receive a confirmation email in your inbox without any manual intervention. Achieving this level of reliability requires solving current data quality challenges while building new infrastructure for data entitlement and security. Every data field needs automatic annotation and classification that AI models respect inherently, rather than requiring manual orchestration. Built-in Data Security Future AI systems will need “data entitlement” capabilities that automatically understand and respect access controls and privacy requirements. This goes beyond current approaches that require manual configuration of data permissions for each AI application. Models should be respectful of data entitlements. Breaking down data silos should not create new, more complex problems by accidentally leaking data. This represents a fundamental shift from treating data security as an external constraint to making it an inherent characteristic of AI systems themselves. Strategic Implications The data quality crisis in AI reflects a broader challenge in technology adoption: the gap between what’s technically possible and what’s organizationally ready. Companies that address data stewardship, bias detection, and quality controls now will have significant advantages as AI capabilities continue advancing. The organizations that succeed will be those that resist the temptation to deploy AI as quickly as possible and instead invest in the foundational work that makes AI reliable and trustworthy. This includes not just technical infrastructure, but also governance frameworks, human expertise, and cultural changes that prioritize data quality over speed to market. As regulatory requirements tighten and AI systems take on more consequential decisions, companies that skipped data quality fundamentals will face increasing risks. Those who built strong foundations will be positioned to take advantage of advancing AI capabilities while maintaining the trust and compliance necessary for sustainable growth. The path forward requires acknowledging that AI’s promise can only be realized when built on solid data foundations. Organizations must treat data quality as a strategic imperative, not a technical afterthought. The companies that understand this distinction will separate themselves from those still struggling with the fundamental challenge of making AI work reliably at scale. The post The hidden crisis behind AI’s promise: Why data quality became an afterthought appeared first on SD Times.
July 2025: All AI updates from the past month
- Latest News
- AI
- software development
Google’s new Opal tool allows users to create mini AI apps with no coding required Google has launched a new experimental AI tool designed for users who want to build apps entirely using AI prompts, with no coding needed at all. Opal allows users to create mini AI apps by chaining together AI prompts, models, and … continue reading
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Google’s new Opal tool allows users to create mini AI apps with no coding required Google has launched a new experimental AI tool designed for users who want to build apps entirely using AI prompts, with no coding needed at all. Opal allows users to create mini AI apps by chaining together AI prompts, models, and tools, using natural language and visual editing. “Opal is a great tool to accelerate prototyping AI ideas and workflows, demonstrate a proof of concept with a functional app, build custom AI apps to boost your productivity at work, and more,” Google wrote in a blog post. The tool consists of a visual editor to help creators see the workflows in their apps and connect different prompts together to build multi-step apps. It allows the user to describe the logic they want in the app and have Opal build the workflow for them. Users will be able to edit the generated workflow either in the visual editor or through additional prompts. Gemini 2.5 Flash-Lite is now generally available The model is Google’s fastest and cheapest model, costing $0.10/1M tokens for input and $0.40/1M tokens for output (compared to $1.25/1M tokens for input and $10/1M tokens for output in Gemini 2.5 Pro). “We built 2.5 Flash-Lite to push the frontier of intelligence per dollar, with native reasoning capabilities that can be optionally toggled on for more demanding use cases. Building on the momentum of 2.5 Pro and 2.5 Flash, this model rounds out our set of 2.5 models that are ready for scaled production use,” Google wrote in a blog post. GitLab Duo Agent Platform enters beta GitLab Duo Agent Platform is an orchestration platform for AI agents that work across DevSecOps in parallel. For instance, a user could delegate a refactoring task to a Software Developer Agent, have a Security Analyst Agent scan for vulnerabilities, and have a Deep Research Agent analyze progress across the repository. Some of the other agents that GitLab is building as part of this include a Chat Agent, Product Planning Agent, Software Test Engineer Agent, Code Reviewer Agent, Platform Engineer Agent, and Deployment Engineer Agent. The first beta is available for GitLab.com and self-managed GitLab Premium and Ultimate customers. It includes a VS Code extension and JetBrains IDEs plugins, and next month the company plans to add it to GitLab and expand IDE support. Google adds updated workspace templates in Firebase Studio that leverage new Agent mode Google is adding several new features to its cloud-based AI workspace Firebase Studio, following its update a few weeks ago when it added new Agent modes, support for MCP, and integration with the Gemini CLI. Now it is announcing updated workspace templates for Flutter, Angular, React, Next.js, and general Web that use the Agent mode by default. Users will still be able to toggle between the “Ask” and Agent mode, depending on what the task at hand calls for. The templates now have an airules.md file to provide Gemini with instructions for code generation, like specific coding standards, handling methods, dependencies, and development best practices. Google says it will be updating templates for frameworks like Go, Node.js, and .NET over the next few weeks as well. ChatGPT now has an agent mode OpenAI is bringing the power of agentic AI to ChatGPT so that it can handle complex requests from users autonomously. It leverages two of OpenAI’s existing capabilities: Operator, which can interact with websites, and deep research, which can synthesize information. According to OpenAI, these capabilities were best suited for different situations, with Operator struggling with complex analysis and deep research being unable to interact with websites to refine results or access content that required authentication. “By integrating these complementary strengths in ChatGPT and introducing additional tools, we’ve unlocked entirely new capabilities within one model. It can now actively engage websites—clicking, filtering, and gathering more precise, efficient results. You can also naturally transition from a simple conversation to requesting actions directly within the same chat,” the company wrote in a blog post. YugabyteDB adds new capabilities for AI developers The company added new vector search capabilities, an MCP Server, and built-in Connection Pooling to support tens of thousands of connections per node. Additionally, it announced support for LangChain, OLLama, LlamaIndex, AWS Bedrock, and Google Vortex AI. Finally, YugabyteDB now has multi-modal API support with the addition of support for the MongoDB API. “Today’s launch is another key step in our quest to deliver the database of choice for developers building mission-critical AI-powered applications,” said Karthik Ranganathan, co-founder and CEO, Yugabyte. “As we continuously enhance YugabyteDB’s compatibility with PostgreSQL, the expanded multi-modal support, a new YugabyteDB MCP server, and wider integration with the AI ecosystem provide AI app developers with the tools and flexibility they need for future success.” Composio raises $29 million in Series A funding The company is trying to build a shared learning layer for AI agents so that they can learn from experience. “You can spend hundreds of hours building LLM tools, tweaking prompts, and refining instructions, but you hit a wall,” said Soham Ganatra, CEO of Composio. “These models don’t get better at their jobs the way a human employee would. They can’t build context, learn from mistakes, or develop the subtle understanding that makes human workers invaluable. We’re solving this at the infrastructure level.” This funding round will be used to accelerate the development of Composio’s learning infrastructure. The round was led by Lightspeed Venture Partners, with participation from Vercel’s CEO Guillermo Rauch, HubSpot’s CTO and founder Dharmesh Shah, investor Gokul Rajaram, Rubrik’s co-founder Soham Mazumdar, V Angel, Blitzscaling Ventures, Operator Partners, and Agent Fund by Yohei Nakajima, in addition to existing investors Elevation Capital and Together Fund. Parasoft brings agentic AI to service virtualization in latest release The company added an agentic AI assistant to its virtual testing simulation solution Virtualize, allowing customers to create virtual services using natural language prompts. For example, a user could write the prompt: “Create a virtual service for a payment processing API. There should be a POST and a GET operation. The operations should require an account id along with other data related to payment.” The platform will then draw from the provided API service definitions, sample requests/responses, and written descriptions of a service to generate a virtual service with dynamic behavior, parameterized responses, and the correct default values. Slack’s AI search now works across an organization’s entire knowledge base Slack is introducing a number of new AI-powered tools to make team collaboration easier and more intuitive. “Today, 60% of organizations are using generative AI. But most still fall short of its productivity promise. We’re changing that by putting AI where work already happens — in your messages, your docs, your search — all designed to be intuitive, secure, and built for the way teams actually work,” Slack wrote in a blog post. The new enterprise search capability will enable users to search not just in Slack, but any app that is connected to Slack. It can search across systems of record like Salesforce or Confluence, file repositories like Google Drive or OneDrive, developer tools like GitHub or Jira, and project management tools like Asana. “Enterprise search is about turning fragmented information into actionable insights, helping you make quicker, more informed decisions, without leaving Slack,” the company explained. The platform is also getting AI-generated channel recaps and thread summaries, helping users catch up on conversations quickly. It is introducing AI-powered translations as well to enable users to read and respond in their preferred language. Anthropic’s Claude Code gets new analytics dashboard to provide insights into how teams are using AI tooling Anthropic has announced the launch of a new analytics dashboard in Claude Code to give development teams insights into how they are using the tool. It tracks metrics such as lines of code accepted, suggestion acceptance rate, total user activity over time, total spend over time, average daily spend for each user, and average daily lines of code accepted for each user. These metrics can help organizations understand developer satisfaction with Claude Code suggestions, track code generation effectiveness, and identify opportunities for process improvements. Mistral launches first voice model Voxtral is an open weight model for speech understanding, that Mistral says offers “state-of-the-art accuracy and native semantic understanding in the open, at less than half the price of comparable APIs. This makes high-quality speech intelligence accessible and controllable at scale.” It comes in two model sizes: a 24B version for production-scale applications and a 3B version for local deployments. Both sizes are available under the Apache 2.0 license and can be accessed via Mistral’s API. JFrog releases MCP server The MCP server will allow users to create and view projects and repositories, get detailed vulnerability information from JFrog, and review the components in use at an organization. “The JFrog Platform delivers DevOps, Security, MLOps, and IoT services across your software supply chain. Our new MCP Server enhances its accessibility, making it even easier to integrate into your workflows and the daily work of developers,” JFrog wrote in a blog post. JetBrains announces updates to its coding agent Junie Junie is now fully integrated into GitHub, enabling asynchronous development with features such as the ability to delegate multiple tasks simultaneously, the ability to make quick fixes without opening the IDE, team collaboration directly in GitHub, and seamless switching between the IDE and GitHub. Junie on GitHub is currently in an early access program and only supports JVM and PHP. JetBrains also added support for MCP to enable Junie to connect to external sources. Other new features include 30% faster task completion speed and support for remote development on macOS and Linux. Gemini API gets first embedding model These types of models generate embeddings for words, phrases, sentences, and code, to provide context-aware results that are more accurate than keyword-based approaches. “They efficiently retrieve relevant information from knowledge bases, represented by embeddings, which are then passed as additional context in the input prompt to language models, guiding it to generate more informed and accurate responses,” the Gemini docs say. The embedding model in the Gemini API supports over 100 languages and a 2048 input token length. It will be offered via both free and paid tiers to enable developers to experiment with it for free and then scale up as needed. Kong AI Gateway 3.11 introduces new method for reducing token costs Kong has introduced the latest update to Kong AI Gateway, a solution for securing, governing, and controlling LLM consumption from popular third-party providers. Kong AI Gateway 3.11 introduces a new plugin that reduces token costs, several new generative AI capabilities, and support for AWS Bedrock Guardrails. The new prompt compression plugin that removes padding and redundant words or phrases. This approach preserves 80% of the intended semantic meaning of the prompt, but the removal of unnecessary words can lead to up to a 5x reduction in cost. OutSystems launches Agent Workbench Agent Workbench, now in early access, allows companies to create agents that have enterprise-grade security and controls. Agents can integrate with custom AI models or third-party ones like Azure OpenAI or AWS Bedrock. It contains a unified data fabric for connecting to enterprise data sources, including existing OutSystems 11 data and actions, relational databases, data lakes, and knowledge retrieval systems like Azure AI Search. It comes with built in monitoring features, error tracing, and guardrails, providing insights into how AI agents are behaving throughout their lifecycle. Perforce launches Perfecto AI Perfecto AI is a testing model within Perfecto’s mobile testing platform that can generate tests, and adapts in real-time to UI changes, failures, and changing user flows. According to Perforce, Perfecto AI’s early testing has shown 50-70% efficiency gains in test creation, stabilization, and triage. “With this release, you can create a test before any code is written—true Test-Driven Development (TDD)—contextual validation of dynamic content like charts and images, and triage failures in real time—without the legacy baggage of scripts and frameworks,” said Stephen Feloney, VP of product management at Perforce. “Unlike AI copilots that simply generate scripts tied to fragile frameworks, Perforce Intelligence eliminates scripts entirely and executes complete tests with zero upkeep—eliminating rework, review, and risk.” Amazon launches spec-driven AI IDE, Kiro Amazon is releasing a new AI IDE to rival platforms like Cursor or Windsurf. Kiro is an agentic editor that utilizes spec-driven development to combine “the flow of vibe coding” with “the clarity of specs.” According to Amazon, developers use specs for planning and clarity, and they can benefit agents in the same way. Specs in Kiro are artifacts that can be used whenever a feature needs to be thought through in-depth, to refactor work that requires upfront planning, or in situations when a developer wants to understand the behavior of a system. Kiro also features hooks, which the company describes as event-driven automations that trigger an agent to execute a task in the background. According to Amazon, Kiro hooks are sort of like an experienced developer catching the things you’ve missed or completing boilerplate tasks as you work. Akka introduces platform for distributed agentic AI Akka, a company that provides solutions for building distributed applications, is introducing a new platform for scaling AI agents across distributed systems. Akka Agentic Platform consists of four integrated offerings: Akka Orchestration, Akka Agents, Akka Memory, and Akka Streaming. Akka Orchestration allows developers to guide, moderate, and control multi-agent systems. It offers fault-tolerant execution, enabling agents to reliably complete their tasks even if there are crashes, delays, or infrastructure failures. The second offering, Akka Agents, enables a design model and runtime for agentic systems, allowing creators to define how the agents gather context, reason, and act, while Akka handles everything else needed for them to run. Akka Memory is durable, in-memory, sharded data that can be used to provide agents context, retain history, and personalize behavior. Data stays within an organization’s infrastructure, and is replicated, shared, and rebalanced across Akka clusters. Finally, Akka Streaming offers continuous stream processing, aggregation, and augmentation of live data, metrics, audio, and video. Streams can be ingested from any source and they can stream between agents, Akka services, and external systems. Streamed inputs can trigger actions, update memory, or feed other Akka agents. Clarifai announces MCP server hosting, OpenAI compatibility Users will be able to upload and host their own tools, functions, and APIs as an MCP server that is fully hosted and managed by Clarifai. The company is also introducing OpenAI-compatible APIs, which will allow users to integrate with more than 100 open-source and third-party models. “Our MCP server hosting unleashes a new level of agent intelligence, allowing them to directly interact with an organization’s unique operational DNA and proprietary data sources. Paired with our OpenAI-compatible APIs, we’re not just accelerating deployment; we’re breaking down barriers, enabling developers to integrate these highly capable agents into their existing infrastructure almost instantly, driving rapid, impactful innovation,” said Artjom Shestajev, senior product manager at Clarifai. Gemini API gets Batch Mode Batch Mode allows large jobs to be submitted through the Gemini API. Results are returned within 24 hours, and the delayed processing offers benefits like a 50% reduction in cost and higher rate limits. “Batch Mode is the perfect tool for any task where you have your data ready upfront and don’t need an immediate response,” Google wrote in a blog post. AWS announces new features in SageMaker AI SageMaker HyperPod—which allows scaling of genAI model development across thousands of accelerators—was updated with a new CLI and SDK. It also received a new observability dashboard that shows performance metrics, resource utilization, and cluster health, as well as the ability to deploy open-weight models from Amazon SageMaker JumpStart on SageMaker HyperPod. New remote connections were also added to SageMaker AI to allow it to be connected to from a local VS Code instance. Finally, SageMaker AI now has access to fully managed MLFlow 3.0, which provides a straightforward experience for tracking experiments, monitoring training progress, and gaining deeper insights into model behavior. Anthropic proposes transparency framework for frontier AI development Anthropic is calling for the creation of an AI transparency framework that can be applied to large AI developers to ensure accountability and safety. “As models advance, we have an unprecedented opportunity to accelerate scientific discovery, healthcare, and economic growth. Without safe and responsible development, a single catastrophic failure could halt progress for decades. Our proposed transparency framework offers a practical first step: public visibility into safety practices while preserving private sector agility to deliver AI’s transformative potential,” Anthropic wrote in a post. As such, it is proposing its framework in the hope that it could be applied at the federal, state, or international level. The initial version of the framework includes six core tenets to be followed, including restricting the framework to large AI developers only, requirements for system cards and documentation, and the flexibility to evolve as AI evolves. Docker Compose gets new features for building and running agents Docker has updated Compose with new features that will make it easier for developers to build, ship, and run AI agents. Developers can define open models, agents, and MCP-compatible tools in a compose.yaml file and then spin up an agentic stack with a single command: docker compose up. Compose integrates with several agentic frameworks, including LangGraph, Embabel, Vercel AI SDK, Spring AI, CrewAI, Google’s ADK, and Agno. Coder reimagines development environments to make them more ideal for AI agents Coder is announcing the launch of its AI cloud development environments (CDEs), bringing together IDEs, dynamic policy governance, and agent orchestration into a single platform. According to Coder, current development infrastructure was built for humans, not agents, and agents have different requirements to be successful. “Agents need secure environments, granular permissions, fast boot times, and full toolchain access — all while maintaining governance and compliance,” the company wrote in an announcement. Coder’s new CDE attempts to solve this problem by introducing features designed for both humans and agents. Some capabilities include fully isolated environments where AI agents and developers work alongside each other, a dual-firewall model to scope agent access, and an interface for running and managing AI agents. DigitalOcean unifies AI offerings under GradientAI GradientAI is an umbrella for all of the company’s AI offerings, and it is split into three categories: Infrastructure, Platform, and Application. GradientAI Infrastructure features building blocks such as GPU Droplets, Bare Metal GPUs, vector databases, and optimized software for improving model performance; GradientAI Platform includes capabilities for building and monitoring agents, such as model integration, function calling, RAG, external data, and built-in evaluation tools; and GradientAI Applications includes prebuilt agents. “If you’re already building with our AI tools, there’s nothing you need to change. All of your existing projects and APIs will continue to work as expected. What’s changing is how we bring it all together, with clearer organization, unified documentation, and a product experience that reflects the full potential of our AI platform,” DigitalOcean wrote in a blog post. Newest LF Decentralized Trust Lab HOPrS identifies if photos have been altered OpenOrigins has announced that its Human-Oriented Proof System (HOPrS) has been accepted by the Linux Foundation’s Decentralized Trust as a new Lab. HOPrS is an open-source framework that can be used to figure out if an image has been altered. It utilizes techniques like perceptual hashes and quadtree segmentation, combined with blockchain technology, to determine how images have been changed. According to OpenOrigins, HOPrS can be used to identify if content is generated by AI, a capability becoming increasingly more important as it becomes more difficult to distinguish between AI-generated and human-generated content. “The addition of HOPrS to the LF Decentralized Trust labs enables our community to access and collaborate on crucial tools for verifying content in the age of generative AI,” said Daniela Barbosa, executive director of LF Decentralized Trust. Denodo announces DeepQuery DeepQuery leverages governed enterprise data across multiple systems, departments, and formats to provide answers that are rooted in real-time information. It is currently available as a private preview. The company also announced its support for MCP, and the latest version of Denodo AI SDK includes an MCP Server implementation. Cloudflare now blocks AI crawlers by default, introduces pay per crawl model Last year, Cloudflare introduced a setting that allowed website owners to block AI crawlers. Now, the company is announcing that this setting will now be the default rather than a user needing to switch it on. The company explained that by switching to a permission-based model, it is eliminating the need for content owners to manually configure settings in order to opt out. Additionally, Cloudflare is experimenting with a pay per crawl model (in private beta) for content owners to monetize content that is being used to train AI. When an AI crawler requests content, it will be prompted to pay or will receive an HTTP response code 402 error message. Perplexity launches Max subscription Perplexity Max costs $200/month and includes everything that the $20/month Pro subscription comes with, in addition to an unlimited number of Labs, early access to new features, advanced model options like OpenAI o3-pro and Claude Opus 4, and priority support. “Perplexity Max is our most advanced subscription tier yet, built for those who demand limitless AI productivity and immediate access to the newest products and features from Perplexity. With Perplexity Max, you can reach the maximum power of your curiosity,” the company wrote in a post. Microsoft launches Awesome GitHub Copilot Customizations repo This is a repository that includes custom instructions, reusable prompts, and custom chat modes created by the community. Already, the repo includes custom instructions for Angular best practices, .NET MAUI components and application patterns, Python coding conventions, and more. Some examples of reusable prompts include transforming Python scripts into beginner-friendly projects, creating GitHub Issues for feature requests, and analyzing Azure resources an app is using. And finally, some of the chat modes include a debug mode, planning mode, and database admin mode. The repo is constantly being updated with new additions from the community, so Microsoft is encouraging further contributions. Gartner: More than 40% of agentic AI projects will be canceled in the next few years Gartner recently revealed a new report where it predicted that by the end of 2027, over 40% of agentic AI projects will be canceled. Factors contributing to this decline include escalating costs, unclear business value, and inadequate risk controls. According to the analyst firm, one trend it is seeing is that vendors are hyping up AI agents by “agent washing,” or rebranding existing products like AI assistants, RPA, or chatbots without actually adding substantial agentic capabilities. The company estimates that of the thousands of agentic AI vendors out there, only about 130 of them are real and delivering on their promises. BrowserStack launches suite of AI agents BrowserStack AI agents are integrated throughout the testing life cycle, helping teams accelerate release cycles, improve test coverage, and boost productivity. The initial release includes five agents: Test Case Generator Agent, Low-Code Authoring Agent, Self-Healing Agent, A11y Issue Detection Agent, and Visual Review Agent. There are over 20 other agents in development as well. “We mapped the testing journey to identify where teams spend the most time and manual effort, and reimagined it with AI at the core,” said Ritesh Arora, CEO and co-founder of BrowserStack. “Early results are game-changing, our Test Case Generator delivers 90% faster test creation with 91% accuracy and 92% coverage, results that generic LLMs can’t match.” Microsoft creates small language model for changing Windows settings Mu powers Microsoft’s Settings agent by mapping natural language inputs to Settings function calls. It runs directly on the devices using the Neural Processing Unit (NPU) on Copilot+ PCs, and was designed with NPU constraints in mind, such as parallelism and memory limits. The agent that Mu powers is available currently to Windows Insiders in the Dev Channel using Copilot+ PCs. Mirantis reveals Lens Prism, an AI copilot for operating Kubernetes clusters With Lens Prism, developers will be able to use natural language to troubleshoot and operate their Kubernetes clusters. Developers can ask questions like “What’s wrong with my pod?”, “How much CPU is this namespace using?” or “Is anything failing in my cluster?” Lens Prism will then respond with insights gathered from kubectl output, metrics, logs, and the current view in Lens Desktop, and will generate commands that are ready to be run. Amazon creates new generative AI model for its robots DeepFleet was designed to act as an intelligent traffic management system for Amazon’s fleet of robots. According to the company, the model coordinates all of the robots’ movements and optimizes how they navigate through fulfillment centers. The model was able to improve the travel time of Amazon’s robotic fleet by 10%, translating to faster delivery times and lower costs for customers. 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Understanding the code modernization conundrum
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- generative AI
- platform innovation
- vibe coding
Like many large enterprises, we must navigate the beauty and chaos of legacy code. In our case, decades of SQL procedures and business logic that underpin a platform capable of handling over 3 million concurrent users and hundreds of micro code deployments per week. It’s a complex machine. Touch one part, and you risk breaking … continue reading
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Like many large enterprises, we must navigate the beauty and chaos of legacy code. In our case, decades of SQL procedures and business logic that underpin a platform capable of handling over 3 million concurrent users and hundreds of micro code deployments per week. It’s a complex machine. Touch one part, and you risk breaking 10 others. That’s why modernizing the codebase is both a technical challenge and a human one. It requires empathy, trust, and the ability to make informed guesses. Inside the Innovation Engine At bet365, the platform innovation function was established to provoke possibility. We’re a small, specialized team charged with exploring emerging and future technologies. Our aim is to identify where they can have the greatest impact, and help the wider organization understand how to use them meaningfully. We’re enablers and ambassadors for change. Our work spans everything from product development and cybersecurity to the future of the workforce. Our guiding model is McKinsey’s Three Horizons of Growth reimagined for innovation. Horizon 1 focuses on what we can implement today. Horizon 2 explores what’s coming next. Horizon 3 dares us to consider the future no one is talking about yet. This framework helps us balance ambition with pragmatism. It creates space to experiment without losing sight of operational value, and it ensures our developers, architects, and stakeholders are all part of the same conversation. When GenAI Met Developers When GPT-4 dropped in 2023, everything changed. Like most in the tech world, we were fascinated. Generative AI offered a tantalizing vision of the future filled with faster insights, instant summaries, and automated refactoring. But the excitement quickly gave way to doubt. We handed very capable developers a powerful LLM and said, “Go for it.” The results were mixed at best. They inserted code into the prompt windows, stripped out context to save space, and hoped the AI would understand. It didn’t. Developers were confused, frustrated, and, understandably, skeptical. They saw the AI as a shortcut, not a partner, and when the output didn’t match expectations, frustration followed. Many asked the same question: “Why am I asking a machine to write code I could just write myself?” What we learned was profound. The problem wasn’t the AI. It was the relationship between the AI and the person using it. We had assumed that skill in software engineering would automatically translate to skill in prompt engineering. It didn’t. Did we miss something? The point we couldn’t overlook was during the exercise, our developers were completing the tasks consistently around 80% of estimated time. There was definitely something here. We just weren’t sure what it was. So, we went back to basics. Vibe Coding and the Limits of Trust There’s a new term in developer culture: “vibe coding.” It’s where you throw a chunk of code at an LLM, get a response, tweak it, throw it back. Iterate fast. Ship faster. It’s trendy. It’s seductive. But it isn’t risk free. Without a clear understanding of intention or context, vibe coding can quickly become a game of trial and error. And when your system is as complex as ours – many databases processing 500,000 transactions a second – “trial and error” isn’t good enough. We needed more than vibes. We needed vision. Context Over Content The turning point came when we realized the real job wasn’t teaching AI how to write better code. It was teaching humans how to communicate with AI. We learned a new mantra: intention + context + detail. That’s what the AI needs. Not just content. Not just “fix this function.” But: “Here’s what this code does, here’s why it matters, and here’s what I need it to become.” This insight is key. Our developers, especially those tackling the most complex, interdependent problems, adapted quickly. They were used to thinking deeply, providing rationale, and navigating ambiguity. They got it. They fed the AI what it needed. They flourished. The difference was mindset. We came to call this phenomenon “the unreliable narrator.” Not just the AI, but the developer. Because often, the problem wasn’t that the machine got it wrong. It was at times that we weren’t clear on what we were asking. RAG, GraphRAG, and the Power of Grounded Context To build reliable, human-aligned AI support we needed a way to ground what the AI was seeing in fact. That’s where we saw the power of Retrieval-Augmented Generation (RAG). RAG allows an AI model to retrieve relevant context from an external source – like documentation, system metadata, or a knowledge base – before generating a response. It’s faster to implement and more flexible than fine-tuning, making it ideal for dynamic, domain-intensive environments like ours. Developers can update the knowledge base without retraining the model, keeping outputs current and grounded. But RAG has its limits. When a question spans multiple systems or requires reasoning across disconnected pieces of information, traditional RAG, which is based on text similarity, starts to falter. That’s why we turned to GraphRAG, a more advanced approach that uses a knowledge graph to enhance LLM outputs. A knowledge graph doesn’t just hold facts, it encodes relationships. It captures how components interact, where dependencies lie, and what could break if you change something. GraphRAG uses this structure to augment prompts at query time, giving the AI the relational context it needs to answer with precision. This is especially true in environments where accuracy is critical, and hallucinations are unacceptable. As a real-world exercise, we looked at our SQL server estate. We wanted to build a system that we could use to gain valuable insight on how the system works. To build it, we started by parsing all our database objects including tables, views, procedures, functions, etc. into abstract syntax trees (ASTs). Using Microsoft’s ScriptDOM, we extracted key facts and used them to construct the initial knowledge graph. We overlaid this with natural language descriptions to further explain what each element did, and added runtime statistics like execution frequency, CPU time, and read volumes. The result was a rich, relational representation of our SQL estate, complete with contextual insights about how objects are consumed and how they interact. Then we surfaced this intelligence to developers through three core tools: A chatbot that lets users query the system in plain language A visualiser that renders a 3D map of dependencies and relationships A Cypher executor for advanced graph querying and analysis What’s important to note is that most of the system’s value lies in the graph, not the model. The AI doesn’t need to know everything. It just needs to know where to look, and how to ask the right questions. That’s the power of grounding. For us, GraphRAG wasn’t just a nice-to-have, it became essential. It helped us move from generic code assistance to something far more valuable: a system that understands what our code means, how it behaves, and what it impacts. We’re not just writing code anymore. We’re curating it. We’re shaping the intentions behind it. Our developers now have tooling to gain further insight to become code reviewers, system designers, and transformation agents at an expert level across huge department spanning architectures. All from a simple interface allowing natural language inquiries That’s the real shift. The future isn’t about AI doing our jobs. It’s about reimagining what the job is. The success of our code modernization program has little to do with algorithms and everything to do with attitude. We had to unlearn old habits, rethink our relationship with code, and embrace a culture of curiosity. We had to stop asking AI for answers and start giving it the right questions. The technology was the easy part. The people part, now that was the real breakthrough. The post Understanding the code modernization conundrum appeared first on SD Times.
AI-generated code poses major security risks in nearly half of all development tasks, Veracode research reveals
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- Veracode
- vibe coding
- vulnerabilities
While AI is becoming better at generating that functional code, it is also enabling attackers to identify and exploit vulnerabilities in that code more quickly and effectively. This is making it easier for less-skilled programmers to attack the code, increasing the speed and sophistication of those attacks — creating a situation in which code vulnerabilities … continue reading
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While AI is becoming better at generating that functional code, it is also enabling attackers to identify and exploit vulnerabilities in that code more quickly and effectively. This is making it easier for less-skilled programmers to attack the code, increasing the speed and sophistication of those attacks — creating a situation in which code vulnerabilities are increasing even as the ability to exploit them is becoming easier, according to new research from application risk management software provider Veracode. AI-generated code introduced security vulnerabilities in 45% of 80 curated coding tasks across more than 100 LLMs, according to the 2025 GenAI Code Security Report. The research also found that GenAI models chose an insecure method to write code over a secure method 45% of the time. So, even though AI can create code that is functional and syntaactically correct, the report reveals that security performance has not kept pace. “The rise of vibe coding, where developers rely on AI to generate code, typically without explicitly defining security requirements, represents a fundamental shift in how software is built,” Jens Wessling, chief technology officer at Veracode, said in a statement announcing the report. “The main concern with this trend is that they do not need to specify security constraints to get the code they want, effectively leaving secure coding decisions to LLMs. Our research reveals GenAI models make the wrong choices nearly half the time, and it’s not improving.” In announcing the report, Veracode wrote: “To evaluate the security properties of LLM-generated code, Veracode designed a set of 80 code completion tasks with known potential for security vulnerabilities according to the MITRE Common Weakness Enumeration (CWE) system, a standard classification of software weaknesses that can turn into vulnerabilities. The tasks prompted more than 100 LLMs to auto-complete a block of code in a secure or insecure manner, which the research team then analyzed using Veracode Static Analysis. In 45 percent of all test cases, LLMs introduced vulnerabilities classified within the OWASP (Open Web Application Security Project) Top 10—the most critical web application security risks.” Other findings in the report were that Java was found to be the riskiest of programming languages for AI code generation, with a security failure rate of more than 70%. Failure rates of between 38% and 45% were found in apps creating in Python, C# and JavaScript. The research also revealed LLMs failed to secure code against cross-site scripting and log injection in 86% and 88%, respectively, according to Veracode. Wessling noted that the research showed that larger models perform no better than smaller models, which he said indicates that the vulnerability issue is a systemic one, rather than an LLM scaling problem. “AI coding assistants and agentic workflows represent the future of software development, and they will continue to evolve at a rapid pace,” Wessling concluded. “The challenge facing every organization is ensuring security evolves alongside these new capabilities. Security cannot be an afterthought if we want to prevent the accumulation of massive security debt.” The post AI-generated code poses major security risks in nearly half of all development tasks, Veracode research reveals appeared first on SD Times.
Stack Overflow: Developers’ trust in AI outputs is worsening year over year
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- AI
- developers
- Stack Overflow
More and more developers are adopting AI, but the trust they have in its outputs is getting worse and worse over the years. This is according to Stack Overflow’s 2025 Developer Survey, which gathered responses from 49,000 developers across 177 countries. This year, 84% of respondents say they are using or plan to use AI … continue reading
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More and more developers are adopting AI, but the trust they have in its outputs is getting worse and worse over the years. This is according to Stack Overflow’s 2025 Developer Survey, which gathered responses from 49,000 developers across 177 countries. This year, 84% of respondents say they are using or plan to use AI tools for development (up from 76% last year), but 46% say they don’t trust the output of those AI tools (up from 31% last year). More specifically, 75.3% said they don’t trust AI-generated answers, 61.7% had ethical or security concerns about AI-generated code, and 61.3% said they want to be able to fully understand their code. “The growing lack of trust in AI tools stood out to us as the key data point in this year’s survey, especially given the increased pace of growth and adoption of these AI tools. AI is a powerful tool, but it has significant risks of misinformation or can lack complexity or relevance,” said Prashanth Chandrasekar, CEO of Stack Overflow. The survey found that for 45% of respondents, debugging AI-generation code is time consuming, which is one of the key frustrations with dealing with AI-generated code. Stack Overflow also found that only 31% of respondents are currently using AI agents, and of those, 69% said they have seen an increase in productivity. Seventeen percent are planning to use them in the future, while 38% don’t plan to ever use them. Additionally, 64% of developers don’t perceive AI as a threat to their jobs, a slight decrease from last year (68%). The report also found that 69% of developers have spent time learning new coding techniques or languages in the past year, and 44% used AI tools for learning (up from 37%) last year. Finally, while developers are using AI to assist with their work, a majority (77%) aren’t partaking in vibe coding for their professional work. Other interesting findings from the survey are: 24% of developers are happy at their current job—a slight increase from last year’s 20%, likely related to pay raises 32% of developers work remotely and 45% of US developers work remotely GitHub surpassed Jira as the most desirable collaboration tool For more insights, the full survey findings are available here. The post Stack Overflow: Developers’ trust in AI outputs is worsening year over year appeared first on SD Times.
The personal website of the one and only Joe Fabisevich, and indie developer building Red Panda Club Inc. Formerly an iOS developer working on civic integrity, societal health, misinformation, and other wild things @Twitter.
Artifacts
I. I once knew a wonderful man. He was kind, gentle, and beloved by many. He was so wise that when he graduated from college, Mahatma Gandhi himself handed him his diploma. He was a scholar and a gentleman, blessed with the unique gift of deeply knowing Sanskrit and Hindi. He spent much of his life translating scrolls filled with the wisdom of the ancients into modern language — in pursuit of preserving history.
II. When Mongol troops raided the House of Wisdom and dumped so many manuscripts into the Tigris that “the river ran black with ink”, Muslim chroniclers equated the loss of knowledge to a civilizational catastrophe. Many of the books in the Grand Library of Baghdad were torn apart by pillagers so their leather covers could be made into sandals — compounding the pain of an already destructive act.
III. In 1969, three astronauts planted an American flag on the moon. This event was captured on film and beamed to millions of household television sets, as people across the world shared the experience of witnessing a profound leap for mankind. Our connection to the cosmos had been reshaped — and we still talk about it decades later.
IV. Early internet phenomenons like Charlie the Unicorn, Potter Puppet Pals, and Peanut Butter Jelly Time provided endless entertainment. My older brother introduced me to All Your Base Are Belong to Us, and I showed him lolcats. A few months later, I met a kid I considered sheltered because he’d never heard of Newgrounds — so I showed him everything it had to offer, and we relived the humor together. That rhythm of discovery and sharing lasted for years, as the internet grew at a pace that felt almost unthinkable compared to my early childhood.
I. I once knew a wonderful man. He was kind, gentle, and beloved by many. He was so wise that when he graduated from college, Mahatma Gandhi himself handed him his diploma. He was a scholar and a gentleman, blessed with the unique gift of deeply knowing Sanskrit and Hindi. He spent much of his life translating scrolls filled with the wisdom of the ancients into modern language — in pursuit of preserving history. II. When Mongol troops raided the House of Wisdom and dumped so many manuscripts into the Tigris that “the river ran black with ink”, Muslim chroniclers equated the loss of knowledge to a civilizational catastrophe. Many of the books in the Grand Library of Baghdad were torn apart by pillagers so their leather covers could be made into sandals — compounding the pain of an already destructive act. III. In 1969, three astronauts planted an American flag on the moon. This event was captured on film and beamed to millions of household television sets, as people across the world shared the experience of witnessing a profound leap for mankind. Our connection to the cosmos had been reshaped — and we still talk about it decades later. IV. Early internet phenomenons like Charlie the Unicorn, Potter Puppet Pals, and Peanut Butter Jelly Time provided endless entertainment. My older brother introduced me to All Your Base Are Belong to Us, and I showed him lolcats. A few months later, I met a kid I considered sheltered because he’d never heard of Newgrounds — so I showed him everything it had to offer, and we relived the humor together. That rhythm of discovery and sharing lasted for years, as the internet grew at a pace that felt almost unthinkable compared to my early childhood. V. Millennials remember The Dress as a seminal cultural moment that captivated people for days, but what most don’t remember are the two llamas that escaped a zoo earlier that day and caused a commotion along the way. To my recollection, this was the first viral moment that was overtaken by another so quickly that it might as well not have even happened. VI. Last week I watched a very funny TikTok. It was a meme that dominated everyone's feeds for about eight hours — but then we collectively forgot it ever existed and moved on to the next funny video. As people willfully turn themselves into content creators, information disseminates faster than ever. The half-life of any artifact grows shorter, and the societal impact of any captured moment becomes increasingly fleeting. The purpose of writing, art, and creation has always been human connection — but as the goal shifts to pleasing an opaque algorithm, the creations themselves have become less meaningful. I expect this trend will only accelerate as more of our economy becomes tied to clicks and views, and as the act of creation grows more frictionless with the proliferation of AI. Artifacts are our distillations of history — they encapsulate and preserve the human experience. Our world is built on the artifacts of those who came before us — people who cared enough to share, document, and build something that outlasted themselves. It is a spiritual experience to create something new in this world — to turn a figment of our imagination into a shareable element of the universe. I do my best to fill my days with artifact creation — shunning the incentive structures the modern world creates when I can — to tap into the essence of what drives me to create artifacts that will outlive me. I don’t spend all my time creating my own artifacts; there is often more to be gained by sharing myself, so others can create their own artifacts that bring meaning to them and others. In a way, that transfer of knowledge is itself a transient artifact — just like a years-long running joke between me and my wife, a kiss we share, or a wedding vow we made, is an artifact of our love. Almost everything I consciously do is related to creating or preserving artifacts — but the artifact is only a small part of who I am. It’s no coincidence that I’ve aligned the time I spend on earth with the way I make a living with my values. Anything meaningful is worth doing, and worth preserving. What people see is the result of hundreds or thousands of hours of work that went into creating the artifact — and the hundreds of thousands of hours I’ve lived that led to it. But an artifact can never truly capture my full experience. It is a synthesized approximation. At best, it’s a low-fidelity version of my lived reality — not the life itself, but the echo. And yet, when thoughtfully preserved, the artifact will outlive me.
You Should Feed Ducks The Good Bread
Colleen and I were binge-watching Gossip Girl last winter, and there are a few scenes where a stressed and irate Blair Waldorf wanders over to Central Park to feed the ducks. I told Colleen, "that sounds soothing — we should do that when the weather gets better". And then, as I’m wont to do, I promptly forgot. But Colleen takes note of moments like that, and a few months later she reminded me: we should actually go feed some ducks.
That’s how I found myself in Central Park last weekend, feeding ducks. It was the first beautiful day of spring in New York — the kind of day New Yorkers wait for, when everyone pours out to enjoy sunlight finally breaking through after a long dark winter. We had a picnic, strolled through the park, wandered amidst thousands of New Yorkers — and of course, we fed the ducks.
My wife (who I should preface is an extremely kind, caring, and loving person) and I got into a small debate over what kind of bread to feed the ducks. I insisted on buying them a nice loaf, and she felt it was unnecessary — the ducks would happily take our scraps. I argued that buying a good loaf cost us very little but could potentially make their day. Heck, it could even possibly be the best meal they ever have. She replied that there’s no way to know if they’d even notice the difference — to them, it might just be one carb versus another.
Three Philosphers InterjectI bought the dang bread, and she didn’t mind. I spent the whole afternoon thinking about that moment, and why it meant so much to me. In the end, I came back to three philosophers and their philosophies.
Colleen and I were binge-watching Gossip Girl last winter, and there are a few scenes where a stressed and irate Blair Waldorf wanders over to Central Park to feed the ducks. I told Colleen, "that sounds soothing — we should do that when the weather gets better". And then, as I’m wont to do, I promptly forgot. But Colleen takes note of moments like that, and a few months later she reminded me: we should actually go feed some ducks. That’s how I found myself in Central Park last weekend, feeding ducks. It was the first beautiful day of spring in New York — the kind of day New Yorkers wait for, when everyone pours out to enjoy sunlight finally breaking through after a long dark winter. We had a picnic, strolled through the park, wandered amidst thousands of New Yorkers — and of course, we fed the ducks. My wife (who I should preface is an extremely kind, caring, and loving person) and I got into a small debate over what kind of bread to feed the ducks. I insisted on buying them a nice loaf, and she felt it was unnecessary — the ducks would happily take our scraps. I argued that buying a good loaf cost us very little but could potentially make their day. Heck, it could even possibly be the best meal they ever have. She replied that there’s no way to know if they’d even notice the difference — to them, it might just be one carb versus another. Three Philosphers Interject I bought the dang bread, and she didn’t mind. I spent the whole afternoon thinking about that moment, and why it meant so much to me. In the end, I came back to three philosophers and their philosophies. John Rawls John Rawls’ Veil of Ignorance is a thought experiment about how to design a just society. Imagine yourself behind a veil of ignorance, where you don’t know your place in that society. You don’t know your race, gender, class, talents, or job — and because you could end up a CEO or a janitor, you’d rationally choose to build a society rooted in fairness and decency for all. Now imagine you’re born into a world where you could be a human or a duck. Humans shape the world to their whims, while ducks hunt for scraps and take handouts from strangers. What if you were the duck — not the one giving bread, but the one hoping someone kind might offer you a piece? That’s the essence of contractualism. This is not a truly just world — but it is our world. Blaise Pascal Pascal’s Wager is a similar framework — but more inward-looking. Blaise Pascal argued that the only rational thing to do is believe in God. Why? If you believe in God and you’re right, you gain infinite reward: a spot in heaven for the rest of eternity. If you believe in God and you’re wrong, you lose a little: some wasted time and lifestyle shifts. If you don’t believe in God and you’re wrong, you risk infinite loss: eternal fiery damnation. If you don’t believe in God and you’re right, you only gain a little: temporary freedom and earthly pleasures. I think about Pascal’s Wager a lot — not just when I’m wondering about my everlasting fate. Feeding ducks good bread isn’t exactly a God-tier question, but I do often ask: what are the consequences of my choices if I’m right or wrong about my assumptions? It’s often worth putting in the extra effort — because maybe I’m wrong, and there’s more to this mortal plane than I know. Immanuel Kant And then we have Deontology — or more specifically, Kantian Ethics. Kant believed that morality isn’t about outcomes or self-interest — it’s about duty, reason, and universal principles. His Categorical Imperative says: Act only according to that maxim whereby you can at the same time will that it should become a universal law. That's a philosophical way of saying Kant believed in the Golden Rule. If I were a duck, I’d want the good bread just like any person does. And so, as a human, I have a responsibility to feed ducks the good bread. Back to Central Park Reader, I did not feed the ducks the good bread. Not because I’m morally bankrupt — we simply did not find enough ducks to feed the giant loaf of bread I’d stressed about all day. The few we did find got some decent sandwich bread leftover from our picnic. When I got home, I left out the remainder of our picnic for the neighborhood birds — some fruit that they seemed to appreciate. The next day, we used the good bread to make delicious sandwiches and played lovingly with our little cat. Not feeding the ducks wasn’t a moral failing — it was just a coincidence. Sometimes, you need to find more ducks in your life so you can feed them the good bread. Spend some time looking for a duck to feed — you might be surprised how much it fills you up, too. Look — no one really knows how any of this works. Not Kant, not Pascal, not Rawls. But I feel pretty strongly that small acts go a long way. So when you get the chance, you should feed ducks the good bread. Metaphorically speaking, of course. It turns out that bread isn’t great for ducks, and ethics are complicated — but kindness is always warranted.
A Trick For Opening Magic Links in Your RSS Reader
This blog post is documentation for a very specific problem I run into about once a year. That’s rare enough to forget how I solved it, but frequent enough to waste 15 minutes rediscovering the answer. And let’s be honest: it’s not the big problems that drive you mad — it’s the little ones that feel like their own Sisyphean hell.
The ProblemSome websites 1 require you to log in using a magic link — a one-time link emailed to you that signs you in when clicked. It’s usually seamless. But on iOS, it can quietly become a headache. 2
This blog post is documentation for a very specific problem I run into about once a year. That’s rare enough to forget how I solved it, but frequent enough to waste 15 minutes rediscovering the answer. And let’s be honest: it’s not the big problems that drive you mad — it’s the little ones that feel like their own Sisyphean hell. The Problem Some websites 1 require you to log in using a magic link — a one-time link emailed to you that signs you in when clicked. It’s usually seamless. But on iOS, it can quietly become a headache. 2 If you open the link in your default browser, everything’s fine — no issue at all. But I do most of my reading in my RSS app, Reeder. When I run into a short-form RSS feed 3, I’ll tap to open the article in SafariViewController — the in-app browser you see in apps like Reeder, or my own app, Plinky. It’s an easy way to read the full article in a browser without leaving the app you’re already in. The Problem (Simplified) I open a link to paywalled content, like the excellent tech newsletter I subscribe to: platformer.news. Platformer’s hosting provider, Ghost, emails me a magic link to log in and access the content I pay for. But there’s no way to open that sign-in link inside Reeder’s SafariViewController. If I click the link, it opens in the iOS default browser — and there’s no way to force it to open in Reeder’s SafariViewController instead. 4 I can’t even copy and paste the link, since SafariViewController has no address bar. The Solution Every time I run into this issue, I end up coming back to the only solution that actually works. My favorite RSS provider, Feedbin, has a clever feature: it lets you generate a unique email address (like xyz123@feedbi.in) that turns incoming emails into an RSS feed. 5 It’s meant for forwarding email newsletters into your RSS reader — a nice way to keep all your reading in one place. But in a pinch, it’s also a great trick for accessing any email inside your feed. I can’t tell Platformer to send the magic link directly to that Feedbin address, because my login is tied to my personal email — but I can forward the email there myself. Since I’m already subscribed to that email-based RSS feed, the message shows up in Reeder. Now I can tap the login link in Reeder, which opens SafariViewController — and just like that, I’m signed in. 🌟 Finally, I can read the paywalled content I actually paid for! 🌟 Conclusion While I hope this post helps someone else out there, let’s be honest — it’s really written for me, 12 months from now, when I’ve forgotten all of this again. 😒 Such as all paid Ghost newsletters↩↩ . You can’t even long-press and copy the link, because that will load the authentication page, invalidating the link’s effectiveness.↩↩ Some websites don’t offer the full content of an article in the RSS feed. This can happen for a few reasons, but the most prominent is because the content lives behind a paywall, and this prevents free access to paid content.↩↩ I did actually add a URL scheme for this in Plinky, because I know firsthand how this can be an issue!↩↩ In case you don’t use Feedbin there are many services which are just as good and handle this specific problem.↩↩
Lights, Camera, Action Button
The iPhone 15 Pro launched with a marquee feature, the Action Button. The Action Button set out to replace the mute switch, which had existed since the first iPhone was released back in 2007. The Action Button is a software-powered button, replacing what previously was a hardware switch that would toggle your phone’s silent mode on or off.
The appeal of the Action Button was that now you could decide what the side button should do for you. If you wanted it to be a mute switch, no problem, the Action Button can still be one. But if you want to use it to toggle your flashlight, launch the camera, or turn on Do Not Disturb mode, these alternatives and more are now possible. The unspoken downside has always been that it’s hard to decide what the Action Button should do, if it can only do one thing.
The iPhone 15 Pro launched with a marquee feature, the Action Button. The Action Button set out to replace the mute switch, which had existed since the first iPhone was released back in 2007. The Action Button is a software-powered button, replacing what previously was a hardware switch that would toggle your phone’s silent mode on or off. The appeal of the Action Button was that now you could decide what the side button should do for you. If you wanted it to be a mute switch, no problem, the Action Button can still be one. But if you want to use it to toggle your flashlight, launch the camera, or turn on Do Not Disturb mode, these alternatives and more are now possible. The unspoken downside has always been that it’s hard to decide what the Action Button should do, if it can only do one thing. There are ways to set up the Action Button to show a menu of actions, but that makes the Action Button less convenient. You can use hacks like Federico Viticci's MultiButton, which made it possible to assign separate tap and double-tap actions to your Action Button. These workflows and many others were built off of the Action Button’s ability to run a Shortcut, but none of them ever stuck for me. While you may get a more powerful Action Button, you also get a more complicated one — trading off flexibility for fiddliness. Then after 18 months with the iPhone 15 Pro, I had a breakthrough. This idea came to me in a dream (literally, not metaphorically), and last month I discovered a way to use the Action Button that is useful across apps, without tying myself to one action for the Action Button. Our First App-Specific Action My most common use case for the Action Button has always been to save links from my clipboard to Plinky, the link-saving app I make. You may be thinking, “Plinky has a share extension which lets you save links from any app, so why do you need the Action Button to save links from the clipboard?” Because the app I send and receive links from most, Messages, surprisingly does not have a share button. Before mapping the Action Button to a “Save Link to Plinky” Shortcut, whenever a friend sends a link to me over iMessage I would have to go through multiple steps to save a link. Copy the link into my clipboard, open Plinky, and save the link manually. This was tedious, especially if I wanted to save multiple links, so I decided to take advantage of Plinky’s built-in Shortcuts support to create a one-tap action, letting me save links from anywhere. At the same time, this action is mostly useful to me in Messages — it's not as important when I'm in an app like Safari or Slack. This meant we were back to where we started: there's this really useful action mapped to my Action Button, but I don't need it all the time. That got me thinking, why can't I create one dedicated action per app, which I can use to build a more flexible Action Button? An iOS 18.2 Interlude iOS 18.2 brought a very important change to Shortcuts, one that made the technique I’m about to share possible. There is a new Get Current App Shortcut block, which unsurprisingly, will tell you what app you currently have open. Once I was able to figure out the current app, it became possible to conditionally run actions based on the current app. Action Mode Now that we have all of the necessary pieces, we can build out our custom App-Specific Action Button workflow. (I’ve called mine Action Mode.) Let’s walk through this image step by step, to see what’s happening here. It’s a bit long, but I promise it’s not scary. We set our Shortcut to receive input from the Share Sheet. This allows us to run this Shortcut from an assortment of locations. If there is no input, I’ve chosen to fallback to the Get Clipboard function. We create a bunch of if blocks, one per app. This will allow us to run a different action based on the result of Current App. You’ll notice there are no else blocks, we’ll get to that in a little bit. When Current App is equal to an app we’ve chosen to have a Custom Action, we now run said Custom Action. That Custom Action can be anything, it doesn’t even have to be related to the current app we’re in. (As you see in the example when the Current App is Messages.) You can create as many Custom Actions for as many apps as you’d like, the only limit is your imagination. At the end of the list we have a Fallback Action block. This is an optional action to run if press the Action Button outside of an app with a Custom Action. I’ve mapped it to adding a Reminder to my Groceries list, an action I take often. Note: The way we know to enter the fallback action block is a bit unconventional, and is predicated on the hasRunAction variable. Instead of having infinitely nested else blocks for every Current App check, we populate the hasRunAction variable whenever we run a Custom Action. This is slightly more error prone because we can forget to populate the hasRunAction variable, but leaves our Shortcut significantly more manageable and flexible. Long Live Apps The great thing about this system is that it’s easy to get started, and easy to add new apps to your workflow the more ideas you come up with over time. I started off with a handful of apps, but now it’s grown to over a dozen. A few examples for how I’m using my App-Specific Action Button: Plinky: Open my Reading List App Store: Open the App Updates tab - Via URL scheme: itms-apps://apps.apple.com/updates Castro: Toggle the sleep timer (so I can listen to a podcast while falling asleep) ChatGPT: Start a new ChatGPT Voice conversation Craft: Open my Plinky Roadmap doc Fantastical: Switch to my Personal Calendar Set GitHub: Open the repo of Boutique (my most popular open source project) Ivory & Mona: Generate a screenshot of the Mastodon post in my clipboard Messages: Save the a link from my clipboard to Plinky MyWater: Log 12 ounces of water Photos: Open the Favorites album Safari: Open Reader Mode Slack: Switch to my Red Panda Club Slack - Via URL scheme Things: Open my Today list These are just my workflows, but the possibilities for configuring your Action Button are personal and limitless. If you need a template to start with, here is the Action Button Sample Shortcut I created, identical to the screenshot above. Now all that’s left to do is to assign our Action Mode Shortcut to the Action Button, which we can do in the iOS system Settings. And viola, that’s the App-Specific Action Button system — some would call it a Shortcut — to a better workflow.
Introducing Plinky: My Love Letter To Links
The post below was written by me, originally featured on the Plinky blog.
To celebrate the launch of Plinky you can get 50% off of a yearly subscription by redeeming this offer: plinky.app/offer/REDPANDA
The post below was written by me, originally featured on the Plinky blog.
To celebrate the launch of Plinky you can get 50% off of a yearly subscription by redeeming this offer: plinky.app/offer/REDPANDA
There are few words I've ever said more excitedly than these: I want to tell you about my latest app, Plinky.
Plinky makes it incredibly easy to do something we do every day, save links for later. You may already have a way to save links, I know I've tried every method under the sun, to the point where I decided to build my own app. That app is Plinky, and today it's available to download on the App Store. Over the last 18 months people have been loving Plinky, because it fixes the same problems I ran into when I've tried to save links in the past.
The post below was written by me, originally featured on the Plinky blog. To celebrate the launch of Plinky you can get 50% off of a yearly subscription by redeeming this offer: plinky.app/offer/REDPANDA There are few words I've ever said more excitedly than these: I want to tell you about my latest app, Plinky. Plinky makes it incredibly easy to do something we do every day, save links for later. You may already have a way to save links, I know I've tried every method under the sun, to the point where I decided to build my own app. That app is Plinky, and today it's available to download on the App Store. Over the last 18 months people have been loving Plinky, because it fixes the same problems I ran into when I've tried to save links in the past. I tried filling up Apple Notes with links to come back to later, but that proved to be a disorganized mess. I tried leaving browser tabs open with links I wanted to look at later, but the links I needed later got lost amongst the dozens of tabs I had open for right now. I even tried spending hundreds of hours using apps dedicated for reading articles later, but not all links are for reading. All of that led me to build Plinky, a home for your links. Why I Built An App To Save Your Links I love links. I love reading links, I love it when people send me links to funny videos, I love collecting links, and I love sharing links. Something else I love is my fiancée Colleen. Shortly after meeting Colleen discovered how much I love links, and I'm very grateful that she found that to be an endearing trait. While she loved that I was thinking of her and sharing interesting articles, recipes to cook together, or cute animals I knew she'd like, she quickly found it distracting to have her phone buzzing with all the links I'd share while she was working. She suggested saving the links for later, so we could look at them together at night. That’s when I started working on a small project, a home for these links, an app that would become Plinky. I started to show people the app I'd made for the two of us, and they loved it. They were all saving links they needed but were unhappy with one thing or another. They kept telling me that they wanted an app like this for themselves. A few months later when I left my job at Twitter to start my own company building personal, playful, productivity apps, I decided that the app I needed to build for all of these people was Plinky. Plinky became more than an app to Colleen and I, it became an essential tool in our lives and a ritual. Sometimes Colleen would save a cute picture of a red panda for me, sometimes I would save an activity we could do next weekend, but every night the two of us would come together and share the links that we'd saved for each other. To this day we still have plink time, where we lay in bed and show each other the links we've for each other. Links come in all forms. An article just isn't the same as a Tweet or Instagram post you want to show a friend. A YouTube video or TikTok won't even open in an app dedicated to reading. Many apps like LinkedIn or Facebook have their own bookmarking systems, but I've wasted hours bouncing from app to app trying to remember where that link I saw a month ago but need now is. As I’ve built Plinky I've heard people tell me about the myriad of techniques they have for saving and storing links. There are an unending amount of organizational methods people use to reference links they might need later, but none of those perfectly fit into one app. The experience of listening to Plinky's beta testers led me to three realizations: It needs to be easy to save a link, the simpler the better. Saving a link shouldn't take work, it needs to be one tap, so you can easily save a link. People's workflows benefit from having a universal inbox for their links. It should be easy to organize and find links you've saved for later, otherwise why are you even saving them? People aren't always looking for an app dedicated to reading articles. The diversity of links people save means many people are looking for a tool that helps them do anything with the links they've saved, a Swiss army knife for their links. This is where Plinky comes in. Plinky: Saving Links Made Effortless Plinky makes it easy to save a link for later. You can save links from anywhere with just one tap. Whether you’re on the iPhone, iPad, or Mac, in your favorite browser like Chrome, Firefox, and Safari, or want to build personalized workflows using integrations like Zapier, Unread, Shortcuts, or Plinky's API, saving a link for later couldn't be easier. Plinky is highly customizable. You can make the app look, feel, and behave however you like. The links you save are very personal, as is what you want to do with them after they're saved. People have all sorts of workflows, so it’s a core goal of mine to make Plinky easy enough for my mom to use (she really is a big user), yet something you can infinitely tweak to make Plinky a perfect place for your links. Plinky has organizational features like Folders, Tags, Search, and Pinned Links. Each of these provides an opportunity to mold Plinky to your needs, and makes it very easy to find your saved links later. What's Next For Plinky I'm continuing to build upon these three pillars: ease, customization, and organization. Over the coming months Plinky will have the ability to: Add timed reminders for your links, for the purpose of reviewing a link in a certain time or context. Import your links from services like GoodLinks, Raindrop, Pocket, and other places you may already have your links saved. Create Secure Folders, giving you a space for more sensitive links protected by TouchID and FaceID. Indulge in an elegant reading experience that lets you customize fonts, sizes, and background color for the ideal read it later experience. Enjoy a native Mac app, one that takes the beautiful design Plinky already provides on iPhone and iPad and makes it feels right at home on the Mac. Have more ways to build personalized workflows around your links. It's easy to tag a link, but it should always be getting easier. Pinning links helps you prioritize some links over others, but the best experience will be even quicker. Plinky's search is powerful but it can get even more helpful by searching every word of a webpage you save. A Favor, If I May If you've made it this far I want to say thank you to you for caring so much about the app I've made. Plinky is the result of more than 1,500 hours of work. If that doesn't emphasize how much of my heart, sweat, and tears are in Plinky, I'm not sure what will. I'm truly excited about the idea of spending another 1,500 hours making Plinky better for you, then 1,500 more hours after that. If I may ask: Please download Plinky and try the app. I would love to know what you love about Plinky, what can be improved, or what I can do to make Plinky an integral part of your life. If you like the app, I would greatly appreciate a rating or review. Ratings decide the success or failure of apps the App Store, and as much as I hate to ask, I would like to succeed because that means I get to continue building an app that strives to make your links better. Tell your friends. I hope it's not too gauche to ask, but I genuinely believe that Plinky can help improve many people's lives. Every person who tries Plinky may be a person who's now using an app that makes their life a little better, and nothing in this world makes me happier getting a chance to help others. Thank You While you can say that I built this app, nothing in this world happens alone. I've had a lot of help along the way, and want to make sure anyone who's helped even in the smallest way is honored in Plinky. Plinky has a Thank You section on the About Red Panda Club screen where I've assembled everyone who's helped me while I've been building Plinky. The rest of this post was written for me and my loved ones, but you’re free to read it as well. I would like to first mention my wonderful fiancée and soon to be wife Colleen. Thank you for supporting me with your love, your advice, your daily feedback, and the hours of hands on help you provided over the last few months in creating and solidifying Plinky's launch plan. I love you, and because of you my dream is now a reality. Thank you to my family for cheering me on this whole time, without you I wouldn't be the person I am today. Plinky is a personal expression of who I am and the way I want to help make the world a slightly easier to navigate place. If it wasn't for you I wouldn't have that perspective, so thank you for instilling those values in me. Thank you to Joey Banks for being a great friend, for our weekly calls, and for your help in shaping Plinky's App Store screenshots and website. Because of you I was able to show the world what I've built in the way that reflects what I wanted people to see. While I'm here bragging about my friend, if you're looking for the world's foremost expert in Figma, you should reach out to Joey. Thank you to all of the beta testers who have provided endless ideas, feedback, and guidance over the last 18 months. Plinky wouldn't look or work the way it does today without your amazing ideas, and of course your extremely helpful bug reports. If you've provided a suggestion during Plinky's beta then odds are it's already been implemented, or is on the Plinky roadmap I've constructed for the next year and beyond. Thank you to anyone who's helped me over the last few years, whether or not that involves Plinky. The last few years haven't been easy, and while I can't always be strong, I can't always be brave, what I can always be is grateful and appreciative. Now if I may leave you with a few words: Be good to others, help those in need, and save a few links.
The Reasoning Computer
The Turing test is dead, and we killed it. The Turing test is a test of a machine's ability to exhibit intelligent behavior equivalent to, or indistinguishable from, that of a human. From the 1940s 1 to the 2010s people programmed computers, and computers could only do what they were programmed to do in a rules-based deterministic manner. Sometimes a person would program the computer and it would do something unexpected, but 100 out of 100 times the computer was doing what it was programmed to do whether the person liked it or not. While there has been experimentation with what today we call AI since the 1950s, those machines were a long ways away from passing the Turing test.
Why does using ChatGPT feel more like a conversation with the smartest person you know than a computer? It's because ChatGPT doesn't solve problems deterministically the way a programmed computer does, it solves them probabilistically. 2 ChatGPT demonstrates the ability to think about something in a logical, sensible way, the definition of reasoning. 3
We've created something completely new here, a reasoning computer. 4
The Turing test is dead, and we killed it. The Turing test is a test of a machine's ability to exhibit intelligent behavior equivalent to, or indistinguishable from, that of a human. From the 1940s 1 to the 2010s people programmed computers, and computers could only do what they were programmed to do in a rules-based deterministic manner. Sometimes a person would program the computer and it would do something unexpected, but 100 out of 100 times the computer was doing what it was programmed to do whether the person liked it or not. While there has been experimentation with what today we call AI since the 1950s, those machines were a long ways away from passing the Turing test. Why does using ChatGPT feel more like a conversation with the smartest person you know than a computer? It's because ChatGPT doesn't solve problems deterministically the way a programmed computer does, it solves them probabilistically. 2 ChatGPT demonstrates the ability to think about something in a logical, sensible way, the definition of reasoning. 3 We've created something completely new here, a reasoning computer. 4 Working With A Reasoning Computer There are so many political, societal, economic, and ethical implications of Large Language Models (LLMs), 5,000 words wouldn’t be enough to cover all those thoughts. (Trust me, there’s a much longer post sitting in my drafts.) But what’s really captivated me is why a reasoning computer really is different than anything we’ve used before, a conclusion I could only arrive at through experience. ChatGPT has been an essential tool for me over the last month, especially over the last week as I've been building Plinky's browser extension. I'm a very experienced iOS developer but have little experience with web development. I know enough TypeScript and React to cobble together something with lots of help and guidance, but it will take me much longer than someone who knows what they're doing. A browser extension is important for Plinky to be successful though, which presents a unique challenge: I know what I want, I know how to describe it, I don't quite know how to get it, but I will know when ChatGPT gives me the wrong answer so with some nudging I can get what I'm looking for. Here's why the process of pairing with ChatGPT works, and how it helped me build a fully functional browser extension that lives up to my standards in less than a week. (With far less frustration than if you took away the tool and gave me a whole month.) A simple browser extension to save links to Plinky's database is a much smaller problem than building a whole app. The problem is self-contained, which makes it quick and easy to test ChatGPT’s results and see if the output matches my expectations. In fields like mathematics or computer science it's generally easier to verify a solution's correctness than come up with a solution in the first place. I may be a novice web developer but I'm a great programmer. Even in a domain where I’m not comfortable I can describe the problem I'm trying to solve, assess whether a solution is good, do some research (on my own or with the aid of Perplexity and ChatGPT), and nudge the reasoning computer in the right direction. This isn't a process where I ask for something and am given exactly what I want, but I can promise you it's much easier than becoming a good enough TypeScript developer to build the high quality browser extension I want. Little by little the browser extension looks and works more and more how I want it to be, until it does exactly what I want it to do. The whole process is interactive so I’m learning about how to get to the right solution. Not only do I have what I want, but this iteration made me a better web developer, I started off only knowing what the wrong output looks like but now I also know how the correct solution should look. This is just one example of how I was able to accomplish something I previously wouldn't have been able to do thanks to an LLM, the number of tasks I turn to LLMs for is growing every day. The same way that GPS becoming ever-present means I haven't opened a map in almost two decades, I find myself turning to ChatGPT or Perplexity rather than opening Google and clicking a bunch of links to find answers. I used to do my own research, I used to be the reasoning machine, but now I'm offloading more and more of that work to Large Language Models. How Can A Reasoning Computer Even Work? People will say that ChatGPT can't do math, and that's true in the most literal sense. A Large Language Model may not know what addition and subtraction mean to a human, but it can synthesize the correct results to add and subtract numbers better than a person. Similarly people point out that ChatGPT can't read, because it's just a stochastic parrot that means it can't provide intelligible output. It's true that LLMs are complex statistical models, yet despite ChatGPT not knowing English from Urdu the way people do it's still capable of translating from English to Urdu to Russian to French in a way that I never would be able to. The fact that Github Copilot 5 doesn't actually know the difference between JavaScript and Swift hasn't stopped it from making programmers 55% faster at coding. Large Language Models use a different form of problem solving that starts with inputs and extrapolates technique. That's the reverse of how humans believe they develop their skills, if you study hard, read a lot, and put in enough hours as a writer you too can become the next Faulkner or Shakespeare. But think about the way you first learned your native language, you listened and watched the world around you for 1-2 years, then reverse-engineered how the technique works. We're reasoning machines too, the difference is that the entirety of the internet wasn't preloaded into our brains the way it was into an LLM. (For the best, I don't know if you know but there's some bad shit on the internet.) When we say ChatGPT can't do this or ChatGPT can't do that what we're doing is anthropomorphizing flaws onto the system, derived from our own experiences of solving problems successfully. The problem solving process may be difficult for people to understand because this is the first computer that doesn't do exactly what you tell it to do. Our intuitions may view this as a flaw, but OpenAI loading the whole internet into ChatGPT and creating a simple model for how to think rather than directly programming the machine is the reason this computer is incredibly useful in new and previously unexplored ways. Simon Willison says that these tools make you more ambitious with what you can accomplish, and I'd like to build upon his axiom. When you have a reasoning computer you only have to know what the wrong result looks like, not how to get the right result, and that alone has the power to change how society solves problems. Ada Lovelace deserves credit for writing the world's first computer program 100 years before ENIAC, but in this context I'm using the timeframe of the 1940s to focus the post on generally programmable computers.↩↩ It's perfectly fair to debate whether this is how the inner-machinations of ChatGPT work, but I feel very strongly that at a minimum you can say this about the output ChatGPT provides.↩↩ This isn’t because ChatGPT is sentient, but in all likelihood because it was trained on a corpus of human-generated data. It's difficult to define "thinking" in this context, my personal view is that there is no thinking without sentience, but in this context what I call thinking isn't the low-level internal machinations of ChatGPT, but one level higher — the step by step token output process that people using ChatGPT see in the process of getting their result.↩↩ I'd like to co-credit Joe Ugowe with coining this term, it stemmed from a wide-reaching discussion we had last night about our experiences with ChatGPT and Large Language Models.↩↩ Github Copilot is a Large Language Model product like ChatGPT, but trained with a coding-specific focus, which allows it to be integrated into a whole suite of Microsoft's programming-related tools and platforms.↩↩
The Present Should Be Signed
When I wrote The Future Will Be Signed almost six years ago the latest in AI advancements was Google Duplex. If you're like me and have never used Google Duplex, it's a feature of Google Assistant that could make calls on behalf of a person and automatically perform a task, such as booking restaurant tables. While you may have never heard of Google Duplex there's a good chance you've used a generative AI tool like ChatGPT, Midjourney, or GitHub Copilot.
AuthenticityWe’re going to need a way to prove the authenticity of a piece of digital content, everywhere, in a simple manner. This is where public key cryptography comes in. Our current solutions are noble efforts, but remain too complex.
It's quite an understatement to say that AI has come a long way since 2018, and yet the blog post's core thesis is even stronger today than when it was written. At the time I was concerned about a future where deepfakes, audio manipulation, and text generation spread across the internet. We're now living in the beginning of that future, this is our present. It has never been faster or easier to generate inorganic content, the tools to do so are more usable and accessible than ever.
AI already has us questioning what we see on the internet, and the problem isn't going away. Fake news articles are being written by ChatGPT, fake books are being written with ChatGPT, and of course fake reviews made up by ChatGPT are being used to sell all of this.
When I wrote The Future Will Be Signed almost six years ago the latest in AI advancements was Google Duplex. If you're like me and have never used Google Duplex, it's a feature of Google Assistant that could make calls on behalf of a person and automatically perform a task, such as booking restaurant tables. While you may have never heard of Google Duplex there's a good chance you've used a generative AI tool like ChatGPT, Midjourney, or GitHub Copilot. Authenticity We’re going to need a way to prove the authenticity of a piece of digital content, everywhere, in a simple manner. This is where public key cryptography comes in. Our current solutions are noble efforts, but remain too complex. It's quite an understatement to say that AI has come a long way since 2018, and yet the blog post's core thesis is even stronger today than when it was written. At the time I was concerned about a future where deepfakes, audio manipulation, and text generation spread across the internet. We're now living in the beginning of that future, this is our present. It has never been faster or easier to generate inorganic content, the tools to do so are more usable and accessible than ever. AI already has us questioning what we see on the internet, and the problem isn't going away. Fake news articles are being written by ChatGPT, fake books are being written with ChatGPT, and of course fake reviews made up by ChatGPT are being used to sell all of this. Trust This infrastructure is going to have to be baked directly into the software that developers build, in a way that is transparent to the end user. A politician (or anyone) needs to be able to sign a tweet, audio recording, or video clip to prove authenticity of what they are saying. With the creation and fabrication of content being so easy, we’re going to need a model where the person creating the content can prove it is trustworthy, and otherwise it should be treated as inauthentic. When I worked on Twitter's Societal Health team I spent a lot of time thinking about misinformation, disinformation, abuse, harassment, and civic integrity. These issues often took the form of coordinated inauthentic behavior by large groups of people trying to manipulate people and the public conversation. The scale of the problem seemed enormous, now it's larger than ever, and only getting bigger. We still need tools to help us differentiate authentic and inauthentic behavior or content, but there haven't been many meaningful efforts to build authenticity into the products people use. Arguably the largest advancements have come from a technology I personally have few positive feelings about, cryptocurrencies. When you believe everyone is an adversary then you need to build systems for trust. Bitcoin, Ethereum, and other crypto projects have shown that you can build a system based on public key cryptography that ensures a sense of truth. You may not like what that truth is, and it's easy to do so because of all the "Web3" that have been hilariously misused and abused in a seemingly unending amount of ways. I'm not pinning my hopes to the blockchain solving our trust problem, but I appreciate that much better user experience paradigms for trustless systems have emerged over the last five years because they were necessary for crypto to succeed. Scale In some ways the problems are actually worse than ever. Anyone can buy verification on X Twitter and impersonate their favorite brand. People have grown hostile and are treating platforms as adversaries because platforms no longer care about the people using their product. Platforms are even stealing usernames from active users, how can anyone trust what they read online when they don’t know who’s writing it? Platforms are treating their users as adversaries as well. If you get locked out of your Google account you might as well consider your digital life gone. A company like Google doesn't and can't scale support to the level of personal help we've historically been accustomed to in common society. Protecting user safety means support agents must assume that someone writing them for help is a scammer, fraudster, or hacker trying to break into someone else's account. The incentive structures for helping people are all backwards because the risk of Google turning over someone's Gmail account to the wrong person far outweighs the positives of helping thousands of people. This may only affect 1/100,000 people, but when you're that 1 person, losing your entire digital identity is horribly destructive experience. People need a sense of trust, some shared truth, and we're still in search of that online. As more of our lives happen on an inherently untrustworthy internet the status quo becomes more and more untenable, something has to give. Things will either get better or they will get worse, and based our approach of trying nothing and being all out of ideas, they are likely to get worse. The guardrails are coming off the system, if we wait too long then trust in our systems online and offline may fully erode. It's discouraging that we can't figure out a way to solve the problems we have today, but an even bigger repudiation of the status quo is that we don't even talk about this large systemic risk, and probably won't until it's too late.
Displaced And Disillusioned On The Internet
Sometimes I think about all of the societal issues I cared about 10 years ago: privacy, government overreach, and platform accountability. More and more as I look at the technological landscape it feels like none of that care seems to have mattered.
When I worked on the Societal Health team at Twitter I had a voice and direct impact on these matters. If the feedback I received and still hear from my peers and higher ups holds true, that voice was not only well-received but considered thoughtful and led to meaningful change. With hindsight I can't say that every choice we made was right, there are few easy answers and no correct answers, but we made the best decisions we could with the information we knew at the time. These days I build indie apps like Short Circuit and Plinky for many reasons, it's what I think will make me truly happiest right now, but one of my reasons is to carry less emotional weight on my shoulders. I still have my morals, but without having the position I once had it’s harder than ever to translate my values into change.
The self-induced immolation of Twitter has caused a schism with the community I formed, cultivated, and connected with on the platform. People I follow, people I learn from, and many people I’d call my friends have all scattered to the four winds across a myriad of text-based social networks. I’ve spent the last week thinking about whether to join the latest Twitter-esque social network Threads, where many people close to me have made their way.
Sometimes I think about all of the societal issues I cared about 10 years ago: privacy, government overreach, and platform accountability. More and more as I look at the technological landscape it feels like none of that care seems to have mattered. When I worked on the Societal Health team at Twitter I had a voice and direct impact on these matters. If the feedback I received and still hear from my peers and higher ups holds true, that voice was not only well-received but considered thoughtful and led to meaningful change. With hindsight I can't say that every choice we made was right, there are few easy answers and no correct answers, but we made the best decisions we could with the information we knew at the time. These days I build indie apps like Short Circuit and Plinky for many reasons, it's what I think will make me truly happiest right now, but one of my reasons is to carry less emotional weight on my shoulders. I still have my morals, but without having the position I once had it’s harder than ever to translate my values into change. The self-induced immolation of Twitter has caused a schism with the community I formed, cultivated, and connected with on the platform. People I follow, people I learn from, and many people I’d call my friends have all scattered to the four winds across a myriad of text-based social networks. I’ve spent the last week thinking about whether to join the latest Twitter-esque social network Threads, where many people close to me have made their way. Twitter was an online home for me, and by working there I laid many of the bricks that stood up that home before new ownership decided they wanted to go Nero on it. Now as I contemplate a home on Threads I know I won't have the opportunity to speak up and create impact that aligns with my morals. Meta's long and sordid history of causing societal problems is well known. It's a helpless feeling to trust such important relationships to the whims of a historically opaque and soulless platform, but sadly it's now an option I'm considering. Meta has often been a destructive force to the values I care about. When I look at the state of technology it's depressing to see how blatantly corrupt the technologies we use have become. Maybe they always were, perhaps it was youth and innocence that led me to believe that such large, powerful, and impactful institutions could be guided and reformed, but from what I saw firsthand there was a glimmer of hope that it could be fixed by people from the bottom up. I'm torn between my values and wanting to stay connected with the people I care about online. Twitter changed my life by connecting me to people that still show me kindness, give me joy, and make me a happier person. But Joe, Why Don't You Just Use Mastodon Or Calckey Or Some Other Weird Thing That Federates Across The Fediverse? Facebook aside I've had moral qualms with using Google products, so I've long used alternative services. Instead of heading to google.com I open kagi.com, and instead of Gmail I use Fastmail. These are actually quite good substitutes, in many ways I prefer these two options over Google's billion-user products. Similarly I haven't missed Facebook at all since I stopped using it 10 years ago. I have no problem switching away from free problematic products to pay for a less troublesome alternative. Since a Musk-sized dagger ripped apart my community on Twitter I've wandered around looking for my people. I've joined Mastodon, Bluesky, and countless other alternatives, all with their own benefits and sets of tradeoffs. I strongly believe in an open and federated social layer for the internet, letting people use any social network they want and staying in touch with their friends and family the same way I was able to switch email providers. I don't ever again want to be caught in this situation where I've lost my community again, and the promise of federated platforms is that you can move around from platform to platform with your followers and people you follow. Mastodon has been a haven for more technical nerds leaving Twitter. (Nerds who I love, especially since much of the iOS community has moved over there.) I have a core group of people that I enjoy spending time with there, but the second anything I say escapes that circle of people the environment gets much worse. I receive so many low-value context-free replies, often completely misunderstanding what I was actually trying to say. People who don't know you can be pushy and aggressive with their views, some basically ignore what you post instead opting to spend 500 characters telling you what they think regardless of whether you asked. I constantly feel like I'm being talked at, not talked to, and it doesn't feel like a place that can be my home. Beyond the community it's discouraging to see how slow Mastodon's pace of development has been. I know first hand how hard it is to build a global-scale platform, and it's especially hard to build a large platform with only a few people and community funding. I have nothing but respect for Mastodon's approach, especially as they build the service in a standards-abiding way that can work with other ActivityPub-based services. And yet the platform still lacks features that Twitter has had for over a decade (ahem, global search), and has not become the Twitter substitute I'd hoped it would become. [Very] Technical Solutions For Social Problems I don't want to spend all my time ragging on Mastodon, I applaud their efforts and appreciate how thoughtful their team is. On the other hand Bluesky’s decision making is not what I would call thoughtful, but what they have managed to do was capture lightning in a bottle. Many of Twitter's most entertaining posters migrated to the Bluesky, leading to hilarious antics such as people threatening to beat Matt Yglesias with a bunch of hammers. (I wish I was kidding, but I do have to admit this was the first time a Twitter alternative actually felt like Twitter.) Unsurprisingly a community that leads with hammers hasn’t been very good at making Black users feel safe. I don’t think it requires having worked at Twitter trying to minimize harassment to feel empathy, and you don’t need a big empathic nerve to feel for people being told that the death threats they’re receiving are "hypothetical death threats" and won’t be removed from the platform. To Bluesky’s credit they’ve intentionally kept the network small, passing up opportunities to scale and seize an opportunity knowing they can’t make everyone feel safe right now. I feel conflicted about Bluesky, but where my hope for Bluesky lies is in what the platform is built upon, the AT protocol. AT solves important problems related to account portability and data ownership by relying on the concept of a Personal Data Server (commonly called a PDS). We live in a world where people say that platforms should both moderate more and less content, that you should have free speech guarantees unless it’s harmful, there is never going to be a right answer about what content should be allowed on a platform. This is why Facebook gets backlash, it’s arguably why Elon Musk bought Twitter, and it’s why every big tech company gets called in front of Congress. Currently your Facebook data is locked on Meta’s servers, which means if you don’t like Meta’s speech or harassment or governance policies, you can’t leave without losing your community. If a person owned their data then they would be free to move from platform to platform, looking for a home that suits them without losing connection to the greater community. The Bluesky team aren’t looking to build a platform, they’re trying to build the protocols that underly any social platform. By building a common protocol across the web people will be able to build and find platforms that suit them, and then can choose to (or choose not to) interact with people on other platforms through this shared language. The Bluesky team are protocol developers through and through, and I think their approach of building these fundamental primitives is the wise choice. The countless moderation failures of Twitter, Facebook, and others, show that ultimately someone has to make an often impossible decision about what content should be visible to users. These companies cannot make all the right decisions at a global scale, there is often no right decision, and despite my past work trying to help make Twitter safer, I don't believe it’s possible to create a set of rules that can make everyone happy. A better approach is to bring these decisions closer to the user. Mastodon does this at a community level, rather than some random contractor being paid an unfair wage halfway around the world make decisions about what content should be moderated on Twitter. On Mastodon the person who runs your community’s server (often with the help of admins) will decide what’s right for their community. You can join a community that seems great at protecting trans people, but over time you learn that they don’t do a great job of removing pro-Nazi content. Now we’re right back where we started, and you have to decide whether to find yourself a new home. This is why building primitives into the protocol and doing it right is important. Bluesky recently shipped a feature that lets users build custom timelines, letting you add or remove any content you want from your feed, for example, nazis.1 If done correctly platforms, developers, and individuals will be able to build and use tools that can be used for creating your own personalized experience rather than one homogenous "right" experience. Will this work? Well that's a big question and what I don't trust the Bluesky team to do though is to build a healthy social network where people feel safe to share their thoughts. And why should I? They assembled a small team to build a protocol, that was and is their stated mission, but have ended up falling ass-backwards into owning a social platform that people want to join. An 800 Pound Gorilla Walks Into The Room There are many things Mark Zuckerberg doesn’t understand, for example why anyone would want to have legs in the metaverse, but if there‘s one thing Mark Zuckerberg understands it’s social. You can read that as a compliment about his operational skills or you can imagine him as the digital version of Phillip Morris, but he has an almost gut-level understanding of what people want and how to give it to them. Threads has managed to sign up 100 million users in 5 days, in large part by bootstrapping their growth off of the Instagram network. There's also been a large collective of unhappy Twitter fiends (such as my friends) who are looking for any alternative to a Twitter run by Elon Musk. They're willing to forgive Mark Zuckerberg for his sins if he can lead them to salvation, which says a lot about how Twitter has fallen in their eyes. According to celebrities like Dane Cook the first week on Threads has felt like some drugged up parallel universe of Twitter. Post by @danecook View on Threads I don't expect this high to continue. Meta still has to retain and grow the Threads user base for it to be meaningful, but it does seem that unlike other niche Twitter alternatives Threads will at least give Twitter a run for it's money. What gives many people in the fediverse hope is that is Meta building Threads atop the open ActivityPub protocol. (The interconnected ActivityPub servers powering Mastodon and other services is called the fediverse, and yes, no matter how many times I hear it I still cringe.) By doing so Threads content will be available to anyone in the fediverse, and fediverse users will be able to interact with their friends on Threads. This works exactly the same way email does, if you have a Gmail account you can still email your grandma with her ancient AOL account. Some cynical people in the fediverse assume that Meta won't actually stay true to their promise of federating, but I think it's actually in their best interest. This is what Ben Thompson has coined a Strategy Credit, where you get credit for doing something widely considered to be good but is also beneficial to you. By federating with ActivityPub servers Meta will have access to content across the entire social web. Federating with ActivityPub servers is less about Mastodon and more about a service like WordPress which host nearly half of the internet's content. Imagine having a pipeline to all of that great content and applying Meta’s machine learning models to those posts so their users can see the best of the best across the web. This would make Threads a premier destination for content across the web, and Meta wouldn’t have to deal with angry publishers or content moderation since it’s not their content. This sounds like a dream for Meta, and at the same time may end up being beneficial to the open web. Open Questions Muddling A Federated The Future Let's say Threads really does federate, and they even act in good faith doing so. There are still many open questions about how life outside of the Meta ecosystem will look. I won't go into all of them, but to provide a choice few: What if Meta's search deprioritizes people on other servers for safety or quality reasons? It makes sense when you have a platform that serves over 100 million people that there will be many spammers, state actors, and bad people. The best way to tackle these issues is to gather insights from data, and third parties may not provide that data. If running your own server means being deprioritized, even with good reason, it may mean being cut off from my community at any point in time. What if Meta’s algorithm adds more weight to posts from Threads users higher because they have more insight into their users? It's much easier to operate on first-party data than it is on third-party data, especially since it seems like Meta is taking the privacy expectations Mastodon users have somewhat seriously with Threads. If my friends aren't actually seeing what I post then will they really feel connected to me? What if Meta builds good features that don’t translate to ActivityPub? For example on Threads you can control who replies to you (a feature I desperately need given my experience dealing with random Mastodon users), but since it's not a part of the ActivityPub spec that feature isn't available to Mastodon users. This isn't nefarious, it's perfectly reasonable. Meta's goal is to provide their users the best experience they can so they feel safe to come back and engage with the platform (and ads). If I trusted Mastodon with my online experience I would miss out on a lot of features like this, features that in all likelihood would make my online life better. Being on a different server may end up feeling like being worlds apart from my community, which is exactly the problem that brought me here. I hate to say it because of my moral questions, but the world is an impure place and I think I trust Meta more than Mastodon or Bluesky or whoever to listen and build a product that better connects me to my community. Where Do We Go From Here? I've been spinning my wheels for a week and I'm not any closer to answering the big question: do I choose my values or connection to my community? I love philosophy and many philosophers would tell me to live my values, those are by definition the choices I have to live with. But maybe the lesson is that there’s no purity here, I'm living in a world with many variables I can't control, and as much as I want to have it all it doesn't seem like I can. I believe the same things I once did, but it all seems harder, messier, and more difficult to rectify. Perhaps it always was, perhaps this is wisdom and that was naïveté, or perhaps it will get better. Only time will tell, and until then I still don’t have my online dream home. Appendix: Building My Ideal Home There is still a very good chance I don’t end up using Threads. Owning my data is still a very high priority, and I want to have my own space on the internet without Meta sticking their tentacles into it. When you use an ActivityPub-based service like Mastodon the choices your server owner makes are the rules you abide by. If my server owner doesn't want to enable local search (as mine doesn't), then I'm out of luck and can't even search my own Mastodon posts (as I currently can't). Because of that I don’t plan on continuing to use macaw.social as my Mastodon instance long-term, I would prefer to have control over my experience. The most straightforward option is to run my own Mastodon server. As noted earlier I can't say the Mastodon experience is very good, and I don't particularly want to tie my online identity to the Mastodon community. As explored in the amazing essay Paradigm Shifts For The Decentralized Web, Bluesky's concept of a PDS solves the ownership problem much like running my own Mastodon server would. A PDS would allow me to host my own data and you can let anyone I want access to it. A service like Meta can have a peek into my data for the purposes of showing it to users on Threads, but they wouldn't be able to follow me all across the web based on my data and usage habits since I wouldn't be using the Threads app. Since I find Bluesky's technical solution to be the best match for my personal desires I'm leaning towards setting up a PDS once it becomes easier, and using the AT protocol with a bridge that lets me interoperate with ActivityPub servers. There are still many questions with a setup like that though. It would be a piece of infrastructure I have to maintain, the most far along project Bridgy-Fed still has many open questions and, and I don't know how it would work in practice. It's like I'm both living through the early internet, waiting to see what emerges, and spending the rest of my day the internet circa 2023. I think custom feeds are brilliant and truly necessary, though I may be a little biased because giving users the ability to construct custom timelines was the last project I was working on at Twitter before I left the company.↩↩
Year Of Focus
To set expectations for you my dear reader, this blog post was written for me, not for you. It's very long (quite long), but I'm still proud of it enough to post for the world to read.
The frigid days of December are often unbearable in New York City, but those same freezing temperatures combined with the slow down of work, life, and everyone's collective desire to rest up after a long year afford plenty of opportunity to sit and reflect. At the end of every year I start to think about what I'd like the next year to look like, and then I set a theme for the upcoming year to help me make those ideas become a reality.
Yearly Whats?A yearly theme is explicitly not a resolution, but a guiding principle you can look to over the next year. A yearly theme shouldn't be too specific, otherwise you could just craft a resolution, and it shouldn't be so broad that anything could fall into that theme. I've borrowed the idea of yearly themes from the Cortex podcast, where they discuss at length what yearly themes are, and how they approach their own themes.
"We are what we repeatedly do. Excellence, then, is not an act, but a habit."
— A quote commonly misattributed to Aristotle
What I like to do for my yearly theme is to look at a part of my life that's stopping me from being the person I want to be, and then work backwards to figure out what ideas, practices, and habits I can adopt to become that person.
New year new me, right? Wrong. I treat yearly themes as a way to build upon the work I did in the previous year, always striving to become more the person that I want myself to be.
To set expectations for you my dear reader, this blog post was written for me, not for you. It's very long (quite long), but I'm still proud of it enough to post for the world to read. The frigid days of December are often unbearable in New York City, but those same freezing temperatures combined with the slow down of work, life, and everyone's collective desire to rest up after a long year afford plenty of opportunity to sit and reflect. At the end of every year I start to think about what I'd like the next year to look like, and then I set a theme for the upcoming year to help me make those ideas become a reality. Yearly Whats? A yearly theme is explicitly not a resolution, but a guiding principle you can look to over the next year. A yearly theme shouldn't be too specific, otherwise you could just craft a resolution, and it shouldn't be so broad that anything could fall into that theme. I've borrowed the idea of yearly themes from the Cortex podcast, where they discuss at length what yearly themes are, and how they approach their own themes. "We are what we repeatedly do. Excellence, then, is not an act, but a habit." — A quote commonly misattributed to Aristotle What I like to do for my yearly theme is to look at a part of my life that's stopping me from being the person I want to be, and then work backwards to figure out what ideas, practices, and habits I can adopt to become that person. New year new me, right? Wrong. I treat yearly themes as a way to build upon the work I did in the previous year, always striving to become more the person that I want myself to be. Yearly Themes Past 2022 (Year of Trial & Error) 2021 (Year of Building Foundations) 2020 (Year of Pushing Boundaries) 2019 (Year of Creativity) 2018 (Year of Stabilization and Independence) I'll zoom in on 2022 in a personal appendix at the end of this post, so let's start in 2018. If you read these themes from oldest to newest, a story emerges. I was reeling from a divorce, and my #1 priority was to stabilize my life, and re-learn who I am outside of my marriage. I spent much of 2019 working on projects not because I thought they would bring me fortune, fame, or acclaim, but because they scratched a creative itch. By putting out those projects and seeing that they resonated with people just as they were I grew the confidence to push my boundaries, sharing more and more widely, delving into things that I previously would have been too scared to try. In 2021 I decided it was time to start thinking about a future where I don't work at Twitter, and instead pursue my dreams of being an indie developer. So in 2022 I leaned into the fact that being an indie developer would mean making many mistakes as I built a business around my own software, and that meant a lot of trial, error, and being ok with the mistakes I make. Year of Focus I managed to accomplish so much in 2022, but most importantly I was able to focus on my health after a very difficult 18 months. Working at Twitter was extremely difficult near the end of my tenure because of deteriorating health, and also a loss of motivation due to the related externalities. But while I was still working at Twitter I was spending nights and weekends working on Plinky. I used the positive initial response and support from friends and loved ones to quit my job and focus on building apps full time. The personal appendix discusses this with a lot more in depth, but in terms of my yearly themes, this year I'm working to my reign in the worst of my habits, my distractibility. I love to dream big, and letting my creativity run wild has taken me to some new and interesting places. I think it's something that sets me apart from many developers, and has allowed me to build some things that truly resonated with people in expected and unexpected ways, which is something I don't want to lose. But it's also important to set a few goals this year and make sure that I get them done, this is the difference in knowing how to do everything, and having the time, energy, and wherewithal to do everything. I have to draw some lines and make some tough choices about what fulfills me to ensure I don't spend my days working on an app, but instead am building an app that's the cornerstone of a successful business. Apps, Apps, Apps (And Business) Ship Plinky to the App Store Ship 2 major feature product updates Stretch goal: Ship a smaller app to grow Red Panda Club My top priority in 2023 is turning my software into an indie apps business. I spent four months last year working on Boutique and Bodega, and while I didn't intend to make money from them, I really appreciate the people who sponsor my open source work. Those two libraries are the foundation of my first indie app, Plinky 1, taking care of pretty much any state management one needs in a modern iOS app. I've built and shipped many apps before, but none that I was working on full time with the intention of building a business on top of. It turns out you can't make money as an indie developer until you have a product people can pay for though, so my success in 2023 starts and ends with shipping Plinky to the App Store. Shipping is just the beginning. The day you launch is closer to the first day of the journey than the last, which means there's still a lot of story left to be written once Plinky is in the App Store. I have a backlog of features I'd love to build as long as the Grand Canyon, but it's more important to listen to my users about what they want than to trust my gut. All of the feedback I received after launching Plinky's public beta was incredibly helpful. There was so much positivity and excitement, people told me so many things they wanted to see, and of course they found plenty of bugs. A sign that I'm building a product that will resonate is how many of the features people requested were already on the roadmap. There's no substitute for people using the product and telling you what they want, so rather than building out everything I think will resonate I'm making sure that I ship the minimum viable [polished] product, and then will build more features afterwards. Hopefully it will be more than two features, shipping regularly is an important sign of commitment to my users, but I'd like to set expectations low given how many other things there are involved with building a business. I don't expect my stretch goal to come to pass, but it's valuable to keep in the back of my head. I'm building an app with the code I write, but I'm also building a company. My dream is to build personal playful productivity apps that help people be the best versions of the person they want to be, but it's pretty rare that someone predicts exactly how they get to their dream. I keep a doc of "Interesting Business Ideas", ideas that I hope to implement, building a business around my values. It has idealistic goals like my Red Panda Promise, a plan to donate 5% of my profits every year to offset climate change and help preserve red pandas. It has practical ideas like giving away a free month of Plinky Pro to people who send bug reports that lead to me fixing problems or feature requests I implement, because they should be rewarded for helping me build my dream. And of course there's something I'm already doing, working in public and giving away as much knowledge as I can so other people can start business centered around their own novel ideas. Shipping a second app would give me more of a playground to experiment with these ideas, or to even potentially work on a project with a partner. My dreams don't stop at me working solo, they're about building things that matter to me and resonate with others. Working with the right person is such a wonderful feeling, so if I find the right person I might consider bumping one of my smaller projects to the front of the queue, something we can build together on nights and weekends. The reason this is a stretch goal though is because taking my eye off the ball and splitting my attention is clearly antithetical to my Year of Focus. I would only consider shipping a second app if the right circumstances emerge, but you never know. Simple But Effective Steps Towards Working More Effectively Use flow sessions per day to focus on my work Plan out my work tasks in Craft Make sure my todo list is under control Be less reactive through better batching Some days I wake up and can't wait to begin working. Other days I'm so distracted by every possible distraction that I have to conjure up the will of Thor to start my work day. I spent much of 2022 letting my creativity guide me to what I should work on next, and it resulted in quite a fulfilling year. I often found myself in research mode, which led to me creating Boutique and Bodega. I spent a lot of time prototyping really interesting ideas, resulting in some truly unique experiences for Plinky. And while I was able to get Plinky out to users in my public beta, it feels like I haven't had to "work like an adult" in a while. Even my work environment at Twitter was very reactive, and led to me forming plenty of bad habits for accomplishing deep work. The scope of my work will continue to narrow by necessity the closer I get to shipping Plinky to the App Store, and that's where practicing good work habits will become crucial. I've never lacked motivation, but my lizard brain gets distracted very easily. The Unreasonable Effectiveness Of Just Showing Up Everyday discusses how once you get started, staying in the flow is much easier, it even becomes quite an exciting state that you strive to reach. Over the final month 2022 I started using the app Flow to, well, stay in my flow. Flow is a pomodoro timer, with a twist. Flow lets you denylist apps and websites, so when I try to open Slack, Tweetbot, or Messages during a pomodoro session, it will just close the window automatically. Having a hard boundary allows me to stay in my flow, now when I tab over to check out what's happening on Slack I'm no longer distracted, instead I'm greeted with a reminder to stay in Xcode until Plinky finishes building. I've picked up another good habit in the last two months, I've started to plan out my day and my week in Craft. As cliche as it is for a software developer, I always try to bite off more than I can chew. Having a list of tasks I'd like to accomplish provides me enough perspective to see how much I really am trying to do, and keeps me on track when I see something else I want to do like spend 30 minutes tweaking an animation. Planning out my week gives me a good overview of just how much I'm really trying to accomplish, because it's easy to lose sight when you're only focused on that day. And it's also nice to be able to look back and see all that I accomplished, like a little gold star from my teacher at the end of a productive week. I've always been a todo list person, but by the end of 2022 I found myself overwhelmed with 50 tasks to do on my todo list, which was clearly not actionable. My list was filled with everything from urgent chores to stray ideas I didn't want to forget to long-term plans. I spent two days at the end of the year to find each idea their right home, whether it was in Things, Craft, or in the mental dumpster. Anything that isn't actionable in the short term has a better home in long-term storage like Craft, it's not necessary for me to wading through my entire future all the time when what I really have to do right now is pay the electric bill. Most people operate their lives around the standard work calendar. But as an indie I have an inordinate amount of freedom to shape my day, including working later into the night when my mind is ramped up and operating at it's best. I consider that a real blessing, but the bad habits of working reactively that I picked up working at Twitter aren't good for my personal life either. I constantly feel like I'm behind and playing catch up, or need to respond to my friend the same way I'd be tempted to respond immediately to my boss. But I don't have a boss, and my friends definitely aren't the boss of me. The solution is pretty simple, but took some time for me to see. I should just not do that, instead of responding immediately I can designate 10am and 6pm as the time I look at emails, find 10 minutes in the middle of the day to respond to some friends, and make reasonable exceptions when there's some urgency or necessity to respond quickly. I expect these boundaries to not only make me less distracted, but will also make me more effective and will enable me to do better work. Energy More morning or mid-day meditations Rest one day on the weekend, for real Figure out where I can cut some social obligations Plan for no more than three weekday social obligations per week My day is dictated by time and energy. We all have the same amount of time, but we have differing amounts of energy at different times. There are many things I can change in my life, but I'd benefit most from focusing on how I apply my energy, and where I apply it. I've meditated every day for the last five years, it's one of my best habits. I always feel better after meditating, but when I'm at my busiest my daily meditation will often slip into the evening or possibly very late into the night. When I'm my least focused and most frazzled is when I need to take a step back and meditate, so it's important for me to stay conscious, pause during the day, meditate, and regain my energy. It's also important for me to take a real day to rest, something I often have trouble doing. I'm a constantly curious person, so historically I've found myself constantly solving problems and puzzles until eventually I burn out and need a real break. It's important for me to avoid that trap, and to take a day off every week to make sure I can recharge. Creativity needs room to breathe, and that day off comes with other perks. It will give me space to be excited for that next day of work when I do get to let my mind loose on something I want to solve. Life is about more than just work, and I need time to live life and celebrate the opportunities I have. This year I did a much better job of putting down the computer and spending time with the people I love, and I intend to keep doing that. As for the second day most people take off every week, I tend to work six days a week but with a more relaxed schedule, scattering for chores and obligations that most people accomplish on the weekend. This year I'll use one of my days off to do the personal and work planning I mentioned earlier, maybe scratch a creative itch, prototype an idea I have, or spend the day with family and friends if I'm feeling particularly social. Your energy is bound by what you do, but it's also determined by what you choose not to do. 2022 was a year filled not only with work, but a lot of socializing, travel, and quality time with loved ones. As an introvert though I've found my energy running really low, and often feeling like I can't be my best self for the people in my life. Too often I've treated the time I have to work as a gift because it lets me go into goblin mode behind a computer, and that's a signal that I need to find a way to stop feeling so overwhelmed and stretched thin socially. It's incredibly hard to do, but I need to figure out where I can cut some of my social obligations. The ability to connect with friends across the world thanks to messaging, video, and airplanes has made me feel more connected to them than ever. Every week I have a few FaceTime calls, and I stay in touch with people over iMessage and Slack all day. I took four major trips to see friends in other parts of the world this year, and it was incredibly fulfilling. Spending time with people in person made me realize how much is missed over a monthly FaceTime call, and I don't have a good answer about how to fix that. But it does make me think, even if it isn't easy maybe it's worth trying to move those calls back from every four weeks to every six or eight, to reclaim some of that social energy I've been giving away. I need to get that energy back somehow, and limiting myself to three social obligations per week (including FaceTime calls) feels like a reasonable balance between keeping up with friends and running at a constant energy deficit. For much of 2022 I had the flexibility to work around people's schedules, but now that I'm working full time and more focused, I've become bound to the same constraints as everyone else. It's far from my favorite thing to do, but I have to be responsible and set hard(er) limits, staying vigilant about my energy, so I have energy to spare. One thing I'm not willing to give up is my time with Colleen. We have our weekly date night, time together on the weekend, and dedicated space for each other every night before bed. We spend plenty of time together besides that, and even though I have space to be my own individual, I'm always happy when I'm with Colleen, so spending time with Colleen has to stay a priority. Tradeoffs Improve my sleep regimen Shorter journal entries to reclaim my time Figure out where I can cut my information intake More bad news, as an adult I have to start setting better boundaries. I don't want to go to bed at 1am every night anymore, it makes me feel like I'm not a functioning member of society. I always get my 8 hours of beauty rest which means I'm often crawling out of bed at 9:30 or 10. Every time I've tried to be a morning person it's failed, but I should be able to wind back the clock to 12 or 12:30, or gasp, maybe even falling asleep before midnight. I spend quite a bit of time journaling every night before I go to sleep, and along with meditation it's one of my most treasured activities. It's worth the time I put into it, but it can also be really daunting, especially as the last thing I do before going to sleep. In an effort to preserve my memories I've found myself adding more and more details to my journal entries. The more detail I add the longer a journal entry becomes, which means spending more time journaling every day. That time adds up, and it adds up fast. I've noticed my journal entries ballon from 400-600 words per day to 800-1200, which means spending 20-30 minutes writing rather than 10-15. While I find the longer journal entries better to read afterwards, it's a lot of time to give up. I intend to reclaim my time by focusing in on the important events of the day, adding flourishes and details to capture my memories as accurately as possible, rather than recapping everything that happened that day, down to taste of the bagel I had to start my morning. An evergreen reason I find myself constantly feeling behind is because I've done this to myself, I am constantly behind all the content entering the firehose of my phone. There's always one more thing to read, a show to watch, a podcast to listen to, and all this content comes in all day every day. I'm always happy to indulge myself with something else to consume, but I've noticed that when I have free time my mind really enjoys wandering off. I don't need to put on a podcast or some music when I'm walking around, the world is so rich and textured, I should enjoy the full experience of my surroundings. I'm very happy when the content runs out, so why shouldn't I give myself more of that? All I've been missing is permission. I'm giving myself the permission to drop things. I've unsubscribed from a bunch of podcasts, I've removed a bunch of RSS feeds, I've unfollowed a lot of people on Twitter (and Mastodon), and I'm giving myself permission to put down books I don't like rather than begrudgingly finishing them. There's a central motif underlying my yearly theme of focus: my time is precious, so I should focus on what's important. Appendix: 2022 I'm really proud of how I leaned into my Year of Trial & Error in 2022. I accomplished so much by deviating away from my tendency to make safe choices, having always feared the impact of making a mistake. I sold myself on 2022 being a year where it was ok to make mistakes, and to show myself that I can recover from any mishap. Not only did I come out ok, I had a great year where I accomplished so much. But I also learned a very valuable lesson. When you down the “wrong” path, it often ends up being the foundation for another more formative path. When you make reversible decisions you can always walk back down the road you came on, and take another path from there. This time though you'll be armed with knowledge and experience that you didn't have the first time, letting you make better choices. You can even walk back up the same path you came down, succeeding this time because you're prepared for what lies ahead. Beautiful, amazing, wonderful things can happen when you do something you're unsure of. This year I did one of the least safe things I could imagine doing, I quit my job at Twitter to pursue my dream of being an indie developer. I've been dreaming of building a business around my apps, and in 2022 I took a big leap forward. I'd been preparing mentally, emotionally, and financially for the day I decided to leave for over a year, but that didn't make it feel any more practical. I left on a Friday, had a blissful weekend, and on Monday I woke up to frantic texts from friends asking and telling me about Elon Musk acquiring enough shares of Twitter to become the top shareholder. I didn't know what I was going to do that day, but I was very glad that this news didn't directly affect me anymore. If I had stayed at Twitter for one extra day I would have had a completely different perspective about leaving rather than all of the positivity I had around my departure. The lesson here is that no matter how safe or unsafe you feel making a decision, you always only have a small subset of information. No one can predict the future, and the future is more vast than the present, so worrying and trying to optimize every detail isn't a recipe for success. You can only control the parts of any major decision that you have direct control over. Contrary to the chaos that ensued at Twitter over the coming months, I spent my first months of self-employment following my creative impulses, and they took me to some amazing places. I won't spend too much time going over every one of them because this is the personal part of the post, and I know what they mean to me. Instead I'll list them off, with some details in case one of them catches your eye and you feel like taking a deeper look. I built two very successful open source projects in Boutique and Bodega. These projects even led to me being interviewed by the GitHub team. (Hi mom and dad, I know you don't really get what I do but I'm happy you listened to the podcast and were very proud. 🙋🏻♂️) Boutique and Bodega serve as good foundation for creating MVCS, an architecture for building SwiftUI apps that's gotten some traction and helped me a lot. I needed an image-based API for my Boutique demo project, so I built one that serves images of red pandas. This was a fun example of what I could do because I'm now working for myself, there's no immediate business value to having spent 2 days learning Cloudflare Pages, R2, and a whole bunch of other technologies, but given my company is named Red Panda Club I'm sure I'll find plenty of fun uses for this going forward. 🦊 I rebuilt and redesigned my personal website, fabisevi.ch, something I've had on my todo list for nearly a decade. I created build.ms to supplement Red Panda Club. Red Panda Club is where my apps and products will live, build.ms is where I'll be sharing the lessons I learn building Red Panda Club, with a focus on engineering, design, product, business, and more. I wrote six blog posts across those two websites. Coding As Creative Expression, Reflections On An Open Source Project, Goodbye Fellow Tweeps, Designing A High Signal Interview Process, Model View Controller Store: Reinventing MVC for SwiftUI with Boutique The Best Twitter Bio, The Humble Tweet I put my feelings out there by spending the day before my birthday writing about all the nice people in my life. And last but definitely not least, I launched a public beta of Plinky, my first indie app. [I'll do my best to not pitch you again in this blog post, but maybe sign up for the beta? I make you an empty promise that you'll like it.] I did a lot more than that of course. I read 15 books, a whole bunch of meaningful articles, traveled around the world to meet friends old and new, and of course spend a lot of time with my friends, family, and girlfriend here in New York. Those all spurred much reflection and insight, but to explain how they fall under trial and error would take far too many words. Now we're going to get really personal. By far the biggest trial I dealt with was a mysterious neurological disorder that caused me indescribable pain for the last 18 months. People who are close to me know about it, people who know me from afar may have some allusions to it, but in 2022 I finally received a diagnosis for my mystery ailment after seeing dozens of doctors and specialists who couldn't figure out what was wrong with me. Thank you to my neurologist for diagnosing my cervical dystonia, which allowed me to start getting treatment for the condition. In most cases it's incurable, but since my condition has a good chance of being linked to trauma, I may be able to heal over time. I've seen a lot of progress and pain reduction not only from the quarterly botox injections in my neck and medication I'm taking, but also from the work I'm doing in somatic therapy to address the underlying trauma. There were many errors along the way, I tried so many different things to feel better. Every day there was a new and slightly different pain, and every day I would try to figure out what was happening. Somatic therapy has not only helped me face the trauma that's causing my brain to malfunction, but to learn how to listen to what my body is telling me that my brain won't allow me to hear. But I persevered. I knew I couldn't live like that, I love life far too much to give up. I love Colleen who's been there for me every day, and I love my mom who's been there to listen to me as I've gone through so much. I love my brother and my dad who have their own sense of how I'll get better, and are supportive no matter what. While every day still carries some difficulty, it's easier than it was six months ago when I finally found my doctor and somatic therapist. It's easier than it was three months ago when I started botox injections. It's easier than a two months ago, one month ago, one week ago, all of which are times I made majors breakthrough in somatic therapy. None of this would have been possible if I hadn't quit my job. I was suffering physically every day, and even with the generous time and space away from work that Twitter allowed me to focus on my health, I couldn't focus on on my health enough to see progress. I needed this time in my life, I needed this space, I needed to feel like this year was a year dedicated to me. I said that quitting my job was one of the least safe things I could have imagined doing, but sometimes doing what's safe isn't the same as doing what's right for you. Having learned that lesson, I consider my Year of Trial & Error a tremendous success. Plinky is an app that lives between a link utility and a bookmarking app, with some very novel collaboration features that I haven't seen on any other app. I think there's an interesting space for managing links that don't really fit into the mold of Pocket, Instapaper, Matter, or other apps that focus on reading. I'd love it if you checked out here or signed up for the beta. 🙂↩↩
Coding As Creative Expression
Is coding a science or an art?
— Matthew Garlington (@dejadu13) May 21, 2022
Is coding a science or an art?
— Matthew Garlington (@dejadu13) May 21, 2022I've seen many versions of this question posed over the years, and to Matthew's credit it's a very good question. As you can see in the replies people translate their lived experience writing code and answer art or science based on however they conceptualize and practice programming. A few years ago MIT conducted a study that concluded "reading computer code is not the same as reading language", answering the question of whether coding is art or science with a rigorously documented "both". While I'm hard-pressed to argue with science, I'd like to provide a different answer, one that's a little more conceptual.
Is coding a science or an art? — Matthew Garlington (@dejadu13) May 21, 2022 I've seen many versions of this question posed over the years, and to Matthew's credit it's a very good question. As you can see in the replies people translate their lived experience writing code and answer art or science based on however they conceptualize and practice programming. A few years ago MIT conducted a study that concluded "reading computer code is not the same as reading language", answering the question of whether coding is art or science with a rigorously documented "both". While I'm hard-pressed to argue with science, I'd like to provide a different answer, one that's a little more conceptual. The instinct to qualify coding as art comes from the practice of programming. While writing a program software developers make many choices, ones that rarely have hard and fast rules. As long as your program compiles and runs as expected, you can make any choice you want. It's all human input, if you ask 100 developers to write a complex program they'll write it 100 different ways. Heck, if you ask one developer 100 times they may write it 100 different ways. Code can create something beautiful, enable an amazing experience, and people will even call a piece of code elegant or exquisite. To someone in the arts this all sounds very familiar. The instinct to qualify coding as a science comes from the output of a program. Developers desire deterministic results for their programs, when you provide an input to a program you expect to receive the same output every time. The practice of programming itself can be imprecise, and the same way that science operates in unknown space, building a program can often feel the same. Developers will try to minimize the ambiguity by using industry-tested practices, much the same that a scientist uses a standardized beaker rather than throwing some chemicals in an unclean cup and seeing what happens. When put together that truly sounds like the practice of science. What we've found ourselves asking is whether code is a paint brush or a calculator, and frustratingly the answer appears to be both. Despite the fact that programming looks like art and looks like science, I still think there's a concept that better fits the practice of coding, creative expression. We can look to writing as a point of comparison. Sometimes it's hard to believe that the most beautiful poem uses the same medium as boring technical documentation because the artifacts look and feel so different, but we all know it's true. The medium doesn't impose limitations on how someone can choose to express themselves, it's a tool for creative expression. With writing it's impossible to separate the medium from the artifact created, and the same is true for code. Code can be artistic and create something new in the world, or it can simply exist to accomplish a task. Code helps people capture the meaningful moments of their lives, lets you carry the beauty of every song ever recorded in your pocket, but it's also the boring spreadsheet that helps you run your business. So is coding an art, a science, or creative expression? I say coding isn’t science, it's not art, it’s not quite a craft, but a malleable form of creative expression. When given an infinitely flexible and manipulable canvas people use their imagination to create wondrous things, ones not limited to simple categorization.
One Last Visible Change, Goodbye Fellow Tweeps
Hard to believe it's over. My time at Twitter wasn’t perfect but it was incredibly special and there's little I would change about it (though less crypto would be cool). I was able to provide constant feedback about products across the entire platform and the entire organization, work on some of the most pressing digital societal health issues of our time, including the 2020 US presidential election, and help launch numerous products to minimize abuse and harassment. I never once felt like I couldn't advocate for the concerns of the sometimes thoughtful sometimes bonkers people who use Twitter, providing a voice for people who don't get to have a voice inside Twitter.
There's so much more I could say but instead I decided to post the going away email I sent to a thousand or so people at Twitter.
Hard to believe it's over. My time at Twitter wasn’t perfect but it was incredibly special and there's little I would change about it (though less crypto would be cool). I was able to provide constant feedback about products across the entire platform and the entire organization, work on some of the most pressing digital societal health issues of our time, including the 2020 US presidential election, and help launch numerous products to minimize abuse and harassment. I never once felt like I couldn't advocate for the concerns of the sometimes thoughtful sometimes bonkers people who use Twitter, providing a voice for people who don't get to have a voice inside Twitter. There's so much more I could say but instead I decided to post the going away email I sent to a thousand or so people at Twitter. I was really heartened by plethora of thoughtful, meaningful, and overwhelmingly kind responses I received, enough so that I decided to publish it publicly with minimal edits to provide context or clarifications such as the fact that Visible Changes is an internal mailing list for new products shipping at Twitter since there are so many teams working on so many different projects that it would be impossible to keep up with everything happening at Twitter without subscribing to the Visible Changes mailing list. If you're curious about what I'll be up to now that I no longer have a job, feel free to check out this thread, unsurprisingly on Twitter. Howdy friends, colleagues, and strangers (sorry for the email strangers, feel free to send this straight to the archive!). You may recognize me from my occasional long-winded Slack messages so it should come as no surprise that I decided to squeeze in a 1,300 word going away email with a linked Google Doc1 of feature requests before I leave. After 3 years, 10 months, 3 days, and one pandemic at Twitter, my last day at Twitter will be April 1st. (Yes I recognize that me writing an org-wide email joking about quitting on April Fools Day would be incredibly on-brand for me, but I assure you it’s true.) I’m so proud to have worked at Twitter, and I forever will be. I'm incredibly grateful for the work I've been able to do directly, influenced indirectly, and most importantly so thankful to the people I've met and worked with along the way. (Maybe the real friends were the coworkers I made along the way — those of you not in the strangers category will appreciate this.) I love this company, I love the people, I love using all the latest and greatest experiments in Earlybird (so please remember to bucket me into all the good experiments). I want to stay connected with many of you, now and beyond, so please don’t be shy about throwing some time on my calendar or reaching out to me by other means over the next two weeks or after — I’ll always make the time. To get the first question everyone’s been asking out of the way, I’m not going to work anywhere else. It’s definitely not Facebook (lol, Meta or whatever they wanna be called), and never will be. I’m taking some time off (2, 3, heck maybe 6 months off but don’t worry I’ll still be tweeting) to recover from what’s been a very taxing year physically and emotionally, focusing on some health issues that I’ve been dealing with. But what I’m really looking forward to is wandering around the streets of NYC this spring, riding around on my bike, and enjoying time with family, friends, and loved ones. Twitter has been the job of a lifetime, but right now the last thing I want is a job, so I guess I’m just going to not have one. Since most of society has to exchange their labor for capital in some manner after I’m refreshed and rejuvenated I do intend to do the same, but working for myself again like I did before Twitter. This time around I’d like to try my hand at building playful and creative indie software products, tools oriented around helping people leverage technology for their personal needs, with a matching company that combines my love for teaching others and helping people reach into their hearts to derive the true value of what they can do. I’d be remiss if I didn’t say I learned some of the valuable lessons I'll be using and sharing from my time here at Twitter, and will do what I can to reach others through writing (longer than tweets) so they too can benefit by learning from others learning. If you’d like to know more about what I'll be up to by all means please reach out and I’ll be happy to share. I’m sure you'll appreciate that this is where I say the best way to keep up with how it’s going is by following me on Twitter @mergesort, with indie development updates and red panda gifs @redpandaclub. I'm always looking for feedback, the sense of community I built here is something I wouldn’t trade for the world and will miss dearly, I'd love to keep as much of it as possible. And because I trust you all with my personal email you can always reach out to me at [nice try but you don't get this random blog post reader]. I want to say thank you to every team I worked with (aka bugging every feature team to build my pet idea — some of them were actually good!) and worked on, Communities, Communities Health, Twitter Dev, and Notifications. But a special shoutout is reserved for Health, and that goes even further for the team formerly known as Health Client. We built some incredibly meaningful things on Societal Health and beyond, but more importantly we built a team of amazing people on the foundation of empathy, caring, and curiosity. To those people I’ve had the pleasure of working with on that team, I don’t say this lightly but I love you like family. The work you do isn’t only about helping Twitter today, it’s some of the most important work for keeping Twitter an important part of the world in 5, 10, or 50 years from now. But today I’m still at Twitter, and as a parting gift in the spirit of our company value fearless honesty I’d like to leave a few thoughts I’ve had bouncing around in my head over the last few months while thinking about the unique and wonderful place Twitter has been to work. Twitter isn’t the biggest platform in the world, but its effect makes it the most consequential tech company in the world. The world takes its cues from Twitter, and because of that we should find ways to get more users by opening Twitter, not closing it off from the open web. When we move away from Twitter’s open nature we’re losing a bit of Twitter’s service to the world, I hope we remember that in everything we build. Let your values guide you. The success of Twitter isn’t DAU, DAU is a lagging indicator that shows we’ve succeeded in building a good product. We’ve heard a lot about our DAU goals and we should shoot for them, but please don’t let the ends become the means. Never stop looking for paper cuts. If you look closely you’ll see more of them happening more frequently as the system we build becomes more and more complex, and the expression death by a thousand cuts has resonance for a reason. Health isn’t a fixed goal and it isn’t a lever we can pull up and down depending on where we’re focusing our energy. As we gain users and build new surface areas Health problems will only become exponentially more difficult in unpredictable ways so please don’t view Health as something that can be balanced with user growth. Lean into and invest in the infrastructure the Health org has built and turn expansion into newfound success, striving to build a better and healthier social network than any of our competitors. Twitter’s culture is unique and one of a kind, please don’t lose it. Especially as the company grows it’s easy for culture to dissipate. New perspectives are incredibly important, don’t be shy about integrating new tweeps and their ideas, but for those of you who have been here for a while your job is also to teach what’s made Twitter so special that people all over the world want to join and leave their mark. That culture only continues to be world class if we help new tweeps know about it. Unfortunately over the last year I’ve seen a lot of newer tweeps across the entire company struggle to feel like they understand what they’re supposed to be doing, and that’s not their fault. Every person’s job involves doing the work they came here to do, but a part of that is setting every new tweep up for success. Keep helping new tweeps succeed, so look at a person to your left, look at a person to your right, look at your Google Meet screen, and remember that you only succeed when they succeed. I’ll sign off with a few words @Kayvon once said that have stuck with me since — you are absolutely right Joe. ✌🏻 P.S. Thank you Kayvon for always being a good sport the 945 times I’ve used this clip to make a joke, all the best on your parental leave! P.P.S. Bothering y’all while I still can, here’s a list of features and ideas I would like to see be built. Consider this one last dump of practical and reasonable ideas I’d love to see Twitter build since I won’t be able to bother people after April 1st, 2022. (You don’t want to see the list of impractical ideas I have saved.) A quote tweet redesign that de-emphasizes the original content to detract from the nature to dunk, rendering more like an organic reply that’s visible on your timeline, and the ability to de-index your tweets from search as discussed in Slack here. (We've talked about de-linked quote tweets on the Health side before, and I'm all for it. I've also wanted a similar feature for search. It would be useful to give users the power to delist their tweets from search, that way we could prevent people searching through people's old tweets and dogpiling them for years-old comments that may not be reflective of today's norms, but still allowing those tweets to live on a user's profile so the original author can choose to surface/resurface them as desired. I guess a better way of putting it, allowing users to opt out of letting their tweet(s) be publicly indexed for search.) Third Party Verification. Twitter should be the central hub for identity on the internet, and we can get a step closer to there by letting people authenticate with third parties such as YouTube, Instagram, Tik Tok, Github, etc, and have those destinations displayed on a user’s profile without resorting to hacks like LinkTree or this. Fix open graph tags. I cannot tell you how many iOS users would rejoice if you could play videos in tweets without leaving iMessage, or at least see that a tweet contains a video with a little play button over the image rather than rendering a static thumbnail from the video. If you send a quote tweet to someone it shows up as some text and a link so users sometimes don’t realize it’s a quote tweet. And showing the date of the tweet would do well to help lessen the spread of outdated information (which can become misinformation). Please don’t ship an edit button, but do ship Clarifications. (go/clarifications) Timeline sync, the way third party clients such as Tweetbot implement it. I would love to leave my Latest timeline on one device and pick it up on another device, that way I don’t lose my place. This can be pretty simply done by sending down a “sync cursor”, and would likely bring a lot of fanfare and users over from third party clients. A slight redesign to the composer to make it feel more WYSIWIG. Reading in the context of a tweet makes it easier to catch mistakes so looking at a live preview as you’re composing it not only should look better, but should hopefully reduce the rate of errors and typos in tweets. Tweet digests. Follow the best tweets from a person in a day, being able to set custom criteria. Show me the top five tweets from a person in a day, only show me tweets with 50 likes or more from people I follow, etc. Thread marker. Instead of users manually writing 1/25 to signify the first of a 25-tweet thread, since we know how many tweets are in a thread we should show a little bubble on the tweet in the top right corner that says (1/25). It’ll save people precious characters and let threads grow in size without having to know how long they’ll be upfront. Searching my bookmarks and likes has gotta be some of the lowest hanging fruit at the company and has been built in hack weeks multiple times, can we please ship that? While we’re at it can we expose filter:follows filter:nativeretweets in search so users can find tweets they’ve seen (including injections) without having to remember such a wild query? 🥺 Please stop making Latest harder to use. I know research and metrics show that Latest has less engagement than Home but people who use Latest are different users, not worse. They may not engage as much by choice but you won’t convert many in that specific batch to being on Twitter more by making Latest harder and harder to use, instead you risk losing them entirely. And last but not least, it’s not a feature per se but I would love to see Twitter become the industry leader on harassment, spam, misinformation, etc, not only by working with with governments and NGOs — but by working with other companies and our peers there who also want a safer and more secure internet. Together we move farther than we do alone, and a healthy internet is an internet that’s healthy for every participant around the world. ↩
Designing A High Signal Interview Process
Crafting a great interview process is difficult1, especially for software development where a company is often trying to assess years of specialized knowledge and potential in only a few hours. The best interviews are said to feel like a discussion amongst peers, where each side is providing the other with signal about what it will be like to work together. Candidates share signals about their experience and thought process, while interviewers help provide signal and insight about a company’s values, the working environment, the state of a company, and more.
Crafting a great interview process is difficult1, especially for software development where a company is often trying to assess years of specialized knowledge and potential in only a few hours. The best interviews are said to feel like a discussion amongst peers, where each side is providing the other with signal about what it will be like to work together. Candidates share signals about their experience and thought process, while interviewers help provide signal and insight about a company’s values, the working environment, the state of a company, and more. The interview process for a job in a highly collaborative environment should be highly collaborative, providing a lot of feedback and insights for both sides along the way. The interview I am imagining is nimble and fair, mimicking the day to day work of a software developer in only 3-4 hours over four rounds. Any shorter and it may be hard to glean enough understanding of who a candidate is. If it goes much longer then that it'll be unfair to candidates who can't dedicate a whole day (or two) to interviewing with your company, and will be an increasingly expensive amount of resources to expend as your company grows. Transparency There aren't any benefits to being secretive about the process so I recommend letting a candidate know ahead of time what to expect from their day with you, beginning the process from a perspective of mutual respect. Given a relatively short time constraint the ideal process would seek to emulate the product lifecycle at your company, with time at the end to fill in any gaps you and the candidate may have. The highest-value work that can be done in that time is to build a small feature end to end with partners who will be working day to day with this developer. The Product Design Round The first part of most product development lifecycles is one that focuses on communication and iteration, taking a whole world of possibilities and whittles it down to a tangible output. That’s what we’ll aim to accomplish by pairing up the candidate with a product manager or designer, to discuss the feature they’ll be building together. The product design portion of the interview would start by walking through the scenario the company finds themselves in, the constraints they have, the customer needs, and anything else that is necessary to consider for what we’ll be building. Acting as partners both sides would work together to develop the context and thoughts into an idea, ultimately leading the candidate towards a defined version of the idea that they’ve worked together to build. There should be enough wiggle room to let a candidate's creativity shine through (which is in itself a useful signal), but ultimately by the end of the interview there will be a defined spec and designs of what needs to be built so the candidate can be prepared for their second interview. If you don’t reach a well-defined spec through collaboration that’s not necessarily a dealbreaker, not all engineers shine at product design. If you haven’t reached consensus on what a good product spec would look like, you should pause with about 10 minutes left to discuss what an ideal solution is. This will allow the candidate to familiarize themselves with the solution they’ll be building in the following interview, and it will also clue you into other important signals such as communication skills, how they collaborate in situations that have ambiguity, and their ability to respond to feedback (positive and negative). The Cross-Discipline Round Depending on if you're a front-end or a backend engineer, your second interview will be with a partner from the alternative team. (A backend developer would be asked to discuss the front-end portion in the second interview, and a front-end developer would be asked to discuss the backend needs.) In this case we’ll assume that a front-end engineer is being interviewed, so the discussion would involve your team’s backend engineer, centering around high-level architecture, API design, and other ways that a client would interact with a hypothetical backend. This interview would not be a coding interview, it would be a high-level discussion with a technical partner. The pair would discuss how the feature should work end to end, not asking a front-end engineer to understand the specific implementation details but to know where the front-end and backend would interact with each other. Knowing what SQL queries are occurring under the hood isn't as valuable day to day for a front-end engineer, but having a good idea for what a solid API looks like or how JSON should be shaped for the necessary data is highly beneficial. By the end of the interview the candidate should walk away with a fully fleshed out spec, one that makes sense for the problem they're looking to solve. The Proficiency Round This is the interview where a candidate will implement the feature we've designed and spec'd out. Much like in the first two interviews it’s important to establish early on that the candidate knows that the developer across the table is their partner and is there to help, answering questions, even pair programming if necessary. We want to get a feel for the kind of code a candidate writes, but we also want to minimize the context necessary to solve a problem. It's difficult to write code on demand, especially when there's a time constraint. To balance those requirements we won’t drop the candidate into a huge code base, and will use common platform/framework conventions so they feel as familiar as possible. Our top priority will be to build something that works, acknowledging the tradeoffs that were made along the way, and talking through where improvements could have been made (if there's room for improvement). The output we want to see is a working solution to match the spec we’ve built upon in prior exercises, if this were a test this would be where the candidate shows their work. The best candidates will be the ones that not only have a good solution to the problem, but also communicate well in the process of building it. The Calibration Round If you’ve ever walked out of an interview hoping the first person you met hours ago didn’t misunderstand a slip of the tongue or an unclear thought, you know how awful it can be to sit with that feeling for 24, 48, or even 72 hours as you wait for a response. Sometimes a company feels like if they had only spent a little more time with a candidate they would have gotten the signal they need to make a solid hire or no hire decision. It's much better for both sides to figure any open questions before a candidate leaves the office, so that’s what this interview accomplishes. This interview is a candidate’s opportunity to ask questions they have for the company, and a company’s opportunity to get answers to any open questions they may still have about the candidate. Before starting this interview let a candidate know that the three interviewers they met will be taking 10-15 minutes to try and figure out what questions they have. It’s been a stressful couple of hours so do whatever you can to ease the candidate’s nerves. Assure and reassure them that this is a normal part of the process no matter how well they did, it’s not always feasible to answer all the questions you may have about a candidate in a short period of time. But also let them know that you want both sides to feel confident they know what working with the other side is like, this is a big decision to make. The extra interview session is bidirectional, the candidate will have plenty of time to have their questions answered as well. Offer some water, let them use the restroom, ask them if they want to take a few minutes to themselves or even offer an employee for them to hang out with, whatever they want after a long day. At first this short gap may seem anxiety provoking, almost like sitting through judgment day, but as long as a candidate knows upfront about the process and motivation it should be a lot less uneasy than days of wondering about how an interview went without an opportunity to correct the record. Due to the imbalanced dynamics of this experience time-boxing your team to 15 minutes of discussion is a must. In this time a team should be coordinating to figure out what open questions remain, your goal is to figure out if you have enough signal to make a decision, and if not what needs to be asked to get enough signal. You can dive in more to the solutions a candidate came up with, discuss proper leveling, interpersonal dynamics, and whatever else matters to your team. If the interviewers agree that the candidate did well and don’t have any open questions then this last interview will be short. Provide the candidate with 15-30 minutes to ask about whatever they may want to know, and then let them go destress. If you’re still looking for more signal then the process will be extended a bit longer, accounting for the questions you want to answer. The candidate will still have 15-30 minutes to learn more about your company, but you’ll also have 30-45 minutes to learn more about the candidate. You may want to clarify a response the candidate gave, which is easy to do with them still here. If you didn't get a good read on their product design skills, have an exercise prepared where they'll need to go in depth a little more. If it was the high level architecture discussion then ask them to design a slightly more complicated system. If you weren't sure about their feature development, work to expand upon what you built in the last session. Like every interview process both sides are trying to leave with as few open questions as possible, so use this time to close out any open doors. Following Up While a high signal interview process is unsurprisingly about getting a lot of signal in a short period of time, it’s also one that aims to have candidates and companies be respectful to each other in the process. A good interview process is only made better when a candidate receives an answer in a timely manner. Once the interview has wrapped up it's ok to take some time to figure out your thoughts, but don’t take too long. If the process went as expected the interviewers should have a good idea about whether they want to hire a candidate after the third interview, so all that’s left is to figure out the specifics. It’s not unreasonable to come out of an interview to pressing work but it’s important to close this loop, try to make an official call by the end of the day (or early the next day if the interview took place in the afternoon) so the candidate will remember this process favorably no matter the result. And that's it. This process is quick, has depth to it, and provides a much more accurate feel for what working with a person is like than a whiteboarding exercise. It's a flexible enough approach that you can tailor the interviews to your company's needs, and I would highly recommend doing so, reevaluating what's working and what isn't. We should always be reevaluating our interview processes because talent evaluation isn't easy and needs change as a company and the industry move forward, so if you have ideas for improvement I’d love for you to share them with me. This post was surprisingly difficult to write in a clear and concise manner without making a formal write up feel so formal, and not losing the message by being too informal. It really took a village so thank you to the plethora of people who helped by providing feedback and editing my drafts, most notably Tamar Nachmany, Amro Mousa, and Brian Michel. There are a lot of tradeoffs when it comes to interviewing around preference, fairness, complexity, bias, and more. To be upfront I won't cover any of that in this post, but know that they were considered, and some are listed in the appendix below. I have another post planned about how every interview process is flawed and biased, but for now the most important thing to keep in mind is that every interview process, whether it's a take home project or writing code on a whiteboard provides both sides signal, but comes with tradeoffs Tradeoffs are a necessity because there’s no fair way to evaluate in only a few hours what working with a candidate or a company will look like for the next few years, so it's important to acknowledge as a company which tradeoffs you're willing to make. Caveats, Disclaimers, and Footnotes This is written from the perspective of a company, but all of these considerations are just as important to a candidate understanding a company they hope to work at for a long time. Hiring criteria differs, for example sometimes you need to hire the best applicant available vs. hiring someone who can do the role, so you should be flexible and define that ahead of time. This may not work for your startup, this may not work for a big tech company! But I believe it's a process worth considering if your company is one where engineering, product, design, and other organizational functions are expected to work well together. Assume that this is an on-site interview, something that may be less common right now, especially with the rise of remote work. The process should still be doable in a remote setting, but there may be some adaptations necessary. ↩
The Best Twitter Bio? The Humble Tweet
Tell me who you are in 160 characters. I'll wait while you try and achieve the level of nuance necessary for the task. This constraint is why you end up with generic Twitter bios that don't tell you much about someone and all look like:
Father, cyclist, biz-dev, and fighting every day for the Quebec sovereignty movement. Working on saving democracy @Meta, ex-Palantir, ex-Accenture, ex of my ex.
Kinda hard to stand out, right? The inability to differentiate yourself on a platform built upon self-expression has always felt surprising to me, so I started to look for alternative means of letting people get to know more about me. The most common approach to gain additional room for expression is to use Twitter's Website field, linking out to a more information-rich bio. But that jump to the web is an opportunity to lose focus, especially in a world where nobody has the attention span to read (or leave Twitter). There are even solutions like Linktree that build upon the link to link to a link of links, letting those links speak for you.
Tell me who you are in 160 characters. I'll wait while you try and achieve the level of nuance necessary for the task. This constraint is why you end up with generic Twitter bios that don't tell you much about someone and all look like: Father, cyclist, biz-dev, and fighting every day for the Quebec sovereignty movement. Working on saving democracy @Meta, ex-Palantir, ex-Accenture, ex of my ex. Kinda hard to stand out, right? The inability to differentiate yourself on a platform built upon self-expression has always felt surprising to me, so I started to look for alternative means of letting people get to know more about me. The most common approach to gain additional room for expression is to use Twitter's Website field, linking out to a more information-rich bio. But that jump to the web is an opportunity to lose focus, especially in a world where nobody has the attention span to read (or leave Twitter). There are even solutions like Linktree that build upon the link to link to a link of links, letting those links speak for you. There are plenty of hacks one can imagine using, more advanced users have taken to pinning an “intro thread”, but what I was looking for was an option that would let me be more expressive than a bio, felt eloquent, and was native to Twitter. That's when I remembered the humble Twitter carousel. You may have seen carousels serving you ads for apps or services that everyone is excited about like… VMWare Cloud. But did you know that Twitter's advertiser tools are available to everyone, without having to pay a penny? 1 That's right, you a regular Twitter user can have the same capabilities as a company that pays Twitter millions of dollars per year. I'm going to show you how to take advantage of them so you can stand out just like household brands such as Disney, Nike, and of course… VMWare. Who's That Handsome Guy? About Me About Me — ✨ Joe Fabisevich ✨ (@mergesort) February 19, 2022 I've always debated whether my bio should link to my home page, my About Me page, or the best posts I've written. Thanks to the carousel I no longer have to choose, and I'm able to put all three front and center. The flexibility of having six links means I can also guide people to the office hours I host, and have room to spare for another link or two.2 As importantly as taking the time to construct the tweet is remembering to pin it, that way anyone who comes to my Twitter account has this information visible immediately. Do you love red pandas? Love apps? Find out more about what we do! — The Red Panda Club (@redpandaclub) February 19, 2022 A brand can get really creative by linking to their homepage, their support page3, FAQs, App Store apps, and a whole lot more. The carousel is also a medium to play with, you can use custom artwork to show off your brand's style, which in my case is playful and silly. I created a tweet carousel for my indie development company Red Panda Club as a proof of concept, and pinned it to the top of the @redpandaclub Twitter account. Building Your Carousel The process for building your own Twitter carousel is hidden away, but surprisingly easy. Head over to ads.twitter.com and look in the navigation bar for a menu titled Creatives. Under Creatives you'll find a menu item titled Tweet Composer, this is unsurprisingly what you'll want to compose tweets. The URL will look something like ads.twitter.com / composer / XXXXX /carousel, where the XXXXX will be a random set of letters and numbers. You may run into various popups asking for more information, feel free to ignore ‘em! The only popup you’ll see that you have to fill out is one asking you to setup a payment method and campaign to unlock a Creatives menu. 1 (You really don't have to pay Twitter anything to use the tools but you do need to have a credit card on file to use the Ads Tweet Composer.) And that's actually it, there's no real step 2 beyond composing your tweet. But to save you some time I'll mention a few things that may seem unintuitive. A) Your first step for customizing the carousel is to add media. You can't start creating a card by updating the website destination; that will only appear after you've chosen media for your carousel. B) Website cards can customize the text that displays under a card's image, but app cards always display the app name and app category under the image. C) You’ll be asked to choose an app carousel or a web carousel, but don’t let that think you can't make one that mixes the two together. To do this you'll need to choose a website carousel and for any app you want to add you'll use your app's App Store or Google Play URL and manually upload your app's icon. D) The Tweet Composer will default to making your tweet Promoted Only. If you want the composed tweet to show up on your profile timeline remember to uncheck the Promoted Only checkbox. It's worth noting that a Promoted Tweet is a real tweet, but you’ll only be able to find the tweet’s URL in the Twitter Ads dashboard. E) Cards do not render in third-party clients4, so if that's important to you I recommend including text and links in the body of the tweet. It doesn't look as good in native Twitter clients so it's your choice whether to prioritize this or not. Now that you know how to build a fun carousel, I'd love to see you get creative. I can't wait to see what kind you come up with. 🎠 To add a payment method: Click the Create an ad button. You may be prompted to confirm your timezone, then click Let's go. A popup will display asking you to Choose your objective. Exit this screen by clicking the cancel button in the bottom right corner of the screen. In the top right corner you will see your account name, clicking it will show a dropdown option that says Add new payment method. Add a credit or debit card and from now on you should see the Creatives menu that you need to access the Ads Tweet Composer. ↩ I expect these links to change so I'm not particularly attached to them, and if I ever do change them I can always post an updated tweet. Alternatively using a link shortener is a good strategy for not having to change the underlying data.↩↩ Twitter doesn't let website carousels link to custom URL schemes so I got a little creative with my support link. Using my redpanda.best URL shortener I linked to a page who's contents contain <body onload="javascript: window.location.href= 'mailto:abc@mywebsite.com'; ">, to work around the fact you can't use a mailto: URL.↩↩ Unfortunately the underlying cards these carousels are built on aren’t exposed in the v2 third-party API tweet payload, so they can’t be rendered in them.↩↩
Creating Slick Color Palette APIs
The work of writing maintainable code is an ongoing endeavor and some of my favorite problems to solve are ones that build maintainable systems. Maintainable systems are ones you can learn once, easily manipulate, and ideally take from project to project. My favorite part of building maintainable systems is that it minimizes the amount of work I need to do when starting a new project, and like it is for many programmers hitting ⌘ + ⇪ + N to start a new project is one of the most satisfying feelings in the world for me.
The work of writing maintainable code is an ongoing endeavor and some of my favorite problems to solve are ones that build maintainable systems. Maintainable systems are ones you can learn once, easily manipulate, and ideally take from project to project. My favorite part of building maintainable systems is that it minimizes the amount of work I need to do when starting a new project, and like it is for many programmers hitting ⌘ + ⇪ + N to start a new project is one of the most satisfying feelings in the world for me. A color palette is something every well-designed app needs, and it turns out there are a lot of ways to solve this problem. If you don't yet have a good sense for how to construct a color palette, I highly recommend this post by Refactoring UI that explains the fundamentals of a good color palette. Generating a good color palette can be tricky if you’re new to the practice and can require some trial and error, so if you’d like a shortcut a tool like Coolors is a great starting point. I've spent years iterating on approaches to codifying color palettes in my iOS and macOS apps, seeking to create one that’s flexible, scales well, and is easy to understand, landing on the version we’ll explore below. We'll be able to leverage asset catalogs, create a clear sense of hierarchy, provide statically typed semantic colors, even take advantage of the built in features of SwiftUI. As a bonus, if you're working with designers, your palette will be so straightforward to modify that a designer can submit a pull request to change colors without ever involving you. Considering we'll be leveraging asset catalogs, the first step should be pretty intuitive, we should create an asset catalog to hold our color palettes. As I was piecing together different instructions and ideas this second step confused me, so I'll spare you the misery. You're going to want to make a different folder for each color palette you create, and you can do that by right clicking in the asset catalog and selecting New Folder. Now it's time to create our color palettes. I'm showing you the Night palette I created for my app, and below it are Spring, Summer, and Winter. Each palette has the same name but all of the colors are named the same, each palette will have colors named background-alt, primary, quaternary, etc. Do not miss this incredibly important step, guide your eyes towards the pink arrow on the right side of the image. You must select the folder you're adding colors to and check the Provides Namespace checkbox. This is what will enable our code to have a clear and consistent naming structure, matching the folder’s name to our palette's name. Now that we've got our asset catalogs setup, we're ready to write some code. We'll start by constructing a new Palette struct, and populating it with some Colors that we'll reference across our app. extension Color { struct Palette { let name: String var mainBackground: Color { Color(fromPalette: self.name, semanticName: "background-main") } var midBackground: Color { Color(fromPalette: self.name, semanticName: "background-mid") } var alternativeBackground: Color { Color(fromPalette: self.name, semanticName: "background-alt") } var primaryText: Color { Color(fromPalette: self.name, semanticName: "text-primary") } var alternativeText: Color { Color(fromPalette: self.name, semanticName: "text-alt") } var primary: Color { Color(fromPalette: self.name, semanticName: "primary") } var secondary: Color { Color(fromPalette: self.name, semanticName: "secondary") } var tertiary: Color { Color(fromPalette: self.name, semanticName: "tertiary") } var quaternary: Color { Color(fromPalette: self.name, semanticName: "quaternary") } } } This is a pretty standard palette and should cover most of the use cases you'll encounter in building an app. You can modify it to your needs, but the important thing is that the colors you choose need to match the names of the colors you declared in your asset catalog. But what is this Color(fromPalette:semanticName:) initializer? private extension Color { init(fromPalette palette: String, semanticName: String) { #if os(macOS) self.init(NSColor(named: "\(palette)/\(semanticName)")!) #else self.init(UIColor(named: "\(palette)/\(semanticName)")!) #endif } } You can just as easily use a private method in Color.Palette, something like private func assetCatalogColor(semanticName: String). I happen to prefer the ergonomics of a custom initializer, and this whole post is about improving ergonomics, so let's run with that. This initializer lives in Color.Palette and takes advantage of our namespaced folder structure to pull out colors from the asset catalog. palette unsurprisingly is the name of our color palette, and semanticName is the name of the color we're pulling out of it, such as primary, secondary, or background-main. Combining the two with a /, we'll get the primary, secondary, or background-main color from our current palette. All that's left is to define the palettes we'll be constructing. extension Color.Palette { static let spring = Color.Palette(name: "Spring") static let summer = Color.Palette(name: "Summer") static let autumn = Color.Palette(name: "Autumn") static let winter = Color.Palette(name: "Winter") static let day = Color.Palette(name: "Day") static let dusk = Color.Palette(name: "Dusk") static let night = Color.Palette(name: "Night") } Constructing palettes is pretty easy. All you have to do is instantiate a Color.Palette object with a name. That name must match the folder name, so in my app the palette name for Night will be Night because the folder we chose for that palete was "Night". Now that we have a color palette created, we should probably start using it. If you're using UIKit you'll likely have built your palette atop UIColor instead of Color and used .palette.primaryText wherever a UIColor is expected. But if we're building our app in SwiftUI, we can go the extra mile with just a few lines of code to leverage the Environment, making our palette easily accessible and SwiftUI-friendly. private struct ColorPaletteKey: EnvironmentKey { // We need to default to a palette so without any particular preference let's pick `day` static let defaultValue = Color.Palette.day } extension EnvironmentValues { var preferredColorPalette: Color.Palette { get { return self[ColorPaletteKey.self] } set { self[ColorPaletteKey.self] = newValue } } } This creates the preferredColorPalette property in our Environment. If you're not sure how the Environment works there are a lot of great resources on the internet like this post by Keith Harrison. struct HeaderView: View { @Environment(\.preferredColorPalette) private var palette var body: View { Text("Hello World") .foregroundColor(palette.primaryText) } } Now accessing our colors is a nothing more than two lines of code, how slick is that? Hope I didn't wear you out, there's a lot here, but when you throw it into Xcode you'll see that it's pretty easy to digest. After a few iterations I'm really happy with this solution and have been using it in my personal apps for a while now. It allows us to easily add or change colors, have a visual representation of our colors, with minimal code, and a pretty slick API. But no code is perfect (except for mergesort), so I'm always looking for improvements. I'm excited to hear your thoughts or suggestions, so don't be shy about reaching out.
It's Not Better If It's Also Worse
For a long time I've told people that I love technology and all it enables, yet dislike the technology industry and working in tech. People often find my statement hard to rectify, probably because they see the two as inextricably linked. Technology is an ever-changing process, one that pushes humanity forward through the application of science, and the industry has become (and arguably always has been) about capitalizing those mechanisms of change.
For a long time I've told people that I love technology and all it enables, yet dislike the technology industry and working in tech. People often find my statement hard to rectify, probably because they see the two as inextricably linked. Technology is an ever-changing process, one that pushes humanity forward through the application of science, and the industry has become (and arguably always has been) about capitalizing those mechanisms of change. The tech world today is capitalizing those innovations at an unprecedented rate. That's why the tech sector is the most dominant and rapidly advancing industry in history. That's also what makes it so difficult to express the discord between the progress people see and the disproportionate impact it has. People see the progress of technology in real time, and they only see the moral and ethical issues with the rapid advancement of technology after that technology has established a role in people's lives. No one had any problems with Facebook in 2012, but they sure do now. Why Is This Happening? Many solutions invented today are about replacing existing solutions with more efficient ones. That feels like it should be an undeniable good. What happens when you create a technology that gives you everything you had before, cheaper, faster, and with even more improvements and features — but only addresses 99% of the problems? That's what you're seeing play out in the tech sector today. Companies are built on efficiency gains, but they don't have to pay the cost of the inefficiencies they create. They're not punished for the externalities they cause. As long as you're not feeling the burden, if you're not in the 1% for whom the new technology is a worse experience, you see nothing but progress and get to reap its benefits. But those who bear the cost are shut out from the new experience or improvement in their lives. Often times they're not only shut out, but as the world modernizes and standardizes around these solutions, those people are falling behind through the inequities of being a have-not in a system where almost everyone else is a have. Technology For Good, Not Always So Machine learning is an amazing technology, it shows us what we always could have known if we were smart enough to spot patterns in enormous data sets. It's helping fight cancer, it's helping people who can't speak have a voice, it's helping power the recommendation engines that give us the answers we need to get through the day. But what happens when machine learning makes a mistake? What happens when the system you've built increases racial bias? The most common use of machine learning seems to be reshaping our interactions around algorithms that want to optimize us as consumers. There's no manager to talk to, there's no one who can look into this black box, there are few companies who will turn off their models that work for 99% of people. At the scale of millions, incorporated into our lives, these technologies that make the world a better place are making some people's lives worse. Cryptocurrency is having a moment, especially as billionaires bored during a pandemic have started shoveling money into NFTs. Is there a need for a global censorship-resistant currency? I'm not smart enough to say, but I can see the allure and benefits that drive crypto enthusiasts to push for it.1 What I am smart enough to say is that the environmental impact of cryptocurrencies is a nightmare. Supporters will say "just wait, Proof of Stake will solve these problems", and they're probably right. But PoS was introduced in 2012 and it's still not here in 2021. We're living in a Proof of Work world, why is it people bearing the costs who have to wait? How about when you've fixed your problems you can come back and try again. How much unnecessary damage to the planet has been done in the last 9 years in the name of advancing a technology? I'm not here to pick on machine learning and cryptocurrencies, these problems of unaccountability are systemic. Uber is an amazing innovation in global transport built on already existing infrastructure, except to the drivers. Amazon provides unprecedented logistics, letting you have anything you could ever want in two days, built on the backs of real human beings. Twitter is a real-time archive of human history, except it globalizes and nationalizes local issues, and disproportionately exposes marginalized communities to abuse and harassment. What technologists optimize for is an explicit choice that’s made, even if the tools we use to do so render opaque results. So much of engineering is focused on the concept of minimizing friction, but minimizing friction is almost always focused on short-term benefits because that’s what feels most rewarding. This is echoed by people who decry the death of investing in infrastructure, and as a society we seem to be trading our long term costs for short term happiness. We’re letting technology go down the same path, even using it to accelerate that trend. Like any technologist knows technical debt eventually gets paid off, either by choice or by circumstance. What’s To Come The list goes on, and will continue to go on until there's a cost associated with making mistakes. Existing incentive structures in our society and economy don’t factor in a price for the externalities of building something that causes damage, even if that damage is only borne by a small percentage of people. At the scale technology operates at, edge cases are millions of people. The sheer awesomeness of technology can lure you into a sense of moving forward. It may feel that the ends justify the means, that you're doing the right thing at a small cost. You too are creating or experiencing the advancement of humanity through technology, like billions have felt before us. But as they say, history is written by the victors, the people who are worse off through our advancements as always are being forgotten and erased. The drive to continue growing leaves little time for fixing mistakes when there's another frontier to capitalize. That only makes it harder for people who are left behind to be brought forward. We need to do better to understand not only the benefits, but to explore the costs of a new technology. The costs are real, and are felt by real people. I wish that by the end of my post we’d found a solution, but unfortunately systemic issues aren't fixed by meandering thoughts. The most I can ask you to do is to think about the externalities of your actions, to not accept new technology into your life without considering the tradeoffs, and to hold those building them accountable — the same way you would if it was your life being impacted negatively. Not that anyone asked for my opinions on censorship-resistance currency, but I do think the goal in a vacuum is laudable. Despite that I think people underestimate the value of tried and true banking systems that have been operating for over 600 years. I suspect much of the antipathy towards banks is actually people’s understandable disgust at our current financial system. I don’t see how cryptocurrencies fix that, and in many ways by not having the promises of banks only make it worse.↩↩
Putting the U in GraphQL
GraphQL has been on my list of technologies to learn for a few months now, and last week I came across Majid Jabrayilov's post, feeling pretty excited to tackle the subject. The post was very good, but it didn't answer the one question I've had as I've gone through numerous exercises to understand GraphQL, how do I make GraphQL requests without a library?
GraphQL has been on my list of technologies to learn for a few months now, and last week I came across Majid Jabrayilov's post, feeling pretty excited to tackle the subject. The post was very good, but it didn't answer the one question I've had as I've gone through numerous exercises to understand GraphQL, how do I make GraphQL requests without a library? I've read about how to create a GraphQL query and how to integrate GraphQL on your server a dozen times, but one topic that's highly under-covered is how to make a GraphQL request from the client. In the world of GraphQL it's very common to reach for Apollo, a library that handles turning GraphQL queries into functions, leveraging tooling to turn those functions into type-safe API requests the client can make. While this is a perfectly reasonable approach, and actually a pretty good developer experience, it still didn't answer the questions I had as an ever-curious engineer, how would I do this on my own? I broke the problem I saw down into two smaller problems, request-generation and request-making. Generating a request, especially in Swift, it turns out is pretty easy. I really like the approach that SociableWeaver takes, leveraging Swift's function builders to let you build a type-safe directly in Swift. The second problem was a bit fiddlier. I knew that I had to make a POST request, and I knew the endpoint that was being hit, and through some trial and error (and a friend's help1), I was able to start making GraphQL requests without any external libraries needed. extension URLSession { func graphQLRequest(url: URL, query: String) -> URLSession.DataTaskPublisher { var request = URLRequest(url: url) request.httpMethod = "POST" request.addValue("application/json", forHTTPHeaderField: "Content-Type") let body = """ { "query": "\(query)" } """ let queryData = body.data(using: .utf8) request.httpBody = queryData return self.dataTaskPublisher(for: request) } // If using SociableWeaver or a similar GraphQL query generator, you can do it in a type-safe manner. func graphQLRequest(url: URL, query: Weave) -> URLSession.DataTaskPublisher { return self.executeGraphQLQuery(url: url, query: query.description) } } After looking over the above code a few times I realized that the majority of it was handling the creation of a URLRequest. That served as a hint to me that we could refactor the code into a custom URLRequest initializer. This would be less prescriptive about how the URLRequest is used, since my first code snippet assumes you always want to return a URLSession.DataTaskPublisher. extension URLRequest { init(url: URL, graphQLQuery query: String) { self.init(url: url) self.httpMethod = "POST" self.addValue("application/json", forHTTPHeaderField: "Content-Type") let body = """ { "query": "\(query)" } """ let queryData = body.data(using: .utf8) self.httpBody = queryData } // If we're going all in on SociableWeaver we can make a similar initializer that takes a `Weave` parameter instead of a `String`. } Now if you'd like to use URLSession.DataTaskPublisher you're free to by creating a URLRequest from our new initializer and using it, but you can also return a URLSession.DataTask or any other reason mechanism that involves a URLRequest. extension URLSession { func graphQLRequest(url: URL, query: String) -> URLSession.DataTaskPublisher { let request = URLRequest(url: url, graphQLQuery: query) return self.dataTaskPublisher(for: request) } func graphQLRequest(url: URL, query: Weave) -> URLSession.DataTaskPublisher { return self.graphQLRequest(url: url, query: query.description) } } That looks a lot cleaner, and our responsibilities seem a lot more well-divided. Is there room for tools like Apollo? Absolutely! I'm not going to pretend that my dozen lines of code replaces the value that a multimillion dollar company provides. (I'll only make sick jokes about it.) But before importing a library like Apollo, any library really, it's worth asking yourself whether you need a big solution for a small problem. Or maybe question the better question to ask before that is, have you really understood the problem you're trying to solve? But we still haven't really answered where exactly we should put the U in GraphQL. (I say after the Q since Q is almost always followed by U, but I'm open to feedback on that or the rest of this post.) Special thanks to Dave DeLong for his debugging prowess.↩↩
App Store [P]review
Apple's been in the news quite a bit lately over concerns that many apps on the App Store are little more than scams. Some of these apps aren't even functional, they don't provide anything more than a screen with no functionality, only a button to purchase an indefinite weekly subscription. Many developers and consumers are confused or surprised that Apple isn't catching these scams, given Apple has a process for App Review which every app must go through, and while I'm not surprised given the breadth of the problem, I find myself thinking it's very problematic for the digital economy and consumer confidence in buying services through what once was considered a safe place.
Apple's been in the news quite a bit lately over concerns that many apps on the App Store are little more than scams. Some of these apps aren't even functional, they don't provide anything more than a screen with no functionality, only a button to purchase an indefinite weekly subscription. Many developers and consumers are confused or surprised that Apple isn't catching these scams, given Apple has a process for App Review which every app must go through, and while I'm not surprised given the breadth of the problem, I find myself thinking it's very problematic for the digital economy and consumer confidence in buying services through what once was considered a safe place. Twitter, the company I work for, deals a lot with content moderation. I'd argue it's the largest existential threat to the company. Whether Apple likes it or not they've walked into the same position with the App Store. This may be news to them, having spent decades curating all sorts of content from music to workouts, but as the App Store has grown, they now serve billions of customers and work with millions of developers. Those developers are creating content that Apple has little control over, other than acting as a gating mechanism, and so their ability to exercise control over that content has diminished significantly. Let’s skip past the debate about whether or not Apple should have this much level of control or whether the system needs to be reformed. Instead I'd like to talk about where I think Apple can patch the cracks in a broken App Store, before it breaks itself apart or is broken apart from the outside. The App Store Apple treats every developer the same (😉), or at least let's say so for the sake of this argument.1 From my own work, what I've seen is that when you don't have any way of validating whether someone is a good actor or bad actor, the reasonable default assumption is that everyone is a bad actor, and that's how Apple treats developers. This leads to many false negatives and false positives, good developers getting much more scrutiny than they should, and bad developers sliding through when they are in need of scrutiny. There's no thorough process for validation, there's no process for restorative justice, only Apple doing their best to remain hyper-vigilant at all times, and accepting the human errors that come along with that. While you can't eliminate bad actors, they're always going to exist in any system, what you can do is minimize the total bad actor surface area, and minimize the effects of these bad actors. A simple equation: if you treat 100% of developers as potential threats, there's no way to avoid hyper-vigilance, but if you only have to watch out for 20%, then you can be five times more efficient at rooting out bad behavior such as scams. So we need a way to let bad actors tell us that they're bad? No, we need a way for good actors to signal to us that they're good, leaving everyone else in questionable territory. Apple needs an internal scoring system to know where to devote their investigative resources. If you don't need to pay attention to the well-meaning app developer trying to make an honest buck, you can devote more resources, or your limited resources to the people who haven't done the work to show that they're good actors. Incentive Design Let’s take a step back to understand our friend from the world of behavioral economics, incentive design. To quote liberally: An incentive is something that motivates an individual to perform an action. It is therefore essential to the study of any economic activity. Incentives, whether they are intrinsic or extrinsic (traditional), can be effective in encouraging behavior change, such as ceasing to smoke, doing more exercise, complying with laws or increasing public good contributions. Traditional incentives can effectively encourage behavior change, as they can help to both create desirable and break undesirable habits. I don't have all the answers for fixing the App Store, but I don't think you need all the answers up front to start improving the system. Taking what we learned about incentive design above, what I see Apple having is a resource allocation problem due to them not knowing who’s complying with the rules and contributing to the public good. With that in mind, a scoring system is where I would invest resources to know who’s having a net-positive and a net-negative effect on the App Store system. There can be many contributors to this scoring system. Right now reviews and downloads are already used, but they are gameable due to their public nature, an example of poor incentive design. Surely new metrics can be added, such as how many times they've passed the scrutiny of app review, or how closely the instructions a developer gives match the reviewer's expectations. While those are relatively weak signals, Apple surely has dozens if not hundreds more internal signals they can apply to understanding a developer’s net outcome on the App Store. And yet I think there's room for a much stronger signal. App Store Preview App Store Preview would work similar to Apple's current DTS system, where you can get hands-on help with a technical problem you're having. A developer should be able to get pre-approval for an idea2, in the context of their application, without having to build an entire feature (or application) before App Review deems it worthy. This would also provide context for future reviewers, knowing what to look for and what's changed. The more a pre-approved version matches the reviewer's expectations come review time, the higher the score would the developer would receive. The higher their overall score over time (by some to be established scoring mechanism), the less scrutiny they would receive in the future. More importantly though is the inverse. If someone doesn't go through review, they implicitly receive more scrutiny. Bad actors will be disincentivized to have their app in Apple's hands for longer, and to be put under a microscope. This aversion makes them inherently less trustworthy, and would lead to them getting more scrutiny in the future. By letting good actors prove they're good actors, we've isolated the bad actors to show their cards and prove through implicit means that they're not good actors. This wouldn't fix the mistakes that App Review makes, and bless them, it's a very tough job. This doesn’t even solve many of the App Store's problems, it’s only one idea and there are many other problems that Apple needs to solve. But it does show that Apple has lots of levers to pull when designing resilient systems, and can lay the foundation for a system where Apple can trust developers. And that's increasingly necessary for maintaining the consistency quality Apple, developers, and customers all want for the App Store. As always, I’m excited to hear your thoughts, and am receptive to feedback, so if you want to talk don't be shy about sending me a trustworthy tweet. To paraphrase George Orwell, "all developers are equal but some are more equal than others."↩↩ Given this is time intensive, you could make validation finite, maybe 2-4 tickets per year, or even have a system where people can pay for more tickets to have more previews, something that would surely be valuable for many developers and Apple.↩↩
Empower Apps Podcast - Large Scale Teams
I recorded an episode of the Empower Apps podcast, where Leo Dion and I discussed a wide range of topics. We spoke about everything from how we scale app development to thousands of people and millions of users at Twitter, communication, documentation, people working together, and a lot about and the complexity of holding moral frameworks at a global level.
I recorded an episode of the Empower Apps podcast, where Leo Dion and I discussed a wide range of topics. We spoke about everything from how we scale app development to thousands of people and millions of users at Twitter, communication, documentation, people working together, and a lot about and the complexity of holding moral frameworks at a global level. Empower Apps: Large Scale Teams with Joe Fabisevich Original recording
Context-Bound Types
I've been thinking about privacy lately. No, not online privacy, but about how APIs can balance exposing the right amount of implementation details without revealing too much.
I'll walk through a task I find myself doing often when building iOS apps, creating a view controller with header view, and four different ways to go about it.
I've been thinking about privacy lately. No, not online privacy, but about how APIs can balance exposing the right amount of implementation details without revealing too much. I'll walk through a task I find myself doing often when building iOS apps, creating a view controller with header view, and four different ways to go about it. Regular View Configured as a Header SettingsViewController.swift final class SettingsViewController: UIViewController { private let headerView = UIView() private let tableView = UITableView() override func viewDidLoad() { super.viewDidLoad() self.view.addSubview(self.tableView) self.setupTableView() self.configureHeaderView() } func setupTableView() { self.tableView.translatesAutoresizingMaskIntoConstraints = false NSLayoutConstraint.activate([ self.tableView.leadingAnchor.constraint(equalTo: self.view.leadingAnchor), self.tableView.trailingAnchor.constraint(equalTo: self.view.trailingAnchor), self.tableView.topAnchor.constraint(equalTo: self.view.topAnchor), self.tableView.bottomAnchor.constraint(equalTo: self.view.bottomAnchor), ]) } func configureHeaderView() { // Some code configuring self.headerView // ... // ... self.tableView.tableHeaderView = self.headerView } } For folks new to iOS development, this is a common approach I see when adding a header. It makes sense, you want to have a header, and a header is a view, so why not configure and style UIView to be the UITableView header. While this is a good first try, it lacks the encapsulation that makes your code easy to edit and reason about. Separate Class For The Header SettingsViewController.swift final class SettingsViewController: UIViewController { private let headerView = SettingsTableHeaderView() private let tableView = UITableView() override func viewDidLoad() { super.viewDidLoad() self.view.addSubview(self.tableView) self.setupTableView() self.tableView.tableHeaderView = self.headerView } } SettingsTableHeaderView.swift final class SettingsTableHeaderView: UIView { // Some code creating and configuring SettingsTableHeaderView // ... // ... } A naive approach to improve our readability would have been to move our configuration code into a function, but an even nicer improvement is to move it into its own class. This looks a lot better, it's easier to reason about and it's well-encapsulated. But a new problem this introduces is adding SettingsTableHeaderView into our module’s namespace. Now I'll admit this isn't the world's biggest problem, but as you start adding different view controllers with different headers, suddenly finding the right header view for a given view controller becomes difficult. Private Class for the Header SettingsViewController.swift final class SettingsViewController: UIViewController { private let headerView = HeaderView() private let tableView = UITableView() override func viewDidLoad() { super.viewDidLoad() self.view.addSubview(self.tableView) self.setupTableView() self.tableView.tableHeaderView = self.headerView } private final class HeaderView: UIView { // Some code creating and configuring SettingsViewController.HeaderView // ... // ... } } Now this is a solution that I'm really liking. We've moved SettingsTableHeaderView out of our module’s namespace and into one dependent on the context it's in, SettingsViewController. When referring to SettingsViewController.HeaderView inside of this class we can plainly refer to it as HeaderView, which is not only less verbose, but emphasizes the pairing between HeaderView and SettingsViewController. There is a downside to this approach though, the more views we add to SettingsViewController, the harder this file becomes to parse. Now again this may not seem like a big problem, but if you have a well encapsulated view, you may have many subviews that belong to either SettingsViewController or HeaderView, and your file can get pretty large. (Trust me, I’ve seen written some pretty large files.) Two Files with Namespaced Internal Classes SettingsViewController.swift final class SettingsViewController: UIViewController { private let headerView = HeaderView() private let tableView = UITableView() override func viewDidLoad() { super.viewDidLoad() self.view.addSubview(self.tableView) self.setupTableView() self.tableView.tableHeaderView = self.headerView } } SettingsViewController.HeaderView.swift extension SettingsViewController { final class HeaderView: UIView { // Some code creating and configuring SettingsViewController.HeaderView // ... // ... } } This is the approach I've settled on today. You'll notice that HeaderView is no longer private, but it's also not particularly easy to access publicly. You still end up with the benefits from namespacing the API, and this extension can go into its own file, unlike the earlier approach. If you were to accidentally misuse this API, it would be pretty clear. When calling HeaderView inside of SettingsViewController the call-site is clean and simple. But if someone were to attempt to use it from another class, they would have to reference the fully-qualified type, SettingsViewController.HeaderView. While I’ve walked through one example with four approaches, binding a type to its context is something you can do throughout a codebase. In an ideal world Swift would have a submodule keyword to make types less ambiguous, but in the mean time this is a reasonable substitute that developers can take advantage of. While we don’t have a submodule keyword, we have a close approximation by using empty enums. One notable example is Combine’s usage of Publishers and Subscribers to help people have context and understanding for their subtypes. As always, I’d love to know what you think or if you’ve come up with better solutions, so please don’t be shy about reaching out. Special shoutout to Jasdev for taking a very rough first draft and helping me turn it into something coherent.
Building Better Views (Part II), Next Steps
If you haven't checked out Part I, I recommend reading it because if you don't, none of writing below will make sense!
If you haven't checked out Part I, I recommend reading it because if you don't, none of writing below will make sense! Three Unanswered Questions 1. What happens when the views you want to configure are more complex? My recommended approach is to construct a one-time use struct, specifically for displaying in that one place. This type should only have the properties you need to render the view. struct HomeScreenCourseProgressViewDisplay { let course: Course let enrollment: Enrollment let customization: SchoolCustomization } Creating the ViewData should look familiar. We're going to do the exact same thing we did before. extension HomeScreenCourseProgressViewDisplay: CourseProgressViewData { var titleLabelText: String { return self.course.name } var subtitleLabelText: String { return self.course.author.name } var statusLabelText: String { return String.localizedStringWithFormat(NSLocalizedString("%@% complete", comment: "The percentage a course is complete"), self.enrollment.percentComplete) } var progress: CGFloat { return CGFloat(self.enrollment.percentComplete) / 100 } var imageUrl: URL? { return self.course.imageUrl } } Using this ViewData object is just as simple as it was before. On our home screen, we now create the struct, and configure our custom view with it. Same as before, just leveraging how lightweight creating types in Swift is! func tableView(_ tableView: UITableView, cellForRowAt indexPath: IndexPath) -> UITableViewCell { guard let currentUser = self.userAtIndexPath(indexPath: indexPath), self.hasCoursesAtIndexPath(indexPath: indexPath) else { fatalError("Ruh roh"!) } let currentCourse = currentUser.courses[indexPath.row] let currentEnrollment = currentUser.enrollments[indexPath.row] let schoolCustomization = currentUser.school.customization let homeScreenDisplay = HomeScreenCourseProgressViewDisplay( course: currentCourse, enrollment: currentEnrollment, customization: schoolCustomization ) cell.customView.configure(viewData: homeScreenDisplay) return cell } 2. How does the ViewData pattern deal with user interaction? I advise keeping user actions in the UIView realm. You can continue using the delegate pattern, closures, or wherever your preferences may lie. If you’re looking to get a little more advanced, I’d consider reading Dave DeLong’s A Better MVC series. 3. Where does logic code reside, and what happens if you have more complex transformations? The scenarios so far have worked great. The models you received from the server looked a lot like the way you plan to display them, but that's not always the case. Sometimes you're going to need business logic, and that's ok. This is the question I had the most trouble coming up with one answer for. I realized the reason I couldn't come up with one answer is because there isn't only one answer. Looking back at our Comment model, we see that there is a Date object in there. public struct Comment { let text: String let commenter: String let createdAt: Date let imageUrl: URL? } In our first example we simply glossed over the fact that we were translating a Date into a String, by using a simple function that already exists in a third party library. extension Comment: CommentViewData { var timestamp: String { return self.createdAt.timeAgoSinceNow } } But now let's pretend we don't have timeAgoSinceNow available to us. Where does that transformation code live? The answer is, it's up to you! Some people prefer to make an object to handle business logic, to make their code more testable. If it makes you happy to keep it in the ViewData file, go right ahead. If not, then don't. Who am I to tell people how to be happy? extension Comment: CommentViewData { var timestamp: String { let dateTransformer = DateTransformer(self.createdAt) return dateTransformer.asString() } private static func transformDateToString(date: Date) -> String { return someMagicalWayToTransformDatesToStrings() } } struct DateTransformer { let date: Date func asString() -> Date { return someMagicalDateTransformer() } } My personal preference is to use private static functions, keeping in tune with the functional nature of this approach. extension Comment: CommentViewData { var timestamp: String { return transformDateToString(self.createdAt) } } private extension Comment { static func transformDateToString(date: Date) -> String { return someMagicalDateTransformer() } } The important thing to note is that when it comes to business logic, you have the agency to structure your codebase however you'd like. The ViewData pattern isn't prohibitive or prescriptive, it's just there to aid you in transforming models into views. These are the big questions I've received while using this pattern over the last few years. I'm excited to hear your thoughts, and am always receptive to feedback!
Building Better Views (Part I)
As iOS developers, a lot of our work involves taking models from a server, and transforming them to be displayed on an iPhone or iPad. This sounds like a job for some declarative architecture. 🤔
As iOS developers, a lot of our work involves taking models from a server, and transforming them to be displayed on an iPhone or iPad. This sounds like a job for some declarative architecture. 🤔 If you ask 3 programmers how to define MVVM, expect to get 7 different responses. — ✨ Joe Fabisevich™ ✨ (@mergesort) April 14, 2016 Confession: I’ve never fully bought into MVVM. I don’t think it’s worse than MVC. I use View Models as a place to store state and actions for View Controllers, and preferably stateless functions for manipulating data. In my experience, things become harder to maintain when they start becoming a crutch, as a place to put your code if it doesn’t neatly fall into the Model, View, or Controller label. With this in mind, I realized we need an answer for configuring our views in a way that’s maintainable, and ultimately transforms one or multiple models into a view. This led me to the idea of ViewData. I started working on this with @shengjundong at Timehop, and have been using it successfully across apps of varying sizes since. There are three parts to this approach: A UIView instance. This is your standard view that you’ll be displaying in an app. It can be a regular class, or a custom subclass as you need. A ViewData protocol. This is what’s going to keep track of the data that needs to be displayed in your view. Most commonly this will be a slice of a model, used specifically for rendering the view. A configure(viewData: ViewData) function. This is what’s going to map your View to your ViewData. An Example Let’s start with an example, where we’re building a view to display a comment. It will have a few properties you’d expect from a comment view. A commenter, their avatar, some text, and a timestamp. To make it easier to visualize, let’s imagine it looks like this: We start with a simple model. This is what we’ll be later manipulating for display purposes. public struct Comment { let text: String let commenter: String let createdAt: Date let avatarURL: URL? } A simple UIView subclass to display the comment. public final class CommentView: UIView { let titleLabel = UILabel() let subtitleLabel = UILabel() let statusLabel = UILabel() let replyButton = UIButton(type: .custom) let avatarImageView = UIImageView() } Now we get a little to the fun stuff. We’ll make our first ViewData protocol. This represents how we will render the data we’re trying to populate the UIView with. protocol CommentViewData { var title: String { get } var subtitle: String { get } var timestamp: String { get } var replyText: String { get } var avatarURL: URL? { get } } Let’s conform our model to our CommentViewData protocol. This will be how we tell our CommentView how it should display our model whenever it comes across an instance of it. // The original data source is made to conform to the protocol which we are using for display, CommentViewData extension Comment: CommentViewData { var title: String { return self.commenter } var subtitle: String { return self.text } var replyText: String { return NSLocalizedString("Reply", comment: "Text for replying to a comment") } var replyImage: UIImage? { return UIImage(named: "reply") } var timestamp: String { return self.createdAt.timeAgoSinceNow } } One thing to note is that the avatarURL property automatically conforms to the CommentViewData! As long as we plan to use it directly, we don’t have to add it to our extension. Last but not least, we need to configure the CommentView with a CommentViewData. extension CommentView { func configure(viewData: CommentViewData) { self.titleLabel.text = viewData.title self.subtitleLabel.text = viewData.subtitle self.statusLabel.text = viewData.timestamp self.replyButton.setTitle(viewData.replyText, for: .normal) self.replyButton.setImage(viewData.replyImage, for: .normal) self.avatarImageView.setImage(from: viewData.avatarURL) } } We’ve got everything configured in a nice declarative fashion, but how do we actually use this? This is in my opinion the best part. Let’s look at the call-site. func tableView(_ tableView: UITableView, cellForRowAt indexPath: IndexPath) -> UITableViewCell { // My own homegrown solution, you're under no obligation to use it of course 😇 let cell = tableView.dequeueReusableCell(forIndexPath: indexPath) as GenericTableCell<CommentView> // This is of type `Comment` let currentComment = self.comments[indexPath.row] // Comment conforms to `CommentViewData`, so we can use it directly! cell.customView.configure(viewData: currentComment) return cell } And that’s it! All you need to do is pass the original model object to the view, and as long as it conforms to the right protocol, you’ve got it working without any intermediate objects. This may seem like a lot of boilerplate, and to be honest, it's more than I would like. There are other languages with features such as row polymorphism or extensible records which would make this easier. Until Swift supports these language features, or macros, or more powerful tooling that can fill the gaps, this is the best solution I’ve found to enforcing good practices and leveraging compile-time safety for view configuration. Now you may also be thinking “sometimes my models don’t map to how they’re displayed one to one, how can I make that work?” Follow along with part 2, where we'll cover that, and a few other questions you may have. As always, I'm excited to hear your thoughts, and am receptive to feedback!
How To Keep Friends And Influence People Or Something
Maybe the real friends were the friends we made along the way.
Maybe the real friends were the friends we made along the way.
I quit using Facebook years ago, and only follow ~70 people on Twitter, which leads some to assume that I don’t find keeping in touch with people to be a top priority, but that couldn’t be further from the truth. My todo list is where I hold my priorities, and my friends and family are the biggest priorities in my life, so that’s where I turn to for making sure I’m staying close to them.
At first blush you may think that a todo list sounds incredibly impersonal, it’s actually a deep expression of caring. When people ask for more details, I receive pretty much universally positive feedback, so now I’ll share it with you.
Maybe the real friends were the friends we made along the way. I quit using Facebook years ago, and only follow ~70 people on Twitter, which leads some to assume that I don’t find keeping in touch with people to be a top priority, but that couldn’t be further from the truth. My todo list is where I hold my priorities, and my friends and family are the biggest priorities in my life, so that’s where I turn to for making sure I’m staying close to them. At first blush you may think that a todo list sounds incredibly impersonal, it’s actually a deep expression of caring. When people ask for more details, I receive pretty much universally positive feedback, so now I’ll share it with you. A Todo List? Yep, it’s as simple as it sounds. I have a list called Keep In Touch. Each entry on my Keep In Touch list is a person, with their phone number attached to the entry, that way I can text 1 them from there. Each entry also has a time interval, how often I contact them, depending on how close we are. Now I admit, this does sound a bit mechanical, but here’s where the philosophy behind this list is important. If you call it a system it sounds cold, but creating a dedicated space for people in your life sounds a lot warmer. The word todo sounds like a chore, you’re being told what to do, but these are just reminders, not orders! The odds of me not talking to my best friend for a week are slim to none, but it does happen every once in a while. This todo list item serves as a nudge — hey, reach out to your best friend, even if it’s just sending a pulse. This almost always leads to a deeper conversation where you learn about what’s going on in your friend’s life. It provides an opportunity to find out about them, and for them to find out about you. But sometimes it doesn’t, and that’s ok, in that case it just serves as a reminder that you’re in their life and they matter to you. Building A Schedule Your best friend though is a bit of an edge case, odds are you’re going to be talking to them quite a bit. This system works best for those people who you aren’t in touch with every day, or even every week. I want to be clear, this isn’t a formula. You should figure out what cadences work best for you in your life, this is what mine happens to look like. Every week My best friends and family. Every 10-14 days The next ring of friends, those who I spend a lot of my time with. Every 3 weeks People who I hang out with but may not be as close with. Every month People who I’ll see every once in a while, but who’s lives I want to keep up with. Every 6 weeks People who I see a few times a year, but enjoy being around and want to keep in my life with a light touch. This continues on by adding a two or four week intervals until I’ve reached keeping in contact every four months. If I can’t find a reason to reach out to someone every four months, the unfortunate truth is that I probably don’t have energy to keep them close in my life. My whole list is about 30 people, give or take a few as friendships and dynamics change. Time has shown that’s about as many deeper relationships I can handle, not including a romantic partner and the past and present work relationships I maintain. You Have A System, Now What? How many times in your life do you think to yourself “I should really get in touch with Samantha, it feels like we haven’t spoken in forever”, and then done nothing about it? Each time a reminder comes up, it’s a forcing function. Let’s say Samantha shows up on my list today again, here are a few places my mind goes. We normally talk to each other every month, but as luck has it we ran into each other last week. 1. I actually spoke to Samantha last week 1a. Let me just cross her name off the list and move on with my day! 1b. I’ve really been talking to Samantha a lot, I know that I reach out to her every two months but maybe I should start reaching out to her once a month! 2. I haven’t spoken to Samantha in a while 2a. Let me see what she’s up to! 3. I haven’t spoken to Samantha in a while. 3b. I don’t really have the urge to talk to her, maybe we’re drifting apart? 3c. Our last three conversations have all been the same, I should re-evaluate how much space I have for Samantha, maybe checking in every two months is a better pace than every month? Going through this thought process gives you an opportunity to rebalance your relationships as your life and friendships change. We assume that friends are forever, and to some extent that’s true. You’ll always carry them with you, but not equally at all times in your life. It’s worth figuring out how you can be the best friend to your best friends, so you can be at your best. My system for keeping close people close is one of the most important learnings I have to share. Friendships are the most direct connections people have, and this process really helps put them into perspective. Now that you’re done reading, go say hello to a friend, improve a relationship, or make some new ones. If you have any thoughts or feelings on the idea, please be a friend and reach out. I would absolutely love to hear what you think. I write text, but only in the loosest of manners. With people across the country it's often a text, with my parents it's always a call, and with many people in my life it's grabbing lunch or dinner. You should pick whatever your preferred mode of communication is and go from there.↩↩
Pushing The Boundaries of Technology
Throughout history technology has aided humanity. Not the other way around. From the invention of fire, to the creation of the wheel, the printing press, and the personal computer, technology has acted as a multiplier for what humans can do. Technology doesn’t exist in a vacuum, and it won’t stand as an industry by itself. We — as software developers — should always keep this in mind when creating technology.
Throughout history technology has aided humanity. Not the other way around. From the invention of fire, to the creation of the wheel, the printing press, and the personal computer, technology has acted as a multiplier for what humans can do. Technology doesn’t exist in a vacuum, and it won’t stand as an industry by itself. We — as software developers — should always keep this in mind when creating technology. These days technology dominates our phones, financial markets, and arguably even political outcomes. It would be easy to say that the technology industry dominates our every day lives, and yet while accumulating negative headlines, has skirted accountability. So far waiting for technology leaders to make meaningful change has led to little change. Few people are choosing to build their businesses upon ethical practices, and those that do face an uphill battle against competitors that don’t. It seems that if change will happen, it must happen bottom-up, with a plurality of voices speaking in unison. The software developers who are building this technology need to be having these discussions. It falls on us as much as anyone else to hold the industry to a higher standard. It may even fall on us more as we prosper from the system, and must help lift others up to ensure that technology isn’t just a multiplier, but a positive multiplier. To start a conversation, below is a short list of ways we can improve our industry. Bring your moral compass to work I don’t believe that people necessarily have to bring their complete selves to work, especially when you think about a company being a business. But I do think it’s incredibly important to speak from your moral center. The easiest way to do that is to work on things where your personal goals and moral beliefs are aligned with the work you are doing. The tech industry often feels like a vast land of amorality, because accepting morality means taking a stance and responsibility. It turns out taking on responsibility is difficult. But if you’re not working for what you believe, and you have the means to satisfy Maslow’s hierarchy, what are you even working for? Certification There’s something I’ve been thinking a lot about, bifurcating the software development industry with certification. As software continues to eat the world, this laissez-faire attitude around certainty can’t continue. Software is the heart and soul of the tech industry, but software will become the lifeblood of many more industries over the coming years. There is no putting the genie back in the bottle, software has exponential value and a marginal cost to produce. Software has already played an important role in furthering humanity, and it’s not going to disappear. With that in mind, we must create safeguards to ensure a level of quality that we currently leave to faith. Critical infrastructure has to be built by certified developers who face penalties for code that causes damage. Writing uncertified code shouldn’t be banned, anyone should still be allowed to write whatever code they want. Code is a form of expression and I have no intent on stifling it. But if the code you writes gains traction, or becomes critical infrastructure itself, you have to get it certified and have it built by certified developers. Trading progress for certainty makes sense if we want to have the industry considered trustworthy. Oversight and penalties Along with certification, there needs to be legal infrastructure to respond to software that causes harm. If software causes harm to others, either through malicious intent or through malpractice, someone must be held accountable. If a civil engineer or a firm create a bridge that falls down, those parties are considered liable. If a company writes software that leaks your social security number, you’ll be lucky if they get a slap on the wrist. 1 As information becomes more and more valuable, this dichotomy becomes more and more unsustainable. The ever-expanding scope of software means that it will continue to have a growing impact on the world around us. But legislation is not keeping up, and that has to change. Lifting others up The great majority of software developers are very lucky to have marketable skills in an ever-expanding market. But one person can’t reap all of those rewards, so I’d argue it is a moral obligation to spread them around. You can use your skills to lift up others and create a better industry. There are already many people in your proximity who can benefit from your expertise and willingness to help. Developers are always learning from developers, especially from the ones who share the knowledge they have. Designers with a perspective on development can work together to create a better product. Business folks who now know what’s possible to create new revenue streams and directions for their companies. If you don’t buy the selfless angle of spreading your knowledge and giving your time, there are selfish benefits to helping out others. Instead of fighting by yourself for what you believe in, through mentorship and guidance you can create an army of people to fight for what you believe in. And I assure you that you’ll learn through the process and become a better version of you. There’s so much space we have a direct effect on, and so much change we can make through that. Unionization I hadn’t said it yet, but now I will. The u word, the word that strikes fear in the hearts of capitalists: unionization. I was having a chat with a software developer I respect and the subject of unionization came up. My friend: I’ve been lucky enough that I never personally felt the need to consider unionization, but I know that not every employer is so good with their people. Me: That’s the reason we should unionize. We can afford to on behalf of others. As an industry that is dominated by white males, this ought to sound familiar. It’s privilege. And those who have privilege should use it to elevate others. Unionization would allow software developers to collectively bargain for the greater good of the industry. At its simplest, this is valuable from an economical perspective. Collectively we can negotiate better compensation for ourselves, but more importantly we can create a rising tide that lifts all boats — allowing those who aren’t yet making as much to be . This will be of disproportionate benefit for underrepresented communities, and create more opportunity for economic mobility. We can also use it to shape our workplaces. Sexual harassment runs rampant and we wonder why there are diversity issues? Companies mandate forced arbitration and only remove it under pressure. Or build their companies on the backs of contractors who have no rights or recourse to improve their own situations. 90 day exercise windows for people who created a disproportionate amount of value during a company’s life. Then we reach the next level, the galaxy brain of unionization. A form of checks and balances for software. Software developers are the ones who create software, and so we should have say in how it’s used. As an industry we’re creating more value than has ever been created before in history. Job mobility is at an all time high so it’s not like we’re short on options. And yet we haven’t taken advantage of that as a collective. Software should be used in ways that align with our morals, values, and sensibilities about how we believe software should shape the world. Separately we can all ask for that to happen. Together we can demand it. Additional Thoughts From 2020 On Education This is one of my biggest hills to die on regarding the industry. The computer science curriculum should be completely revamped. Extend programs to 5 years, a minimum of two ethics courses, two philosophy courses, and provide real world job opportunities every fourth quarter. https://t.co/Ta4z5iCSb9 — ✨ Joe F. ™ ✨ (@mergesort) June 30, 2020 I am convinced that students would be better served by a few semesters of reading Pascal, de Beauvoir, or Algorithms of Oppression than being forced into three semesters of classic, electromagnetic, and wave/optics-related physics courses like I was. — ✨ Joe F. ™ ✨ (@mergesort) June 30, 2020 While we’re at it, throw in a couple of computing history courses. Teach the youths about all of today's “novel” problems that are actually reinventions or practical applications of CS theory from the 60’s and 70’s, and about all the women our industry is actually built on. — ✨ Joe F. ™ ✨ (@mergesort) June 30, 2020 The tech industry can use an injection of the humanities because technology is built to improve humanity. Let’s not forget about the humans on the other side. I’m open to suggestions, so please reach out if you think of anything I’ve missed and should include. I won’t use this section to argue that companies shouldn’t take on this information at all, but really they shouldn’t hold onto anything they don’t need to run their product.↩↩
What I Read in 2018
When 2018 started I set out to read 10 books this year. Much to my surprise I ended up reading 25 books in 2018. The most important reason I was able to get through 15 more books than I'd expected was that when the year started I set a goal for myself to read at least 15 minutes every day. I ended up accomplishing that 328 times over 2018, meaning 9 out of every 10 days I made significant progress on a book. I was able to find time by replacing a couple of podcasts I'd listened to with time for reading, a strategy that netted me about 1-2 hours every week.
Without further ado, the books I read this year are below in reverse chronological order, newest at the top.
When 2018 started I set out to read 10 books this year. Much to my surprise I ended up reading 25 books in 2018. The most important reason I was able to get through 15 more books than I'd expected was that when the year started I set a goal for myself to read at least 15 minutes every day. I ended up accomplishing that 328 times over 2018, meaning 9 out of every 10 days I made significant progress on a book. I was able to find time by replacing a couple of podcasts I'd listened to with time for reading, a strategy that netted me about 1-2 hours every week. Without further ado, the books I read this year are below in reverse chronological order, newest at the top. I'd highly recommend reading the bolded ones, generally because they've shaped how I think or how I perceive the world. Most of the rest were pretty good too if you're looking for a suggestion. Why We Sleep The Inner Game Of Tennis Stubborn Attachments Brave New World Antifragile The Buddha's Noble Eightfold Path An Autobiography of John Stuart Mill Intercom On Jobs To Be Done Zen and the Art of Motorcycle Maintenance 1984 Communist Manifesto and Social Contract Siddhartha How to Create a Mind: The Secret of Human Thought Revealed Shop Class as Soulcraft The Purity Myth High Output Management Triggers Mindset Amusing Ourselves To Death Nudge Algorithms To Live By A Random Walk Down Wall Street A Brief History of Time Machine Learning: The New AI The Hard Thing About Hard Things Sapiens The most surprising thing about reading this year wasn't the books I read, but sheer amount of content from the internet I consumed. I save a lot of essays, blog posts, and articles in Pocket so I can read them on my time, without keeping dozens of tabs opened, in nicely formatted manner, and most importantly available offline. This year I was very cognizant of not letting articles pile up in Pocket, which meant I had to put in a concerted effort to either read posts or delete them when I realized I wasn't going to get to them. I devoted a little time every other Saturday to cleaning out my Pocket queue, pruning my list either by reading or deleting. The end result of that — I read 102 books worth of content from the internet this year. An additional surprise was that Pocket isn't where I read all my content, but I also read a lot directly in my RSS reader. I can't know for sure how much I read through RSS, but at the very least I'm sure it would have added on another 20-30 books. And that's what I read in 2018. I'm setting my goal a little higher in terms of books in 2019, my goal is to read 20. I really enjoyed getting into books, and all that I learned. I'm also setting a goal to counter-balance my internet consumption. I don't have a number, but I intend to read less articles and blog posts, and about the same number of essays. I really enjoyed the long-form content I read, but I'd also like more time in 2019 to work on side projects, so that time has to come from somewhere.
Questioning Vulnerability
As a mentor, I give a lot of advice. I give a lot of advice that comes from a breadth of experience. But my experience is rooted in the present, to remember how I felt earlier is an exercise in empathizing with a past version of myself. And memories are a fickle thing. In fact, there are many biases that affect how you remember an event, so it’s possible that my memories aren’t even an accurate reflection of the reality that I lived.
One piece of advice I give often to newer (and more experienced) developers is to ask questions. Ask a lot of questions. Ask questions until you’re sick of asking questions, and you suspect the other person is sick of hearing them. It’s going to take a while until you feel smart, or you feel good about your knowledge, but keep pushing through and putting yourself out there until you start to feel it.
As a mentor, I give a lot of advice. I give a lot of advice that comes from a breadth of experience. But my experience is rooted in the present, to remember how I felt earlier is an exercise in empathizing with a past version of myself. And memories are a fickle thing. In fact, there are many biases that affect how you remember an event, so it’s possible that my memories aren’t even an accurate reflection of the reality that I lived. One piece of advice I give often to newer (and more experienced) developers is to ask questions. Ask a lot of questions. Ask questions until you’re sick of asking questions, and you suspect the other person is sick of hearing them. It’s going to take a while until you feel smart, or you feel good about your knowledge, but keep pushing through and putting yourself out there until you start to feel it. Note to senior developers reading this: Never get sick of answering questions, and always make whoever is asking feel rewarded for having asked. It’s half the fun of being a senior developer. I always asked a lot of questions when I was starting out. I suspect it’s a big part of what led to me becoming a better programmer. I was never afraid to ask a question, and now I’m better, so it seems like good advice to give to someone who has a lot to learn. But what I’d conveniently forgotten was that I too was afraid to ask questions. I forgot about how I would spend hours researching the question I wanted to ask so that way by the time I did ask it I would only look a little dumb rather than like a full on dunce. By the time I asked a question, I wasn’t afraid of asking anymore, because I knew there was little downside. The lucky thing for me was that I learned a lot through this process, and that exercise ended up being a big part of my growth as a developer. It’s an incredibly vulnerable thing to ask a question and open yourself up to feeling stupid. And admittedly, a lot of people in this industry do a great job of opening themselves up for questions and not making people feel stupid for doing it. It’s one of the best things about an industry that can be less than ideal at times. I recently realized that I haven’t felt this vulnerable in a long time. Part of this is incredibly exciting, it means that I’m putting my ego aside and focusing on what I really want, growth. The other side of it though is that while the advice I give to ask questions is sound, it rings a little hollow since I don’t feel that pain anymore when I ask a question. I try my hardest to be encouraging, to make sure no one ever feels stupid when they ask me a question, and to reward their curiosity and learning with attention and genuine effort. And if I don’t know something, we work through it together, another way to show that being vulnerable is a-ok. But I want to remember how that vulnerability feels. There isn’t really a way for me to replicate that feeling though. No matter how wrong I am about something, no matter how hard something I want to try learning is, if it doesn’t work out or I give up, I can always fall back on doing what I’m already good at. That’s just not the same scary place that an inexperienced developer finds themselves in, they feel vulnerable because there isn’t that safety net to fall back on. I’ve always wanted to learn how to draw. I’ve always felt bad that I can’t draw well, and had convinced myself that I just wasn’t the kind of person who can draw. But recently after some life events showed me that I can start from scratch, that I can start over, that I’m in control of what I learn and how, I decided to give it a shot. I picked up a copy of Drawing on the Right Side of the Brain a few weeks ago, and while I’m only a couple of chapters in I already see an improvement. There are many reasons I decided to learn how to draw. I love wordplay, but words leave a lot to interpretation. I would like to make drawings and comics that express the full gamut of the feelings I’m trying to convey. I would like to draw the way I see the world. I would like to have a creative outlet that has an iteration cycle on the order of minutes or hours, not weeks or months the way software does. And the list goes on. Even writing prose is more vulnerable than writing software. Whenever I write something, it never feels complete. Writing exposes a part of me that is subpar to the world, especially writing this post which comes from a place of inadequacy, not from authority. But a real way I can recreate the vulnerability I’m seeking to understand, the way a newer developer feels, is to draw. And most importantly, to show people my drawings. I’m going to start from a place where I know next to nothing, keep learning, and continue growing. I’m going to ask questions, so many questions, and expose my subpar self to the world. So here’s my first public drawing. It took me nearly three hours, but I learned a lot. • I learned how layers work, and how they can save you a lot of time so that way my next drawing doesn’t take three hours. • I learned how the art pencil tool differs from the marker tool. More importantly, I learned how to combine the two to make things look the way I wanted them to look. I’ve always wondered why my drawings didn’t look like the drawings I see from artists, and now I realized it was because I wasn’t using the right tools… • I learned a lot about shadows and tone. Halfway through my drawing I realized I could throw away all the work I’d been doing and combine colors to achieve the effect I was going for. It took me some experimentation, but the end result looked more true to what I had intended and was faster to achieve. • Most importantly I learned that it’s all reversible. I’ve always approached drawing as a finesse activity, one that I was afraid of messing up, but like any creative endeavor it’s about expressing yourself. Being fearless makes expressing yourself infinitely easier. Note to developers reading this: Software is incredibly reversible too! Don’t ever feel afraid to code something wrong, the worst thing that can happen is you delete it. As simple as these things may sound, they never clicked in my brain. And now they do, and that’s the beauty of learning, now I see the world a little differently. While this post is about developers, the lesson applies to everyone learning something new. So if you’re learning something new remember that while the vulnerability can feel like a curse, it can also be a blessing — it means you’re learning.
Reclaiming My Time
The people will not revolt. They will not look up from their screens long enough to notice what’s happening.
The people will not revolt. They will not look up from their screens long enough to notice what’s happening.
George Orwell, 1984
The people will not revolt. They will not look up from their screens long enough to notice what’s happening. George Orwell, 1984 The Revelation I'm overwhelmed — by content. This shouldn’t come as a surprise, the term “information overload” has been around since the 1960’s and the internet has only accelerated our access to content. We're inundated by content wherever we go, willingly so in most cases. We can't go a minute without listening to music, reading a tweet, checking the news. Worst of all, we convince ourselves that it's ok, and that it makes us better people. In a world with infinite content and limited time, the most difficult problem has gone from finding great content to curating it. A well-balanced life is a healthy life. Contrary to popular belief, you can have too much of a good thing. In fact, gluttony is possibly the biggest sin of our times. Just because cereal can be "part of a complete breakfast” doesn’t mean you should have four bowls of Lucky Charms. With never-ending access to a near-infinite amount of the greatest content humanity has ever created, how can we say no? Without outside guidance, we have to focus our effort on maintaining our own information diets. Falling In Love With Content The year was nineteen diggity two and the depression hadn't hit yet. Or maybe it was around 2009 or so, it's hard to remember exactly when I discovered RSS. I stumbled upon a never-ending stream of articles written and recommended by people who were clearly my intellectual superiors. It was fascinating to walk in their footsteps, to understand how they were thinking, to live through their eyes. To many Twitter is a real time RSS feed with a social graph attached. It is also the most malleable technology product I know of. Your experience is completely in your hands to shape, and the breadth of content is near infinite. I chose to use Twitter long before working there, and created a similar experience to RSS, only centered around people instead of articles. Podcasts are an audio manifestation of RSS. A cross between the directness of Twitter and the thought-out nature of a blog post. They are the literal interpretation of giving a voice to your favorite content. And they're easy to consume; you don't even have to read. (Congratulations on making it this far by the way.) There’s no feeling like the initial rush of finding a person with new or interesting view points. And in turn, I decided to give them headspace. I would follow them on Twitter, start reading their blog, and listen to their podcasts. This exposed me to a wide variety of thinking. It allowed me to understand their perspectives. It taught me about topics I'd never thought much about: economics, philosophy, behavior psychology, and how it all blends into the world we see before us. Pulling Back Once I understood someone's line of thinking, I became attached. The idea of removing someone from my digital life was scary. I knew that I would miss their perspective. But I also knew that I needed to move on; I didn't have enough mental capacity to track everything everyone interesting does, and so I felt overwhelmed. Although it took a while to admit it to myself, the lessons I've learned from these people would stick around forever. I don't regret my consumption. The lessons I've learned will be carried with me through the rest of my life. I learned to make coherent arguments. I learned to look at problems through different lenses. I learned the joy of seeing another person's perspective. Most importantly, all the learning made me feel rewarded as a human being. I didn’t want to halt my consumption entirely, but I needed to cut down, to free up my personal bandwidth. The fear of missing out drove me to think I would miss out, but I had to trust that some content would be enough. Now when I find someone new to follow, I decide to pick whatever medium feels most appropriate for the content. This lets me hear their voice in the way most suited to them, and frees up space for other people. Continuous Improvements I don’t have a one-size-fits-all answer for improving content consumption. The process is a continuous one. I find out what changes make me happy, what makes me unhappy, and it gets a little better all the time. I still read a ton of blogs, probably too many for my own good, but now I don’t read them right away. I give myself a little more time to decide whether I want to read something before I read it. I add blog posts to my Pocket queue and give them a day or two to sit there. If an article still looks interesting, then I’ll give it a read. If it doesn’t, now I don’t feel so guilty about throwing it away, there’s surely something else that will fill that space. This process is intentionally slower and more deliberate. Just because an article jumps out at me initially doesn’t mean it’s necessarily good. A benefit of this is that I’m more thoughtful about what content I consume. I also find myself getting better at identifying content that is likely to be evergreen and valuable, versus something that’s just attention grabbing. I look back and realize that without leaving space for others in the content I consumed, I was resorting to this same pattern of all or none thinking. Rather than allowing myself to be bored for a moment, I chose to allow myself to feel overwhelmed. You can do it too Unfollow that person on Twitter. Stop reading that blog. Unsubscribe from that podcast. Give yourself a little time to digest. Leave some space for boredom and serendipity. Serendipity needs space to grow. Also read a damn book or two.
The Learn Swift Podcast - Episode 28
I recorded an episode of @learnswift_fm with Steven Sherry a couple weeks back. We had a great chat about contracting, computing history, philosophy, Smalltalk, and even a little bit about Swift. I think you’ll really like it, and recommend giving it a listen.
I recorded an episode of @learnswift_fm with Steven Sherry a couple weeks back. We had a great chat about contracting, computing history, philosophy, Smalltalk, and even a little bit about Swift. I think you’ll really like it, and recommend giving it a listen. The Learn Swift Podcast: #28: Joe Fabisevich Original recording
15 Minute Meetings
How many times have you been called into a meeting only to realize five minutes into it that you’re likely going to speak for sixty seconds… if you’re lucky? You potentially hold one piece of valuable information, and the rest of the discussion doesn’t concern you much. There are probably four other people like that in the room as well.
How many times have you been called into a meeting only to realize five minutes into it that you’re likely going to speak for sixty seconds… if you’re lucky? You potentially hold one piece of valuable information, and the rest of the discussion doesn’t concern you much. There are probably four other people like that in the room as well. No company does meetings well. People will always be struggling to get better with meetings until meeting nirvana is attained, and there are no meetings. I recently read about an idea that the Pinterest engineering organization has been trying out to enable their engineering team more contiguous blocks of time for development. They only have meetings on Mondays and Fridays, giving them a long stretch of time for work in the middle of the week. Inside the organization this is seemingly being considered a success. Externally, it was met with mixed reviews — and understandably so. It appears the number of meetings and time spent in meetings hasn’t gone down, it was just time boxed differently. I’m glad Pinterest didn’t just stick to the status quo, this is still a net-positive, but it doesn’t bring us closer to our goal of meeting nirvana. There are two ways to reduce the amount of time spent in meetings. Less meetings or shorter meetings. Let’s imagine an ordinary 30 minute team catch up meeting. Not a brainstorming session, not a quarterly planning meeting, and not a 1 on 1. If we had to make the meeting only 15 minutes long, then you’d have two options. Compress what’s important into 15 minutes or lose 15 minutes worth of valuable information. I don't know about you, but I've rarely been in a meeting where every moment felt high signal and low noise, so let's work with the compression scenario. The compressed information is going to very likely be the information you need to get a team on the same page. But what if we can’t cover everything in 15 minutes you say? Then whoever needs to stay to get the remaining details hashed out can stay. Everyone else is free to leave, with no stigma attached, and more information than they had coming in. Meetings are still booked for 30 minutes to accommodate the people who may need more time, but most people will be able to get more time to get back to their non-meeting duties. The great manager Michael Lopp, aka Rands once said If a meeting completes its intended purpose before it’s scheduled to end, let’s give the time back to everyone. What if we scheduled all meetings with a goal of giving people their time back? I’d love to hear what ideas you may have for that.
Startup Code Quality
I was asked
Is the code quality at an early stage startup higher or lower than the code quality at a bigger company?
This is a really good question to ask if you're a developer looking to join an early stage company. To answer this question though, I'd like to take a step back.
I was asked Is the code quality at an early stage startup higher or lower than the code quality at a bigger company? This is a really good question to ask if you're a developer looking to join an early stage company. To answer this question though, I'd like to take a step back. Code is never context free. At any company, writing code is the means to solve a business problem. Early on the problems ahead of you are very fuzzy and subject to change. After two years of working on your business, it's very likely the code you wrote initially will be very out of sync with the problems you're solving today. The natural inclination is to think that the code you wrote was bad. But that's not true! What's really changed is that as your company has grown, it's developed product/market fit. The problems you're trying to solve today are more well defined, clearer, and can be more properly scoped. This means that you'll now be able to have engineers assess what problems they should be solving better. They will be able to tackle more specific complex problems with this bandwidth. In a context-free manner, some people will look at the problem and say "this code is so much better than what we used to write". Large organizations have their flaws too. Bureaucracy and process can get in the way of writing code. This can manifest in you not getting to write code or your project being cancelled. These are their own set of problems, but is slightly different then creating difficult to work with code. But to answer the question: Is the code that you're writing early on in a company’s life bad? No. Is the code you're writing as company grows bad? No. Are the problems you're solving clearer as the company grows? Yes.
The Dog Ate My Take Home Assignment
It has become quite common for companies interviewing engineers to give candidates take home tests. These consist of an interview problem (or problems) which they can work on in their free time. This gives the candidate the benefit of not being under pressure in a high leverage interview setting. This gives a company the benefit of seeing how a candidate works in a normal work environment.
I had one of these recently, and to say it could have gone better would be an understatement.
It has become quite common for companies interviewing engineers to give candidates take home tests. These consist of an interview problem (or problems) which they can work on in their free time. This gives the candidate the benefit of not being under pressure in a high leverage interview setting. This gives a company the benefit of seeing how a candidate works in a normal work environment. I had one of these recently, and to say it could have gone better would be an understatement. Though I could start whenever I wanted, it was a timed exercise. I was given 3-4 hours to complete the exercise, though it was emphasized it should take 1-2. Time to completion would be a factor in determining how well you did. This is the first time that I've had a timed assignment, but it seemed fair to me. The exercise itself is unimportant, and I can't share the details of it, but I have no qualms about it. The only thing you have to know is that I had to generate a command line app, so the reviewer could run the app with variable command line arguments. Just under two hours later, I had managed to complete the assignment and was ready to email it back to the company. I'd named the project the same name as the company, and so the binary that was generated was of the same name as well. I copied the binary to my desktop, to make it easier to drag into the Mail app, hit overwrite, and, wait... hit overwrite... I deleted the folder holding all the code. All I had left was a binary. The reviewer would have no idea how it does what it does. I panicked, and quickly emailed the company to tell him that the dog had actually eaten my homework. I didn't hear back, so a few minutes later I emailed them the generated binary from my assignment. I told them to run it, to verify that I did actually make something. In the mean time I got started on restarting my assignment. I checked for the last Time Machine backup, and found one from over an hour back, and used that as my starting point. About 40 minutes later I was done recreating the assignment to the best of my abilities. I emailed them the assignment, along with a new binary, and hoped for the best. Amazingly. I almost did the same thing, copying the binary to my desktop, but this time managed to not hit overwrite. Moral of the story, think before you overwrite.
The Future Will Be Signed
Cryptography is becoming more important in our every day lives and there’s no way around it. Whether it’s the calls from governments to ban encryption, come up with “responsible encryption”, or to violate norms and laws, cryptography is playing a role in shaping our society. I’d like to approach the role of cryptography from the other perspective though, from the side of helping us prove facts about the world around us.
We are entering an era where technology empowers people to create artificial evidence for stories and narratives. While we can’t yet create facts, we’re approaching a point where artificial evidence looks very believable.
Cryptography is becoming more important in our every day lives and there’s no way around it. Whether it’s the calls from governments to ban encryption, come up with “responsible encryption”, or to violate norms and laws, cryptography is playing a role in shaping our society. I’d like to approach the role of cryptography from the other perspective though, from the side of helping us prove facts about the world around us. We are entering an era where technology empowers people to create artificial evidence for stories and narratives. While we can’t yet create facts, we’re approaching a point where artificial evidence looks very believable. Nvidia is using machine learning to generate fake pictures of humans that seem so real that humans can’t tell they’re fake. Lyrebird is building technology that allows people to enter text, and they will generate a rather convincing audio file of someone (like… say… Donald Trump) speaking it. Watch this video clip of Barack Obama saying things he never said. I guarantee you there’s at least a few people who are fooled by this today. Today you may think “this doesn’t quite sound like Donald Trump” or “that doesn’t quite look like Barack Obama”, but technology only moves forward. It’s going to get better and better. What happens when you can’t believe your eyes and ears? What happens when you have to question every picture you see, every sound you hear, every video you watch? We need to have answers before this becomes a problem. We’re going to need a way to prove the authenticity of a piece of digital content, everywhere, in a simple manner. This is where public key cryptography comes in. Our current solutions are noble efforts, but remain too complex. This infrastructure is going to have to be baked directly into the software that developers build, in a way that is transparent to the end user. A politician (or anyone) needs to be able to sign a tweet, audio recording, or video clip to prove authenticity of what they are saying. With the creation and fabrication of content being so easy, we’re going to need a model where the person creating the content can prove it is trustworthy, and otherwise it should be treated as inauthentic. Outlawing encryption and controlling cryptography is a really bad idea. It may end up that these technologies help us maintain a level of trust in our society.
Learning About Cryptocurrency
Cryptocurrency is all the rage these days. From Bitcoin to Ethereum to Ripple, to some silly sounding thing someone will come up with tomorrow, it's something people want to know about.
At the risk of sounding like a super noob, what's a good introduction to crypto? From the basics through understanding current landscape
— Benny Wong (@bdotdub) January 5, 2018
So you're looking to learn a little something about how these new technologies work? Well Benny (and anyone not named Benny), I don't have all the answers, but I do have two resources that people who are interested in the technical aspects should check out.
Cryptocurrency is all the rage these days. From Bitcoin to Ethereum to Ripple, to some silly sounding thing someone will come up with tomorrow, it's something people want to know about. At the risk of sounding like a super noob, what's a good introduction to crypto? From the basics through understanding current landscape — Benny Wong (@bdotdub) January 5, 2018 So you're looking to learn a little something about how these new technologies work? Well Benny (and anyone not named Benny), I don't have all the answers, but I do have two resources that people who are interested in the technical aspects should check out. If you want to learn about the blockchain, I would start here. The video is only 17 minutes, and yet covers everything you need to know about how a blockchain is built and works. If you want to learn about Bitcoin, I would start here, at the time marker 41:55. Everything I learned about Bitcoin in this episode of Security Now still holds up today, six years later. Steve Gibson was very early in understanding what makes the protocol interesting, along with its upsides and downsides. The only real thing that's changed since this was recording is the addition of exchanges like Coinbase, Gdax, Kraken, and others into the marketplace, as a way to centralize trading. A personal note, if you're just looking to invest in some cryptocurrency you probably don't need to understand the underlying technology. The investment side currently is a speculative market based on projecting who the winners and losers in this space are going to be, and for the most part that's relatively disconnected from the technology. And one more note, if you're going to invest in cryptocurrency right now, only put in however much money you're willing to lose. No one knows how the market is going to play out so I'd equate the whole thing to gambling at best.
Everyone Should Use Generics Except You
As I was on hour six of debugging how to read an object from the database, my brain suddenly noticed the slight difference in two lines of code. The compiler error had been off, too vague to help me realize that I was never hinting the correct type to the function. Generics had struck again. I cursed in the general direction of my cat (unintentionally), and moved on. There was nothing I could do but accept that we've all been there, and move on.
As I was on hour six of debugging how to read an object from the database, my brain suddenly noticed the slight difference in two lines of code. The compiler error had been off, too vague to help me realize that I was never hinting the correct type to the function. Generics had struck again. I cursed in the general direction of my cat (unintentionally), and moved on. There was nothing I could do but accept that we've all been there, and move on. The creators of the Go language have so far resisted the notion of adding generics. They have a well considered argument that adding generics into the language will add to it's complexity, so much so that the power of the feature will be outweighed by the complications that the feature brings. What proponents of generics say is that the core team is not properly considering all the benefits of generics. The language's surface will be simplified, your code as a consumer will be easier to write, and even that Go already has generics but only for certain blessed types that are built into the language. Combining the two thoughts above, I had a thought of my own, since everything's a remix after all. We boil down our problems to platitudes, as if fixing that one problem will be salvation for our existence. Functional is better than object oriented. React is better than Angular. Static is better than dynamic (it is…). Writing generic code is one of those trade offs. It can be mind bending, it's no walk in the park, but it can be incredibly powerful. I don't personally agree with the Go authors, but I'll boil the problem down to a platitude of my own: I want generics in my language. I don't want anything to do with them myself 95% of the time, but I would love the features that others can build which capitalize on generics to make my life easier.
Thinking About Thinking
Two meta-skills that help a programmer grow more than just practicing their coding. Thinking about thinking, and focusing on focusing.
— Joe Fabisevich 🐶🐳™ (@mergesort) July 26, 2017
Two meta-skills that help a programmer grow more than just practicing their coding. Thinking about thinking, and focusing on focusing.
— Joe Fabisevich 🐶🐳™ (@mergesort) July 26, 2017Two meta-skills that help a programmer grow more than just practicing their coding. Thinking about thinking, and focusing on focusing. — Joe Fabisevich 🐶🐳™ (@mergesort) July 26, 2017 How To Think About Thinking and Focus on Focus Don't focus on finding the perfect to-do list app. Once found, you still have to light the spark inside that keeps you going. It's that spark that moves you along the road; a road that stretches surprisingly far. I set a goal for myself in early 2017. I was going to spend a lot of time learning. I wasn't sure what this would look like. I gave myself time to figure it out. Things are rarely simple in life. I knew I wouldn't find the answer right away. I wanted to learn how I learn. Everyone learns differently. I needed to figure out the best approach for me. Before I even sat down to learn any topic in particular, I attended a Coursera class to gain perspective on learning. The course involved few weekends worth of work and I came away with great techniques and a deeper understanding of learning as a whole. Next, I considered the subject matter I wanted to learn. It had to be motivating: motivation has always been a sticking point for me. So I decided to focus on skill building. I wanted to combine these two thoughts--learning and motivation--to put myself in a better position to learn. A few months passed and that's when I realized: I still had a lot to learn about thinking itself. Reading I've recently returned to reading, or more precisely, listening to books. My favorite books focus on what's called "metacognition". Metacognition means the awareness and understanding of your thought processes. Metacognition unlocked a door for me I hadn't realized could be opened. I've always thought of myself as a person with good self-insight. As I began to read more, my doubts grew. Thinking Fast and Slow by Daniel Kahneman taught me how cognitive biases work. This knowledge left me both concerned, and, unexpectedly, relieved. My concern stemmed from the mental gymnastics my mind performs. I found myself especially prone to the attribute substitution bias, and a few others. The brain prioritizes viewing the world in a way that suits you. It's instinctual, protecting us from doubt and pain. It also keeps you away from new modes of thinking. Once I accepted that everyone's mind tries to do this, I began to open up to new possibilities. I was also relieved. This model let me understood why I thought the way I did. More importantly, I could now leverage that knowledge for further growth. My path started with a simple goal: I wanted to learn more. Now, I was ready to actually start putting these learnings into productive gains. Practicing Next, I needed to move from understanding myself to real world practice. In this, I learned three important lessons: 1) Think about thinking Understanding yourself provides the key to discovering your boundaries, limitations, and possibilities. These margins guide you to areas where you can grow. Even the smartest people are not able to learn something new any time. Their brains need rest, balance, and fuel. The more in tune you are with where you are mentally, the easier you can acquire and assimilate new information. Your ability to take in information changes over the course of your life both in the long and short term. For many people, it's easier to learn at 2pm than 10pm. The next day, well rested at 10am, it's easy again. This pattern isn't true on only a daily basis, your life will go through similar cycles as well. 2) Plan Time is the most precious resource you have, so deploy it wisely. I make a schedule every day, split up into half hour intervals. 1 If something takes longer than a half hour, bubble it in for two half hour intervals. If something takes less time, feel free to squeeze in a couple of tasks into a half hour interval. This is a technique I picked up from Deep Work, to help my daily planning. Each day's planning acts as a meditative exercise. Every morning, I think about the shape of my day. I list my goals, which serve as landmarks throughout the day. On review, I can decide whether I'm accomplishing those goals and making progress. After adopting this style, I quickly noticed I had a weaker grasp on my time than I thought I did. It is incredibly difficult to create a schedule then stick with it, exactly as planned. And that's ok. Each time I got off schedule, I could re-adjust and re-orient. I'd move around priority tasks, push others off for when I could give them the attention they deserved. When I found a task that kept getting bumped, I'd reconsider its merit. Over time you realize, "maybe this task isn't as important as I thought it was". Do this consistently, you won't look at time the same way ever again. 3) Focus The easiest way to stay focused is to avoid distraction. Isolate yourself however you need to. Physically If your environment isn't productive, change it. I don't work well in open offices where noise and conversation distract me. Other people can't work from home, they prefer the sounds of the world as a background hum. A coffee shop may be a great match to your style or the silence of a museum library. Mentally Meditation can boost your energy levels. I use Headspace to introduce a five minute refresher during my mid-afternoon. Meditation allows my mind to rest after it's been working for the entire day. Some prefer to start their morning off with fresh thoughts. Others like to clear their mind at night, making it the last thing they do. See what works best for you; maybe it's all three. Digitally Tucking away distractions help you focus on your task. I try to keep everything that's not immediately pertinent out of my sight. Surprisingly, hiding my Dock has been made me far less distracted. I used to spend my day distracted by red badge fever. Slack, Twitter, Things, and other badged apps would eat into my thoughts. Now I stare full screen at whatever I've got open with no little red badges to grab my eye or pull at my thoughts. Acts like browsing the web are now a conscious choice. When I'm writing code and want to check my daily schedule's progress, it's a choice, not an impulse. I still live in the real world and connect to these things but I am not prodded to do so. I act when I find some time. When I'm focused, I'm focused. When I'm distracted, I'm distracted. Training your brain to focus is like any other form of exercise. It's hard at first. As you root out distractions and adapt your environment, your focus muscle grows. As with all change and exercise, it gets easier and easier to avoid distractions over time. Next Still interested in figuring out how to grow more? If so, congratulations. It's a hard but amazing path to look deep into yourself and decide to make changes. I wish you well along your journey and implore you to move deeper in your voyage. This journey isn't about finding the perfect to-do list app. Once you've found one, you still have to find what's inside of you that encourages you to keep growing. Once you've found that, you'll be surprised at how long the road stretches. Ok, I have to admit, I can't always do this. Sometimes it's too rigid, and I'm not well disciplined enough yet to live my own advice. There are days where I don't have as clear a focus, and it shows in my schedule.↩↩
Handing Off Public Extension
This is a blog post by Jasdev Singh, originally published on jasdev.me. I'm re-posting here since it's directly tied to me taking over his project, Public Extension.
This is a blog post by Jasdev Singh, originally published on jasdev.me. I'm re-posting here since it's directly tied to me taking over his project, Public Extension. Firing off the first tweet for @PublicExtension on October 9th, 2015 was a rush. I was on the tail end of my batch at the Recurse Center, after having spent the previous quarter transitioning from an backend engineer to writing Swift every day. The goal was to regularly post extensions I’ve come up with, stumbled upon, or received from the community. In the span of a year, I collected 89 extensions, had countless conversations with the Core Team, and even represented the account at XOXO Festival. However, I (accidentally) treated Public Extension like a “Forever Project.” Without an end in sight, the weight of “do I just keep running this account ad infinitum” caused missed days to turn into weeks, and weeks into a year of hibernation. My energy drifted elsewhere. Writing, building out Peloton’s iOS team, and crafting memories with friends on two wheels. Until a couple of weeks ago, I had almost forgotten about the project when Joe—commonly aliased as @mergesort—expressed interest in taking the baton. I couldn’t imagine a better fit. Not only is Joe a great friend who is 1000% game to volley Swift puns, but he also has a track record of helping, advising, and guiding folks in the iOS community. A lunch, repository transfer, and a few iMessages later, Public Extension has a second wind. Joe and I have discussed some of his early plans for the account and I’m stoked. Please give him the same support and cheers y’all have kindly given me along the first leg of PE’s relay. Below are some notes about the transition and aspects that will remain the same: To prevent old commit permalinks from breaking, we transferred the repository to Joe’s GitHub account and I forked it. This means that all of the old tweets can safely be embedded. The account wouldn’t have been possible without submissions. Going forward, all extensions will continue to link back to the original author, if applicable and with permission. On the note of submissions, they will still be accepted 💙 Joe can provide more details on preferred ways to do so.
Foundations
Every day at a startup is an exercise in getting to tomorrow. Some days it’s easier, some days it’s harder, but if you don’t make it until tomorrow, there won’t be a next week, month, or year.
This is why building a long-term foundation is incredibly important.
Every day at a startup is an exercise in getting to tomorrow. Some days it’s easier, some days it’s harder, but if you don’t make it until tomorrow, there won’t be a next week, month, or year. This is why building a long-term foundation is incredibly important. If you keep making it to tomorrow without thinking ahead, in three years you might look at what you’ve built and realize that you’ve set yourself up for mediocrity or failure. Every decision you make today is implicitly a decision you’ve made for the next few years. There’s a question of whether you’ll make it that far, and you can always change course from your decisions (and you should!), but it’s not without cost. Stop thinking about how to build a company that lasts, start thinking about how to build a great company that lasts. Start making decisions today that will help you build a great company. Because down the road you might look back and realize that your company isn’t that great after all.
Dev Chats - Joe Fabisevich
This is an interview that I did with Sam Jarman, originally posted on his blog.
This is an interview that I did with Sam Jarman, originally posted on his blog. Introduce yourself! Who are you? Where do you work? Hey Sam, thanks for this interview! I’ve been reading your other developer interviews and am humbled to be in the same company as them. I’m Joe Fabisevich, an iOS developer in New York City, with no specific ties to a company right now. I spent the first 5 or 6 years of my career working startups like Timehop, Betaworks, and Bitly. Last year I decided to take the things I'd learned and help other companies grow via consulting work. My job is to help companies get through whatever challenges they're currently face. I enjoy working most with early stage startups, so a lot of my work focuses around getting startups to their 1.0. Often times they're starting with nothing more than sketches and wireframes. Other times I help businesses figure out their mobile strategy, or work with iOS teams to grow their skills. This is especially interesting as iOS has recently moved to Swift, and there are few experts in the field so far. I wanted to add flexibility in my life, and now I'm able to tackle all different kinds of challenges. Not all of my work is even engineering related, which makes it fun to grow in many directions. Who or what got you into programming? It's a bit cliché, but I got into programming somewhat by accident. In high school my grades were pretty poor, and I had to choose a major for my junior and senior years. My mom was a mainframe programmer and told me that if I took the computer science course, she would help me out. (Please don’t tell my 11th grade AP Java teacher Mr. Turner). After about two weeks, she declared that she was completely out of her element, and that I was on my own. I was never a great rote learner, but I was always good with understanding patterns and systems. Programming lends itself to hands on learning, which made me finally feel good about learning. After some initial success, I was pretty hooked. As I got better, I was able to start helping others, which was also something I'd never been able to do. In college I majored in computer science, but rather aimlessly. When the iPhone came out, I really wanted to make an app for it with a friend, and so I mustered up my strength and did. The code was awful, and the UI was hideous by today's standards, but there were probably only 10,000 or so people building apps, so it was felt like quite an accomplishment. Since there was so little iOS talent out there, I was able to parlay that app into an internship. As I left school (after spending most of it building apps in class), I was able to turn that internship and subsequent apps into my first startup job. What’s the tech scene like in NYC? Any major upsides and downsides? The tech scene in New York City is quite a mixed bag, but I feel that way about most things in New York. Tech is not the top dog in this city, which has it's pros and cons. The biggest pro is that as an industry, we stay mostly grounded. We use our technology to lift up other industries, as well as tech for tech's sake. This helps us avoid a monoculture like you see in Silicon Valley. The biggest con is that as an industry, we stay mostly grounded. This means that we don't attract as much talent (though there's still plenty), or work on as many moonshot ideas as you'd see in Silicon Valley. Those moonshot ideas are the one's that grow to be Facebook or Airbnb, and affect our lives in an outsized manner. As a person, it's hard to say whether I would trade one for the other, but it's always a fun thought experiment. You’ve worked both for companies and for yourself – do you have a preference? What are the advantages and disadvantages? Like everything in life, there's pros and cons to everything. I don't have a preference, and don't think I'll always be a consultant, but don't think I'll always work full time either. Being a consultant gives me work-life balance that's hard to beat. It's quite an opportunity to use the extra time I have to invest in my own learning. I can spend more time reading about product, design, management, or even things like metacognition, which help me grow in my career. On the other hand there are some skills you can learn at a company over the long term. I still work at and with companies, but being with a company for a while helps you develop different skills. I tend to think of it as growing in a breadth-first manner vs. a depth-first manner. Both will likely get you to the place you want to be, but the path will look different. Ultimately what works best for you is in your hands. What has been your toughest lesson to learn in your software career so far? I’d say the career matters. Developers often don’t want to think about their career, and instead think about programming. It makes sense because it takes a while to become comfortable enough to feel confident in what you’re doing, but as a result other people’s other skills suffer. I’ve always been interested in product, design, and programming, so choosing a linear path was difficult for me. Nowadays I'm able to leverage those skills as a consultant and former startup founder. On the other hand, I hadn’t spent much time thinking about management or a career track until recently, and realized that I’ve got little experience with that and now am playing catch up. Ultimately it may not matter because you can’t predict your future, but it is very important to be in touch with your goals to move forward as much as possible, without parallel diversions. What would be your number one piece of advice for a successful software career? Everyone starts at the beginning and there’s no way around it. Luckily, that's ok. Over the first few years of my software career I read anything programming related in sight that sounded interesting. Even if it didn’t pertain to what I was currently working on, I would still read it. That ended up paying dividends as I started to expand my horizons. Even though I didn't understand it all, I had all this knowledge tucked away in the back of my brain for a later day. When it was time for me to try my hand at Python, I didn't need to start from scratch. When I wanted to build a website, it was as easy as recalling that tutorial I read a month ago. Better yet, I took the lessons I learned in other languages and frameworks, and applied them to what I was working on as I saw fit. This allowed me to grow in ways that my peers weren't, and made a more confident programmer. While this technique worked for me, I can’t promise it will work for everyone. Everyone learns differently, and you have to find your path. What I will suggest though is trying it out and seeing if it works for you! Maybe it won't be the only way you grow, but it can be another tool in your toolbelt. What programming skill do you think is underrated? There are two personality traits which go hand in hand. Empathy and modesty can take you from being a good programmer to being a good teammate. Being a good teammate can transform you into a great asset. If you apply these traits, you'll more easily accept your flaws, and that will empower you to your co-workers and fellow community members. One underrated aspect of empathy and modesty is that over time you become more confident and humble. Confidence and humility allow you to turn anything into a learning opportunity. The more you can say “I don’t know, but I want to learn about it” either to yourself or to a peer, the more you’ll open yourself up to an opportunity to grow. Over time it will become an innate part of how you approach solving problems. What books/resources would you recommend? I’m going to be a little self-serving here, but I maintain a Pinboard tag where I post articles. The articles are ones that I’ve come across in my career that taught me something, with information I wish I knew when I was just starting out as a programmer. Sometimes I go back and re-read the articles, and I'll still pick up new things. As I've grown, the advice and stories take on new life and new meaning. I recommend going through the posts in reverse order. The first posts are more foundational and encourage bigger thinking. I’m really big on RSS, so I recommend subscribing to the feed, so that way you can always get a new article right after it’s posted. Finally, make your shoutout! What would you like the readers to go have a look at? I think right now it’s important to not forget about others in need. There are people dealing with natural disasters that have entirely uprooted people’s lives. A cause that's near and dear to my heart is the Hispanic Federation, where every dollar will go to aid on the ground in Puerto Rico. You can choose your own cause, but the important thing is to do something. Personally you can find me on Twitter where I am busy saying anything that comes into my head, so my apologies in advance.
Debugging shortcuts for UIKeyCommand
I recently re-discovered UIKeyCommand
while listening to Caleb Davenport’s, podcast, Runtime. He’s also got a blog post which shows you exactly how simple it is to create UIKeyCommand
shortcuts for your app.
After reading that, I decided that it would be neat to implement them across my app, so I could also start navigating around my UI with lightning speed while I’m debugging in the simulator. I quickly realized that by using Swift extensions, I could automatically get these behaviors for free throughout our entire app.
I recently re-discovered UIKeyCommand while listening to Caleb Davenport’s, podcast, Runtime. He’s also got a blog post which shows you exactly how simple it is to create UIKeyCommand shortcuts for your app. After reading that, I decided that it would be neat to implement them across my app, so I could also start navigating around my UI with lightning speed while I’m debugging in the simulator. I quickly realized that by using Swift extensions, I could automatically get these behaviors for free throughout our entire app. Below is a code snippet which you can drop into your app to help you speed up your workflow. With just one tap on your keyboard, you’ll be able to pop a UIViewController from a navigation stack and dismiss any presented UIViewController. extension UIViewController { open override var keyCommands: [UIKeyCommand]? { return [ UIKeyCommand(input: UIKeyInputLeftArrow, modifierFlags: [], action: #selector(popViewControllerWithKeyCommand)), UIKeyCommand(input: UIKeyInputDownArrow, modifierFlags: [], action: #selector(dismissViewControllerWithKeyCommand)), ] } } private extension UIViewController { dynamic func popViewControllerWithKeyCommand() { self.navigationController?.popViewController(animated: true) } dynamic func dismissViewControllerWithKeyCommand() { self.dismiss(animated: true, completion: nil) } } Don’t forget, you can make your own default shortcuts too. Happy debugging!
WWDC 2016 — My Fantasy Edition
WWDC is right around the corner! This post isn’t intended to be a prediction, as much as what I hope unfolds.
As Betrand Serlet, a former Apple engineer discussed in this 90 second video clip, Apple often ships features iteratively. Projects start off private, only to be used internally, often times for a year or two. When they feel stable enough, Apple opens them up to 3rd party developers, and makes it an official API. Features that are deemed noteworthy and successful continue to build on, while others are simply forgotten.
The three technologies below have gone through this lifecycle the last few years, and I think they are ready to converge into a big way, changing how we use iOS every day.
WWDC is right around the corner! This post isn’t intended to be a prediction, as much as what I hope unfolds. As Betrand Serlet, a former Apple engineer discussed in this 90 second video clip, Apple often ships features iteratively. Projects start off private, only to be used internally, often times for a year or two. When they feel stable enough, Apple opens them up to 3rd party developers, and makes it an official API. Features that are deemed noteworthy and successful continue to build on, while others are simply forgotten. The three technologies below have gone through this lifecycle the last few years, and I think they are ready to converge into a big way, changing how we use iOS every day. Universal Links Since the first days of iOS, URL schemes were a way to take you from one app to another. You could provide some context with URLs like myapp://profile, but nothing more. Then iOS 8 finally began allowing developers to break out of apps. Apple started allowing developers to create extensions, little parts of your app that can run in another app. In iOS 9, Apple went even further down that route by adding Spotlight. This method of universal search combined with the NSUserActivity API allowed a developer to define entry points into their app. Most importantly though, Apple introduced ‘universal links’, real URLs like ones you’d find on the internet that would open a corresponding app instead of Safari. For example, if I sent you this Medium article in a text message and you had the app installed, it would open up in the Medium app, not a website. While a great idea, the implementation still left room for improvement, as users often get bounced into to an app without wanting or expecting to be. Remote View Controllers If you’ve ever been in an app and wanted to send an email, Apple provides a way to pull up the Mail app without leaving the app you’re currently in. Apple lets developers open up this Mail view (MFMailComposeViewController for you nerds out there), to send messages from within another app. And so you have remote view controllers, screens from another app presented within your app. Currently, if you want an experience like this, you’d have to integrate an SDK or do a one-off partnership with a company. I think iOS 10 will finally bring this functionality to all 3rd party developers. Imagine how quickly you could post a tweet by pressing a tweet button within an app and having it present a Compose Tweet screen instead of opening the Twitter app. How about calling an Uber when you’re in Google Maps, Yelp, or Foursquare? The possibilities are endless. Implementing this can be made especially simple if you can just piggy back off the universal links that we mentioned before. Add a URL, and if the user has the app installed, it will present in your app without them having to go anywhere. Siri Having been a part of iOS for almost 5 years now, Siri has gone through a similar lifecycle as these other technologies. Initially, Siri was a concierge for Apple’s apps from setting reminders to making phone calls. Apple started adding additional partners like Yelp, Wikipedia, and HomeKit vendors. People have been saying it for years, and at this point the tech world is convinced that a Siri API is most certainly coming in iOS 10. I also believe Apple is ready to take this next step, and open it up to 3rd party developers. While I don’t think we will have the ability to add Siri functionality into our apps, I’m confident that we will be able to add our own app functionality into Siri. A likely implementation would be building queries that Siri can respond to by presenting the remote view controllers discussed above. Asking Siri to “find me an Italian restaurant” will pull up the remote view controller from Yelp, so you can satisfy those pasta cravings. Those who wish to dive into your app’s richer experience could use the NSUserActivity API and deep links, to have Siri launch you into the app in the exact place you wanted. Conclusion Whether my fantasy becomes a reality, I think WWDC is going to be huge. I’m very excited, more so than I have been the last few years. If you see something like this Monday on stage at WWDC, I told you so. And if you don’t, then just remember I’ve been wrong before, but that doesn’t mean I won’t be right some day. 😉
The Expressive Nature of Swift
Ignores commenting on another static vs. dynamic dispatch article because people won’t accept Swift is a hybrid not plain static.
— Joe Fabisevich 🐶🐳™ (@mergesort) May 24, 2016
Ignores commenting on another static vs. dynamic dispatch article because people won’t accept Swift is a hybrid not plain static.
— Joe Fabisevich 🐶🐳™ (@mergesort) May 24, 2016Guess that didn’t last long.
Ignores commenting on another static vs. dynamic dispatch article because people won’t accept Swift is a hybrid not plain static. — Joe Fabisevich 🐶🐳™ (@mergesort) May 24, 2016 Guess that didn’t last long. There’s a conversation happening in the iOS community at the moment, static vs. dynamic programming. On one side we have many people who have been writing Objective-C for over 20 years (wow!) saying that the dynamism of Objective-C is the reason why it is an amazing language, and has succeeded. The argument is predicated on the fact that those nay-saying it don’t understand the power of dynamism, and how it’s empowered programmers. On the other end you have many people saying that static languages are the way forward, and that a whole class of errors is avoided, and that we should look at all the bugs prevented by having a good type system! This back and forth ignores that Chris Lattner, the creator of Swift, has himself stated that Swift is a hybrid, not explicitly static or dynamic. His explanation is very interesting, because it takes the argument from being black vs. white and turns it into many gray shades. Other languages have explored these concepts before, with ideas like gradual typing, which was born out of the idea of grafting a type system onto dynamic languages, not making static languages more expressive. But what exactly is expressiveness? As this StackOverflow post explains (always cite your StackOverflow posts kids): ‘Expressive’ means that it’s easy to write code that’s easy to understand, both for the compiler and for a human reader. Two factors that make for expressiveness: • Intuitively readable constructs • Lack of boilerplate code Peter Norvig has a great talk on design patterns in programming languages. One slide stuck out to me as I was reading it recently. Let’s break that down: There are fewer design patterns in expressive languages, because the type system does not prevent programmers from trying to express a concept. Dynamic languages by their very nature of a weak type system have less issue being expressive. This does not rule out static languages from being expressive! The lack of expressiveness of static languages is dogma attached from other static languages that have existed before. I’d argue that Go is as expressive as Python, and Swift, even in its incomplete state, is nearly as expressive as many dynamic languages. You can recreate the advantages Objective-C offers through its dynamic nature by using different expressive techniques, like protocols and generics, in a statically typed language. One more thing: Many arguments imply that Apple hasn’t thought about writing apps, that they built a static language, and forgot to take into account. Care to tell me which company writes apps on the most iPhones in the world? That’s right, Apple. I don’t think they’re stupid enough to create a language which they believe is objectively worse for writing apps. Regardless of how this whole static vs. dynamic “conversation” turns out, one thing’s for certain, I’m #TeamSwift.
You Can’t Do It All
At the original iPhone announcement, we saw Steve Jobs on stage with Google’s then CEO Eric Schmidt, showing off Google’s amazing Maps. Built for the iPhone, it was something we’d never seen before. Apple’s incredible phone and revolutionary software combined with Google’s terrific web services and data coming together for one amazing product. With regards to collaboration, it’s all been downhill from there. Since then, every tech company has focused on owning the whole experience.
Apple, Google, Amazon, Microsoft, and Facebook. These companies all excel at some things, and have attempted to leverage that into more. Apple understands user experience and hardware. Google gets web and machine learning like no other company. Amazon is the best at logistics and commerce. Microsoft’s productivity and enterprise know-how guides them to success. Facebook has little competition when it comes to figuring out consumer behavior.
In the mobile era, each of those companies has tried to make the widget, sell it, and reap all of its rewards. But this has never worked.
At the original iPhone announcement, we saw Steve Jobs on stage with Google’s then CEO Eric Schmidt, showing off Google’s amazing Maps. Built for the iPhone, it was something we’d never seen before. Apple’s incredible phone and revolutionary software combined with Google’s terrific web services and data coming together for one amazing product. With regards to collaboration, it’s all been downhill from there. Since then, every tech company has focused on owning the whole experience. Apple, Google, Amazon, Microsoft, and Facebook. These companies all excel at some things, and have attempted to leverage that into more. Apple understands user experience and hardware. Google gets web and machine learning like no other company. Amazon is the best at logistics and commerce. Microsoft’s productivity and enterprise know-how guides them to success. Facebook has little competition when it comes to figuring out consumer behavior. In the mobile era, each of those companies has tried to make the widget, sell it, and reap all of its rewards. But this has never worked. Amazon bought a mobile mapping company. Apple has tried to copy Microsoft Office. Google has made not one but two OS’s, a social network, and probably eight messaging apps, I’ve honestly lost count. And the list goes on. The Roman empire fell because it was too large to maintain (sure, there are other reasons too… but let’s move on). No company can be the best at everything, and the quicker some companies realize that, the more handsomely they will be rewarded with opportunities to partner with others. In programming, we have the concept of the Unix philosophy. It’s the idea that you build a large and complex program by combining many single-task apps that do one thing, and do it well. Unfortunately that runs in contrast to what we’ve seen in the tech world, because that’s not what the landscape encourages. The Unix philosophy is as close as we’ve come to a successful implementation of distributism, and there’s no way that’s happening. We’ve seen it work with things like federated messaging and interoperating protocols, but none have lasted long enough before a company tries to create an integrated experience around open standards. It’s hard for one company to excel at user experience, hardware, machine learning, web services, enterprise, social, and more, when each of those has different incentives, customers, and end users. If there’s anything that is Apple’s (or anyone’s) ultimate demise, it’ll be spreading itself so thin across what the company does, that they won’t be able to fight the war on all fronts. As the saying goes, “the enemy of my enemy is my friend.” In the past we’ve seen companies partner together to take on one competitor. It’s not as black and white as Google hates Apple, and Apple hates Google. It can’t be when Google is paying a billion dollars to Apple every year to be the default search engine, and when iOS is more profitable to them than Android. It’s more like Apple uses Google when it’s opportune, and Google uses Apple when it’s in their best interest. Politics make strange bedfellows. The only reason I’ve become a bit bearish (just a bit) on Apple is that they’ve yet to prove to me that they can own the user experience and have the expertise necessary to excel in all the domains they’re entering. But I’m a man who loves to be proven wrong, and they’re a company whose proven doubters wrong many times over.
Comparing Shyp to Time Warner
I pushed the magic button to get a Shyp person here to send out a couple packages I have been procrastinating sending for weeks. After that was settled, I dialed up Time Warner Cable, to get my modem swapped out, a process I’ve been actively trying to get done for weeks.
After a combination of pushing buttons and yelling “tech support” into the phone for 10 minutes to get me to the right place, I finally got a real life human on.
I pushed the magic button to get a Shyp person here to send out a couple packages I have been procrastinating sending for weeks. After that was settled, I dialed up Time Warner Cable, to get my modem swapped out, a process I’ve been actively trying to get done for weeks. After a combination of pushing buttons and yelling “tech support” into the phone for 10 minutes to get me to the right place, I finally got a real life human on. I won’t bore you with the details, but half way through my call I got a call from the Shyp guy to tell me he was downstairs, and wanted to come up. I told him sorry, I was on the phone with Time Warner, but he didn’t seem to mind, and 60 seconds later I had given him my stuff and had gotten back my tracking number. Another 10 minutes later and 2 hold’s later I was off the phone with Time Warner. Guess which company I liked dealing with more?
The Apple Watch and Luxury
Just leaving this here for later, feel free to call me out on it if I’m wrong.
The Watch isn’t about Apple selling luxury products, it’s about making something nice looking enough that you’ll actually wear it.
Just leaving this here for later, feel free to call me out on it if I’m wrong. The Watch isn’t about Apple selling luxury products, it’s about making something nice looking enough that you’ll actually wear it.
On Slow Programming
This has been a recurring theme for me in 2014. https://t.co/H613AEUvwj
— Joe Fabisevich 🐶🐳™ (@mergesort) December 1, 2014
People have asked how I make changes so quickly to my code, it's because I've made it so it can be changed quickly.
— Joe Fabisevich 🐶🐳™ (@mergesort) December 1, 2014
Build what you have to build, then make it more generic so you can use it again without the code gaining entropy.
— Joe Fabisevich 🐶🐳™ (@mergesort) December 1, 2014
As a bad math student, the best advice I got was to solve for one scenario, solve it for another, and only then try to connect the dots.
— Joe Fabisevich 🐶🐳™ (@mergesort) December 1, 2014
This has been a recurring theme for me in 2014. https://t.co/H613AEUvwj
— Joe Fabisevich 🐶🐳™ (@mergesort) December 1, 2014People have asked how I make changes so quickly to my code, it's because I've made it so it can be changed quickly.
— Joe Fabisevich 🐶🐳™ (@mergesort) December 1, 2014Build what you have to build, then make it more generic so you can use it again without the code gaining entropy.
— Joe Fabisevich 🐶🐳™ (@mergesort) December 1, 2014As a bad math student, the best advice I got was to solve for one scenario, solve it for another, and only then try to connect the dots.
— Joe Fabisevich 🐶🐳™ (@mergesort) December 1, 2014This has been a recurring theme for me in 2014. https://t.co/H613AEUvwj — Joe Fabisevich 🐶🐳™ (@mergesort) December 1, 2014 People have asked how I make changes so quickly to my code, it's because I've made it so it can be changed quickly. — Joe Fabisevich 🐶🐳™ (@mergesort) December 1, 2014 Build what you have to build, then make it more generic so you can use it again without the code gaining entropy. — Joe Fabisevich 🐶🐳™ (@mergesort) December 1, 2014 As a bad math student, the best advice I got was to solve for one scenario, solve it for another, and only then try to connect the dots. — Joe Fabisevich 🐶🐳™ (@mergesort) December 1, 2014
Unbundling, DuckDuckGo, and Native Advertising
I tweeted earlier, comparing DuckDuckGo to Google when searching for the term “Go 1.4 beta”, and how the first 50 results (I got bored scrolling and didn’t go further, no pun intended) on DuckDuckGo didn’t even have one mention of the language. Gabriel Weinberg being the good founder that he is (he seems very smart, and I highly respect what he’s doing) replied asking for more examples of things queries that he can investigate to improve, so I figured I’d use the opportunity to leverage my thoughts, instead of the discussing the symptoms.
I tweeted earlier, comparing DuckDuckGo to Google when searching for the term “Go 1.4 beta”, and how the first 50 results (I got bored scrolling and didn’t go further, no pun intended) on DuckDuckGo didn’t even have one mention of the language. Gabriel Weinberg being the good founder that he is (he seems very smart, and I highly respect what he’s doing) replied asking for more examples of things queries that he can investigate to improve, so I figured I’d use the opportunity to leverage my thoughts, instead of the discussing the symptoms. DuckDuckGo performs better with general queries, because they have less personalized meaning. That’s not to say that it performs better than Google, but better relative to itself on user-specific queries. Over-generalizing, when a person is searching, they either want the general overview (e.g. a Wikipedia article, some solution to a problem they’re having, etc), or are looking for information about the query, in a manner specific to them. When they look for something specific, searches have an implied meaning to the user who is searching. Intuitively Google performs better, garnering more accurate results inferring meaning from the rich history they have of you, through their various products. The main issue I have is that DuckDuckGo seems poor at inferring implied meaning with their lexical parsing of the terms. As an experiment, if you try in a fresh browser, not logged in, in private mode, Google will still hands down return better search results. But let’s imagine a world though where Google is just another search engine, the best at searching general results, but not great at anything specific. That world is here now. I propose that the answer to Google’s search dominance isn’t building a better Google, it’s unbundling via specialized search engines. Pinterest, Stack Overflow, and others are better equipped to understand the meaning behind your searches, based on their knowledge of you, but more importantly the rest of their ecosystem. The shift from desktop to mobile has amplified this behavior. A general search engine is not always available. It’s been interesting to watch people’s usage patterns change. They think of places like Tumblr as a search engine for creativity and exploration, something that Google is not. Twitter is the place to go if you need to know about something happening right now. Amazon is where you go to fill your consumer needs. Nowadays, for any of those, you can open an app, search, browse and discover, as opposed to having Google lead you to your content. When you’re searching for how to decorate a home on Pinterest, they can quickly understand that the life event that has or will occur, or what you’re aspiring to. This is a prime opportunity to start marketing new blinds, cleaning supplies, whatever can help you in your journey. A lot of this has been brewing in my head for a very long time, but recently I've started to feel like there’s more at play than just search, a vision of how we’ll use the internet soon. Not a world where ads aren’t annoying banners, but actually useful content. Currently you aren’t seeing that ad for new blinds because ads treat you like you’re in the wrong place at the wrong time, with robotic reasons for what they choose to display. It’s rather difficult to capture your intent and translate it into a sale unless you’re explicitly looking to buy something (which is a place where Google excels). Leveraging that knowledge is the dream of direct ad marketers and brand advertisers, and could actually provide you with benefit in your life. tldr; Search is hard, really hard. A general search engine is the best answer we have for the internet, for now. Ads are annoying, but they don’t have to be. There’s so much more to be written, this is only the tip of the iceberg. As always, I’d love to discuss.
Sapphire
I’m starting to think that the ramp up in sapphire production from Apple isn’t about a screen, but TouchID sensors on every Apple product…
I’m starting to think that the ramp up in sapphire production from Apple isn’t about a screen, but TouchID sensors on every Apple product. Even their future wearable/payment/unicorn, whatever it may end up being.
The iPad probably isn’t dying any time soon, probably
The internet decided last week, the iPad is dying. Too bad, I really enjoyed using mine. Well, not really for the first 4 years, but when Apple released the iPad Mini, it became my computing partner. Supposedly the Mac is sitting in the corner rapping “don’t call it a comeback.”
It depends on what you want out of a computer, and yes, I’m calling the iPad a computer.
The internet decided last week, the iPad is dying. Too bad, I really enjoyed using mine. Well, not really for the first 4 years, but when Apple released the iPad Mini, it became my computing partner. Supposedly the Mac is sitting in the corner rapping “don’t call it a comeback.” It depends on what you want out of a computer, and yes, I’m calling the iPad a computer. When I’m at home and not working (the rare moment), sometimes I want to read some tweets on the couch, write a Tumblr post in bed, and listen to some music while I shave. At this, the iPad excels. People seem to be forgetting that while the software of iOS on the iPad is underpowered compared to a Mac, it’s also a whole lot more enjoyable to use. (Not to say it can’t use some more power) I suspect a lot of people are like that, and Apple knows that. There are a lot more than the kind of person who rotate between Sublime, Xcode, and terminal while trying to launch a startup. And then once in a while, I get to take out my iPad and slow it down a bit. The best computer is the one you have with you, and the iPhone is great, there’s nothing to say that the iPad can’t replace a Mac or PC for most consumers, and that is why I call it a computer.
A bigger iPhone
With rumors swirling about a bigger iPhone 6, I figured I’d touch on them (haha, puns). A few years ago, I thought the idea of a larger iPhone would be something I disliked. With my small-ish hands, even the iPhone 5’s 4 inch screen is too large for me to reach the back button in the top left corner of the screen with one hand.
But now, since iOS 7, I don’t fear a bigger phone, I would even welcome one.
With rumors swirling about a bigger iPhone 6, I figured I’d touch on them (haha, puns). A few years ago, I thought the idea of a larger iPhone would be something I disliked. With my small-ish hands, even the iPhone 5’s 4 inch screen is too large for me to reach the back button in the top left corner of the screen with one hand. But now, since iOS 7, I don’t fear a bigger phone, I would even welcome one. iOS 7 is very gesture driven, and has added edge gestures, which allow a user to go back a screen by swiping from the off the screen, on the left side of the phone. These are accessible to developers with one line of code. I really love using my iPad mini, but do wish that something I carry around with me all the time would be a little more pocketable.
Go for Objective-C developers
I’ve been doing Objective-C for almost 5 years (woo!), so at this point I think I have a better understanding than most of Apple’s motivations and intentions, with relation to building the language.
That said, recently I’ve been loving working with Go, and there’s a few reasons for that.
I’ve been doing Objective-C for almost 5 years (woo!), so at this point I think I have a better understanding than most of Apple’s motivations and intentions, with relation to building the language. That said, recently I’ve been loving working with Go, and there’s a few reasons for that. Not traditionally object-oriented With the rise of ReactiveCocoa, I’ve been thinking about what programming principles might work for UI-driven frameworks. Go is not traditionally Object-Oriented. You cannot inherit your Cat class from Animal, but you can anonymously embed an Animal into your Cat, so it gets all the traits of Animal. That’s because you don’t have objects, you have structs and interfaces. Interfaces are functions that act on structs. This doesn’t sound quite that different than OO methodologies, but it’s a big distinction when thinking about how to construct your software. Gothic (go-like) programming seems like it would be a great style for people looking to explore signal-driven frameworks, which Go is great for. Type inference UIView *view = [[UIView alloc] initWithFrame:CGRectMake(0, 0, 320, 480))] I write that dozens of times per day when doing iOS development. In Go, it would look like this: view := UIView{CGRect{0, 0, 320, 480}} Considering how often I write that, I would love type inference to clean up my code. Type inference is the biggest reason writing in Go feels like working with a scripting language. Garbage collection Let me start off by saying, ARC is amazing. I think what Apple’s done with LLVM, and what it’s enabled is one of the best things I’ve seen in my short career. That said, not having to worry about ARC not cleaning up properly, or where to use a strong vs. weak reference does get tenuous. If software development is about reducing mental strain on a programmer, then garbage collection is something that goes a long way to that. Native concurrency Go handles concurrency in a few ways. The simplest is to just stick the go keyword in front of your method, and it will run it asynchronously. doSomethingAwesome // Runs synchronous go doSomethingAwesome // Runs asynchronous The second is channels. As an Objective-C developer you can think of channels similarly to NSNotifications. You pass values to a certain channel, and it responds accordingly, as you’ve set it up to respond. One nice thing is that unlike NSNotification it’s statically typed, because this mechanism is built into the Go language. Channels also can talk in both directions, so you can pass messages back and forth along a channel. package main import ( "fmt" "time" ) func main() { ok := make(chan bool, 1) go doSomething(ok) fmt.Println("Waiting") <-ok fmt.Println("Did something") } func doSomething(ok chan bool) { time.Sleep(time.Second) ok <- true } I don’t know about you, but I’d much rather be doing concurrency this way rather than thinking about what thread to run a function on. Packages One thing that Objective-C has struggled with for 30 years is namespaces. JFMyClass, AFNYourClass, THOSomeOtherClass! All this prefixing is done to avoid collisions. The accepted practice is to now prefix your classes with 3 letters, because that will solve everything obviously. If your implementation of a class has a method doSomething, and yours does as well, with Objective-C’s dynamic runtime there is no way to know when your version will be ran or mine will. Go solves that in the classic way, with packages. Packages can be built into static libraries, which get put into your go directory (where all libraries are stored on your computer). Go as a tool Go has built terrific tooling into the language's standard offerings. go get go get fetches remote repositories and installs the packages and dependencies. In fact, you can even import from a url, like import “github.com/go-sql-driver/mysql” and have your MySQL driver ready to go when you compile your application. go fmt Isn’t it awful when you use BSD style brackets, and your coworker uses Allman, and you want to use K&R? Go only has one style. You run the go fmt tool, and it automagically converts all the brackets, new lines, and everything else to one standard go format. Most IDE’s have built in support which runs the go fmt tool when you save the file, so your code always looks right. go test Tests are built into the language. Tests live in the same package, so you don’t have to worry about exposing any variables just for your test cases’ sake. go be happy! This one is just my personal advice. Go isn’t the world’s most perfect language, but it’s one of the biggest advancements for software development principles in a while. That’s why I’m excited about it, and I’d implore you all to try Go! As usual, if you have any feedback feel free to leave a comment for me @mergesort or on this Hacker News thread.
Come See Me
It's short notice, but I’m giving a talk Stony Brook University tonight about How Startups Fail. So if you find yourself in the middle of…
It's short notice, but I’m giving a talk Stony Brook University tonight about How Startups Fail. So if you find yourself in the middle of Suffolk County, come watch!
Writing Go Code
All day every day.
All day every day. if err != nil { } if err != nil { } if err != nil { } if err != nil { } if err != nil { }
The Company I’m Watching in 2014
There's one company I've got my eye on in this new year. I don't necessarily expect them to succeed or fail, but do think that this will be a pivotal year in their history.
There's one company I've got my eye on in this new year. I don't necessarily expect them to succeed or fail, but do think that this will be a pivotal year in their history. Microsoft 2014 is shaping up to be a make or break year for Redmond’s finest. The tent poles of the company being attacked on all fronts, like the Roman Empire. From the low end, from the high end, in casual spheres, and business, Microsoft is on high alert. But have they sunk too low to be picked back up? To answer that we have to look at what Microsoft has to offer. CEO It all starts at the top. Microsoft will look to replace it’s “charismatic” leader in 2014. They will need to find their CEO, and the direction. From there only can they decide where to focus their efforts. This may end up being the biggest decision in their company’s history, not having one of their founders be at the helm of Microsoft. Windows Phone Windows Phone is seemingly showing some life recently. I know, not hard to rise 156% from next to nothing, but it’s something. Windows Phone is probably the most interesting product at Microsoft. So interesting there are talks about using it’s platform in other products. Windows Phone is a clean break from what Microsoft has traditionally done. A consumer focused, limited computing experience for getting in and out. They’ve had a lot of trouble getting traction with developers, but it still is worth commending. Hopefully they can take lessons learned from here and apply them elsewhere. Tablets The Surface was undoubtedly a flop. Maybe the Surface 2 is relief, but I don’t think it’s likely. The Surface 2 is the new desktop in a mobile world, not a tablet. Microsoft’s ethos of computers enhancing your work, not about enhancing your life shines through in the Surface. Take your tablet everywhere you go, and when you get to work you can dock it with a mouse, keyboard, and monitor. So far consumers have voted with their wallets and attention to say this is not how they want to behave in a mobile computing world, but time will tell. Desktop What’s a desktop? Oh, you mean the iMac thingy that Apple sells, and every other company loses money on. Well at least some people still have fun building them. Xbox It’s scary to think that Xbox might have lost the console war out the box (pun intended), but they seem to have done well recovering. Xbox is an interesting place, because it along with Bing is where a lot of R&D happens within Microsoft. Office Uh oh, everyone’s building an Office competitor and just giving it away. The long entrenched Google Docs still works. It might be frustrating sometimes, but it offers a world class collaboration tool. Now an Apple ID, gives you access to Pages, Keynote, and Numbers in the cloud (though I think any savvy consumer would be weary of trusting Apple with a web service). An iOS device you get it for free on the iPhone and iPad. It comes free in OS X if you purchase any Mac. To use their language, it’s going to be a tough value proposition for consumers to say to Microsoft, “give me good money for the Office suite”, when good (not Open Office, ok?) alternatives exist. Even if competitors don’t match up feature for feature with Office, they get you 80% of the way there for 0% of the cost. Windows Turns out, 1 paragraph later it’s still really hard to compete with free. Apple is just giving away it’s operating systems like they’re Oprah). It’s a boon to developers who get to make things with the latest technologies, Apple who gets to keep the platform moving forward, and consumers who always have the latest and greatest. Google updates Chrome OS behind the scenes, protecting users against vulnerabilities, and giving them access to new technologies. I’d imagine would do anything they can to get Android to follow that model. As for Microsoft, it’s hard to keep the ship afloat when you don’t know where you’re rowing. Are we making a desktop OS, are we making a tablet OS, a phone OS? Conclusion Look for a lot to happen in Redmond in a very short time. If they don’t do a lot, they’re doomed as they’ll remain stagnant. If they cut too much, they’re probably destroying the foundation of what makes them Microsoft, and may lose a lot of support. Saving Microsoft (I’ll go as far as to say they need saving) will need to be a surgical operation in a land where competitors operate so nimbly.. Speculating on what will happen seems like a fools errand, so I’ll take a pass on that. Pass the popcorn, let’s sit back and watch.
Five Reasons to be and not be a developer in New York in 2014
The Good 1. You can’t just get funding for any old idea.
Being the financial capital world means that people are wary of giving money to stupid ideas. Ok, ok, less wary, but it still happens. But New York is very grounded with respect to technology, and that gives me [some] confidence in the ideas that are being funded here.
The Good 1. You can’t just get funding for any old idea. Being the financial capital world means that people are wary of giving money to stupid ideas. Ok, ok, less wary, but it still happens. But New York is very grounded with respect to technology, and that gives me [some] confidence in the ideas that are being funded here. 2. It’s New York City. It’s really hard to beat New York City, if urban life is your thing. For me, it’s really hard to beat. There’s a neighborhood for every kind of personality. I’ve lived in Queens, the Lower East Side and Upper East Side. I’ve worked in the Financial District, Flatiron, and Meatpacking. Heck, if Brooklyn is your kind of scene, the start up community is pretty big over in Dumbo. Cough, cough, Etsy. 3. It’s easy to find work.** There’s a shortage of developers. No question about it. Every company I’ve been at, and many I’ve been around gone on about how difficult it is to find developers, especially in mobile. Really hard even, so much so that people move their companies out to SF to find them. 4. Winter. Snow. It’s really pretty. I’ve heard people out in the bay say they miss seasons, and I can say there’s nothing like watching the leaves change color down the streets you walk every day. If you’re a fan of seasons, New York has them, sometimes even three or four in one day. 5. It’s a quickly growing community. Over the last few years, I’ve watched the tech community grow from the same few people at most meetups, to hundreds of meetups with just a few familiar faces at each. The Bad 1. You can’t just get funding for any old idea. If you’re an entrepreneur who wants to take a shot in the dark on some wild idea, it’s probably going to be harder money early on. 2. It’s New York City. You might not like the city. Or you might like SF more. Or you might just hate gentrification, Bill de Blasio (it’s ok, some New Yorkers do too), and something else that makes New York, New York. I can respect that, it’s not an easy city to live in if it’s not the kind of lifestyle you’re looking 3. It’s easy to find work. The corollary to this is that getting people to stick around will be harder. Developer mobility is high because they know they’re in demand. In SF, where there is a lot of supply, it’s not as big a problem, but in NYC, I’ve seen replacing a developer (or worse, developers) basically shutdown companies. 4. Winter. It’s 20 degrees as I write this, and I don’t want to leave my house… Ever. Edit: it’s now 9 degrees, end my misery… 5. It’s still growing. Sometimes you’ll find people who just want to be in there because it’s the hot thing. Sometimes you want a kindred spirit, someone who understands when to use a b-tree, and when to use a map, not just a pixel pusher (as an ex-coworker once angrily described GUI development).
New Years Resolution - 2014 Edition
Last year I spent a lot of time gathering pieces, and in 2014 I'd like to put them together.
Last year I spent a lot of time gathering pieces, and in 2014 I'd like to put them together. More server-side programming I’ve been doing iOS now for almost 5 years now. I always want to work on the whole stack, but I never have found myself drawn to a language that’s useful on the server. Recently I’ve fallen in love with the power and design of Go. Take what Ruby offers you, with web frameworks, a driven community, and the clarity of Python.1 Now add static typing, with Robert Griesemer, Rob Pike, and Ken Thompson behind it, and you have Go. More design In 2013, I had the pleasure of working with a few amazing designers. Luckily one of them let me pester him relentlessly with every inane question and stupid idea I had. In 2014, the fruits of his labor should come to bear in my work. More hats to wear I don’t mean this in the classic startup way, though best part of working at startups. Over the last year I’ve come to face it, I’m going bald. It’s pretty noticeable, my hairline is receding like glaciers in the North Pole. I decided to buzz it all off one day in November, and haven’t looked back since. Of course it was 25 degrees the next night, so I did regret the timing. But back to hats… I’ve always avoided wearing hats because I knew my time with thick hair wasn’t long for this world, and wanted to squeeze what I could out of it.2 What I didn’t expect was the white hairs in my beard… But it’s ok, Natalia thinks it’s endearing. Do good, not just well More on this one later, but I can’t wait to show you what I have in store for 2014. Here's to a good 2014!… If you want a commitment to clarity, just look no further than the go format tool.↩↩ Wearing hats supposedly prevents oxygen from getting to the scalp, weakening hair follicles.↩↩
New Years Resolution Advice
Eat as much as you can tonight so you can make your New Years resolution to lose weight easier!
Eat as much as you can tonight so you can make your New Years resolution to lose weight easier!
Evomail’s Privacy Policy
As I switched over from Gmail to Fastmail.fm, I was looking for a mail client to replace my beloved Mailbox on iOS. I would have loved to continued using it, but it only supports Gmail, and not regular IMAP, so I needed a new client. Since I now have come to rely on the snooze and reminder features that Mailbox offers, I wanted to find an app that best matched that experience.
My reasons for switching from Gmail to Fastmail are similar to most, the whole privacy/advertisement debate that most in the tech industry pretend to care about most of the time, and some few paranoid folks like me actually think of. As a result, before deciding on which mail app to switch over to, I carefully read through the privacy policies of each application. I understood that in all likelihood my data would now be stored on someone other than Fastmail’s servers, and wanted to see if anyone had any alternatives.
I came to one that struck me as reasonable enough to trust, and that was Evomail. From their terms of use, I found two sections titled Caching and Deleting Data.
As I switched over from Gmail to Fastmail.fm, I was looking for a mail client to replace my beloved Mailbox on iOS. I would have loved to continued using it, but it only supports Gmail, and not regular IMAP, so I needed a new client. Since I now have come to rely on the snooze and reminder features that Mailbox offers, I wanted to find an app that best matched that experience. My reasons for switching from Gmail to Fastmail are similar to most, the whole privacy/advertisement debate that most in the tech industry pretend to care about most of the time, and some few paranoid folks like me actually think of. As a result, before deciding on which mail app to switch over to, I carefully read through the privacy policies of each application. I understood that in all likelihood my data would now be stored on someone other than Fastmail’s servers, and wanted to see if anyone had any alternatives. I came to one that struck me as reasonable enough to trust, and that was Evomail. From their terms of use, I found two sections titled Caching and Deleting Data. Caching: We do store metadata and on occasion full encrypted contents of your emails on our servers. This isn’t permanent storage, but rather cached contents to deliver a better user experience to you, our customer. Deleting Data: We do delete your account and all cached email contents from our servers when you delete your account in Evomail. Unfortunately, it seems they are not true to their word. Like most modern mail clients, Evomail offers push notifications when you receive a new email. I set up multiple email accounts on the device. A few days later, after getting many happy pushes (ok, it’s email, I hated them) I went over to the Settings application and found Evomail, and a toggle called Reset Local Database. I flipped it, went back to the app, and saw that all my accounts had been reset. Too lazy to enter my credentials in again, I used iOS’s default mail app for a few hours. But I noticed I was still getting push notifications from Evomail, telling me that I had new emails. If they delete my account and all cached contents from their servers, how was I still getting push notifications? I’m willing to hear them out before striking down my proverbial gavel, but I’m not really sure what technical reason they could give for this.
The Fast Food Strike
If you can’t pay people a reasonable wage and stay open, you should reassess your business.
End of a Chair-a
Sophomore year of college, my friend Mike has an idea to build new chairs. Not just any seats though, take the chairs out of a 1985 Pontiac Fiero, and make regular desk chairs out of them. Being sophomoric, I have no reasonable objection, so he starts scouring Craigslist. We find a guy in Jersey selling two Fiero seats and decided to drive out there.
Sophomore year of college, my friend Mike has an idea to build new chairs. Not just any seats though, take the chairs out of a 1985 Pontiac Fiero, and make regular desk chairs out of them. Being sophomoric, I have no reasonable objection, so he starts scouring Craigslist. We find a guy in Jersey selling two Fiero seats and decided to drive out there. We pull up to his house. I should say shack. It was like Deliverance, but in rural Jersey. It didn’t matter. He greeted us, got his $65 and helped us load them in the back of a Honda Accord (no simple feat). They were covered in velour. They had speakers in the head rest. They were badass. We got back to the city, and went to Office Depot. We found the cheapest wheeled chairs we could find, and threw out the top half. We found planks of wood, and bolted them onto the bottom of the Fiero chair. We took the wheeled bottoms and bolted them onto the piece of wood. Flash forward to today. I’m throwing out this “wonderful” contraption. After the sharp edges on the wood have cut my foot numerous times. After the lever has busted, making the chair sink every time it’s sat on. After it clogging up my room and serving as a good night stand because god help you if you sat on it. Good luck in your next life Fiero chair, you were great at being just not useless enough for me to not throw you out for 4 years.
Not Done
We’re not done, but the new Done Not Done, coded by yours truly, is up in the App Store. An app to keep track of the movies you’ve seen, music you’ve listened to, and books you’ve read, and for all the things you want to do.
It’s getting some much needed performance love before we resubmit (the whole thing went from nothing to done in 6 weeks).
More coming soon, but go and get it.
We’re not done, but the new Done Not Done, coded by yours truly, is up in the App Store. An app to keep track of the movies you’ve seen, music you’ve listened to, and books you’ve read, and for all the things you want to do. It’s getting some much needed performance love before we resubmit (the whole thing went from nothing to done in 6 weeks). More coming soon, but go and get it. Editors note: Betaworks shut down the app 2 weeks after we released it. I guess it actually was done!
“Friends”
Update: I quit using Facebook altogether about a year after this post was written. I really enjoyed using Facebook as described below, the product was actually quite pleasant, but it didn't provide me with enough value to overcome the moral issues associated with the company.
I also wrote about how I stay in touch with friends, and how it's served me better than Facebook.
Update: I quit using Facebook altogether about a year after this post was written. I really enjoyed using Facebook as described below, the product was actually quite pleasant, but it didn't provide me with enough value to overcome the moral issues associated with the company.
I also wrote about how I stay in touch with friends, and how it's served me better than Facebook.
My primary motivations for unfriending 360 Facebook friends was pretty simple; I just didn’t like to be on Facebook anymore. I posted three times in the last year. When I released an Unmentionables, I wanted to take advantage of social. When I wanted to put something on Bondsy for my entire network to see, more social pressure. And of course, to put up a picture of me wearing a sombrero. I didn’t care about the day to day particulars from most of the people I was friends with, and every time I went on it made me feel apathetic towards Facebook. It’s silly for me to be paying for the mistakes that a 16-year old version of me made.
It’s been about 3 weeks, and so far, I like Facebook again.
Update: I quit using Facebook altogether about a year after this post was written. I really enjoyed using Facebook as described below, the product was actually quite pleasant, but it didn't provide me with enough value to overcome the moral issues associated with the company. I also wrote about how I stay in touch with friends, and how it's served me better than Facebook. My primary motivations for unfriending 360 Facebook friends was pretty simple; I just didn’t like to be on Facebook anymore. I posted three times in the last year. When I released an Unmentionables, I wanted to take advantage of social. When I wanted to put something on Bondsy for my entire network to see, more social pressure. And of course, to put up a picture of me wearing a sombrero. I didn’t care about the day to day particulars from most of the people I was friends with, and every time I went on it made me feel apathetic towards Facebook. It’s silly for me to be paying for the mistakes that a 16-year old version of me made. It’s been about 3 weeks, and so far, I like Facebook again. I’ve always said that Facebook is the world’s best rolodex. I can always contact everyone I’ve met and cared to friend. But what if my attitude changed to, I can always contact everyone I’ve met and think I would want to contact? So many people have taken different courses in their lives since I’ve had relationships with them, and I’m not particularly interested in the people that they are now. That’s not to say I don’t wish the best for them of course, but I have friends from high school who now put up pictures of their kids. I have friends from elementary school who I literally (actually literally) haven’t spoken to for two thirds of my life (and that gap will only get larger). I have friends who I met at a party once, who were a friend of a friend, and I really know nothing about them, but there they are in my feed. Why should I even bother? There’s only so much room in my head. Facebook is also a great event planning tool. Go through the list of your friends, pick a place, pick a time, and you’re done. Everyone’s on the network, so you have the entire selection of your friends. Facebook has a list of basically every place, and if not, just put it in the details of the event. Facebook will even be so nice as to give you a weather forecast for the time of the event. But again, I’m not inviting people who I haven’t spoken to in years to my birthday party. Besides that, I don’t feel much attachment to what Facebook has to offer. So how did the unfriending go? I’m down to 85 friends. The first run of unfriending was going through my list and just hitting the unfriend button. I was very critical, basically saying, "if I haven’t thought about you in the last 6 months, I’m just going to unfriend you." I wrote down the name of everyone I unfriended into a text file, in case I ever did have the need to message them. I got the majority of folks out of my feed that way. I then ran through the list a few more times, making sure I didn’t miss some people, including Facebookers who I may have been a bit too lenient with the first time around. Lastly, whenever I went on Facebook and saw someone who was still in my feed that I should have unfriended, I didn’t second guess it, and just did it. So how do I like it? I’ve long been a believer that Twitter is great because your feed is a reflection of who you’ve chosen to follow. In the end, there isn’t a reason why Facebook shouldn’t be the same way. The only thing stopping this is the social pressures that are put on by the two way relationship that a Facebook friendship is. The number, 85 friends, doesn’t seem like a real coincidence to me. I didn’t go into this with a number in mind, but my guess is that it’s somewhat related to Dunbar’s Number. I just don’t have room in my head for all the people I had friended on Facebook before. I’ve turned off push notifications for everything except messages. I added email notifications for new events to make sure I don’t miss that activity entirely. I just don’t feel like I need to know about everything going on in my circle every minute. My feed feels more relevant. I don’t feel overwhelmed. I actually look forward to going on sparingly for a few minutes a day. Overall, I’d recommend it. Even if you just intend to prune a little bit, and not just unfriend en masse, your Facebook feed will feel more personal.
A Long Overdue Postmortem
Last night I pulled the first application that I ever wrote from the App Store.
Craig Glaser and I (mostly Craig) came up with the idea of creating heat maps for players in MLB. We thought it would be a cool visualization, and were convinced we could sell thousands of copies and be App Store rich.
I took to writing it. I took to rewriting it. I took to rewriting what I rewrote, only to discover, hm, I’m not a very good programmer. Objective-C being so foreign didn’t help… But in the end, it got done.
Last night I pulled the first application that I ever wrote from the App Store. Craig Glaser and I (mostly Craig) came up with the idea of creating heat maps for players in MLB. We thought it would be a cool visualization, and were convinced we could sell thousands of copies and be App Store rich. I took to writing it. I took to rewriting it. I took to rewriting what I rewrote, only to discover, hm, I’m not a very good programmer. Objective-C being so foreign didn’t help… But in the end, it got done. We didn’t quite sell thousands, but we definitely made enough to recoup our money for the App Store fees, but not enough to recoup the hundreds of hours I had put into it. I didn’t care though, I had an app in the App Store, Craig had some rep in the sabermetrics community which he is now helping push forward. Then I rewrote it again, a new version, with a new UI. This was my first lesson in redoing a project completely. What took me 2–3 months to write the first time took me 2–3 weeks this time. I had a good base, I added networking, a database instead of flat files, daily updates which taught me Python, and a new design that was more in line with what iOS apps were now doing. It was originally all standard controls, but I added gradients and textures (which iOS 7 is now banishing). Then it just sat around, sold some copies, and I didn’t do anything. We were then approached by one of the bigger sabermetric sites about doing a partnership, where they would get own the branding of the app, and we would share revenue with them for the exposure. That didn’t go anywhere past an initial phone call and a few emails. The app just sat around some more, for another 6 months or so, and here we are now. Batting Goggles is out of date stylistically and statistically. There’s no real reason to keep it up, nor the desire to. In fact, when iOS 7 comes out, it’s not only going to look bad by iOS 6 standards, but it’s going to just look plain wrong and not fit in with the OS at all. It’s just not worth the couple bucks a week that it gives me, to tarnish my portfolio since I don’t plan on updating it any time soon.
Jarring
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Based on beta 1 of iOS 7 (so take it with a grain of salt): from skeumorphic to schizophrenic.
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Lack of visual distinction between a button and a label is confusing so far.
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So is how thin the fonts are, making it hard to read. I am surprised they didn’t go with Avenir as their system font.
Based on beta 1 of iOS 7 (so take it with a grain of salt): from skeumorphic to schizophrenic.
Lack of visual distinction between a button and a label is confusing so far.
So is how thin the fonts are, making it hard to read. I am surprised they didn’t go with Avenir as their system font.
Based on beta 1 of iOS 7 (so take it with a grain of salt): from skeumorphic to schizophrenic. Lack of visual distinction between a button and a label is confusing so far. So is how thin the fonts are, making it hard to read. I am surprised they didn’t go with Avenir as their system font. I can’t wait to recompile all my apps just to get the status bar to work. Last but not least, the semi-translucent apps are very strange looking. The iPhone’s background actually affects how your app looks and feels. That said, jarring isn’t necessarily bad. I’m looking forward to seeing what designers do. I don’t think standard UIKit was ever really good looking and this isn't either, but on the other end of the spectrum. Overall, as I said, hard to judge off beta 1, but I would definitely use the word jarring to describe it.
WWDC 2013 Prediction
I’m only going to make one prediction for WWDC this year, and it’s one that probably won’t be verifiable for a bit of time. With that in mind, I’ll just leave this here.
I’m only going to make one prediction for WWDC this year, and it’s one that probably won’t be verifiable for a bit of time. With that in mind, I’ll just leave this here. I think iOS 7 is the OS that we’ll be able to look back on and say this is where it started to grow up. I think there will be multitasking changes, and inter-app communication, and settable default apps. This is in preparation for a day where we see the iPad take on bigger form factors, and be more usable. I don’t think that OS X has a future where it merges with iOS, but I can see a 13" iPad on your desk. iOS is not currently fit to really do that, but with some attention it can get to the point where it does (almost?) everything that Mac can do, but simpler.
4 Years Ago
Apparently 4 years ago today I decided to try my hand at Objective-C.
Gonna work on an iPhone app, hopefully I can master the fine ways of Objective C.
— Joe Fabisevich 🐶🐳™ (@mergesort) April 29, 2009
Apparently 4 years ago today I decided to try my hand at Objective-C. Gonna work on an iPhone app, hopefully I can master the fine ways of Objective C. — Joe Fabisevich 🐶🐳™ (@mergesort) April 29, 2009
Aaron Swartz’s Raw Thoughts
I spent a good amount of time over the weekend reading Aaron Swartz’s blog, shortly after his untimely passing. In short, I never new him, and so I don’t want to rehash everything that’s been said, but judging by what I’ve read, he was a brilliant person. So I leave you with a few blog entries that I found particularly insightful, interesting, and helpful. Some are longer, some are shorter, but I’d recommend giving them all a read.
I spent a good amount of time over the weekend reading Aaron Swartz’s blog, shortly after his untimely passing. In short, I never new him, and so I don’t want to rehash everything that’s been said, but judging by what I’ve read, he was a brilliant person. So I leave you with a few blog entries that I found particularly insightful, interesting, and helpful. Some are longer, some are shorter, but I’d recommend giving them all a read. On how to be more productive On learning (and failure) On personal objectivity On the news On depression On pushing through pain The first and second are the most powerful, and the last one’s the hardest, but each of them has it’s own merit. Hope these do something for someone.
Wunderlist is wunderful. Could be wunderfuler.
It’s not their fault.
tldr; It sucks that iOS apps can’t update in the background, but I get why Apple does this. No biggie, it would just make a lot of apps better, but at the cost of thinking about battery consumption.
P.S. You can’t read 200 words, really?
It’s not their fault. tldr; It sucks that iOS apps can’t update in the background, but I get why Apple does this. No biggie, it would just make a lot of apps better, but at the cost of thinking about battery consumption. P.S. You can’t read 200 words, really? This week, a product that I hold close to my heart Wunderlist had a major update. It’s totally revamped with bugs of the past smoothed out. I want every Reminders-like app to just behave like Wunderlist. It’s cross platform, syncs for free, is intuitive to use, and beautifully crafted. But it can never run a daemon on Apple-made devices and exist in the App Store. The fact that Apple controls iOS so tightly means that Reminders, their own app, can get updates from other devices via iCloud when you’re not in the app. It a magical (yes, magical… ok, seamless) experience to take a note on your iPhone, and open your Mac four days later knowing that your change will be there. In fact, OS X 10.8 introduced a feature where a sleeping computer can download updates without even opening the lid (if your Mac is plugged into an outlet). I often jot down reminders on the subway and then open my computer the next day to be told of what I’ve surely forgotten to do. It just sucks that there’s nothing 6Wunderkinder, and other developers can do to make their product that awesome.
Is a $329 iPad mini Good Business?
I posed a question earlier today about Apple’s new iPad mini pricing. Is there anyone who would have bought the iPad at 299thatwouldn′tpurchaseitat299 that wouldn't purchase it at 299thatwouldn′tpurchaseitat329? My guess is no. There are reasons such as brand/price perception, the supposed $299 psychological barrier, and more that I don’t want to really cover, so I’ll pose it as a simple mathematical statement.
I posed a question earlier today about Apple’s new iPad mini pricing. Is there anyone who would have bought the iPad at 299thatwouldn′tpurchaseitat299 that wouldn't purchase it at 299thatwouldn′tpurchaseitat329? My guess is no. There are reasons such as brand/price perception, the supposed $299 psychological barrier, and more that I don’t want to really cover, so I’ll pose it as a simple mathematical statement. If less than 10% of users are willing to stand their ground and say no, this is too expensive, then Apple has made a solid play. If it is higher, Apple has done poorly. The 10% comes from the fact that for every person why buys it at 329,Appleismakinganextra329, Apple is making an extra 329,Appleismakinganextra30 in revenue. That means that every 10 they sell at 329isenoughtocoverthedifferenceonthatonepersonwhosays“no,Iwillnotpaytheextra329 is enough to cover the difference on that one person who says “no, I will not pay the extra 329isenoughtocoverthedifferenceonthatonepersonwhosays“no,Iwillnotpaytheextra30.” Assuming Apple’s margins are similar to their usual 30-35%, and [I’m really assuming] that the cost is around 210−210-210−220 to produce the low end model, then they would raise their margins from the 30% or so, to 35-ish% by adding that $30 in profit. Apple won’t have to worry about making up the margins in volume. That said, I’m not going to get one, but that’s because outside of development I never use my iPad, not because I think it’s too expensive. I probably wouldn’t have gotten one at 249or249 or 249or199 either.
An App Store Retrospective
Four years ago today, the Apple App Store launched, changing the face of software distribution. Anyone from a curious 13-year old to a grizzled developer who lived through learning Pascal can release an app and hope to strike gold. Even Apple’s own operating systems are distributed with this model now. I distinctly remember my first thoughts on the matter. I was standing in line for the iPhone 3G, not for myself, but for a coworker who I had convinced to upgrade (so I could get his original iPhone). Imagine, the internet in my pocket, anywhere I went. The future had arrived for me. Four years later, this has become commonplace. But I do remember being asked on that line, “so what do you think about this app store?” by a curious line stander. I didn’t have much background actually developing software yet, so I heartily told him “Eh, you can already download apps from Installer, who cares where you get it from?” (Sidenote: Remember Installer?)
Well, as it turns out, it was kinda a big deal.
Four years ago today, the Apple App Store launched, changing the face of software distribution. Anyone from a curious 13-year old to a grizzled developer who lived through learning Pascal can release an app and hope to strike gold. Even Apple’s own operating systems are distributed with this model now. I distinctly remember my first thoughts on the matter. I was standing in line for the iPhone 3G, not for myself, but for a coworker who I had convinced to upgrade (so I could get his original iPhone). Imagine, the internet in my pocket, anywhere I went. The future had arrived for me. Four years later, this has become commonplace. But I do remember being asked on that line, “so what do you think about this app store?” by a curious line stander. I didn’t have much background actually developing software yet, so I heartily told him “Eh, you can already download apps from Installer, who cares where you get it from?” (Sidenote: Remember Installer?) Well, as it turns out, it was kinda a big deal. Kinda, sorta, the biggest deal relating to the economics of software in years. It singlehandedly took away the insane console-model, made purchasing software seamless, created the casual gaming genre, and gave hope to thousands of indie developers. I won’t go into too much detail, but companies like EA now focus a great deal of effort on these tiny computers that pose as phones. I also learned so much by tinkering away, writing bad code for the iPhone, and eventually publishing my own apps. So last but not least, you can thank Apple for making a platform compelling enough to inspire young minds to play around with software development, and not sit in the doldrums making software for a faceless financial institution. I can’t imagine where I would be if I had to work for a bank. Instead, I play with an iPhone or Android phone all day. I'm constantly intrigued to find out what the newest goodies jQuery has to offer (nothing), if anything has come about in HTML5 (eventually the standards body will get to it), or just ponder what the next five years of technology will bring us.
Back from the Mac
iOS 6 ends up bringing a lot of interesting new features to the regular user, and looking over the API differences, not a lot on the developer side of things. iOS 5 was a gigantic leap for developers, starting with ARC, Storyboards, and a bajillion1 APIs opened up. I’m willing to bet that this is becoming Apple’s calling card. One on, one off, is now to be prevalent in designing both hardware and software.
A pattern is emerging that makes it seem pretty likely:
- iPhone 3G, 3GS.
- iPhone 4, iPhone 4S.
- Leopard, Snow Leopard.
- Lion, Mountain Lion.
- iOS 5, iOS 6.
iOS 6 ends up bringing a lot of interesting new features to the regular user, and looking over the API differences, not a lot on the developer side of things. iOS 5 was a gigantic leap for developers, starting with ARC, Storyboards, and a bajillion1 APIs opened up. I’m willing to bet that this is becoming Apple’s calling card. One on, one off, is now to be prevalent in designing both hardware and software. A pattern is emerging that makes it seem pretty likely: iPhone 3G, 3GS. iPhone 4, iPhone 4S. Leopard, Snow Leopard. Lion, Mountain Lion. iOS 5, iOS 6. Every cool new Mac with features ahead of its time (hello retina display), it’s subsequent spec bump releases. First you make something new, innovative, bold. Then you take the time to add fixes, polish and finish. Figure out how to make something awesome, get the margins down with your supply chain and economies of scale. That’s what Apple have defined as their new strategy. Release and refine. That’s a technical term for all you non-tech savvy folk.↩↩
Create a Catchy Phone Number for $3 With Google Voice
When I was a kid, I used to try and make words and phrases out of my phone number, because before the internet we had nothing better to do. These days, if you want a custom phone number, there is a way to do it for only $3. So, here’s a quick little life hack for you.
When you sign up for Google Voice, they offer you the ability to pick your own phone number, from the pool of numbers that they own. I used Google Voice for a couple of years, before ultimately deciding to port my number to my carrier. The process to port your number only costs $3, a phone call to your carrier, and a few hours of waiting for it to go through (in which you can continue to use your phone).
When I was a kid, I used to try and make words and phrases out of my phone number, because before the internet we had nothing better to do. These days, if you want a custom phone number, there is a way to do it for only $3. So, here’s a quick little life hack for you. When you sign up for Google Voice, they offer you the ability to pick your own phone number, from the pool of numbers that they own. I used Google Voice for a couple of years, before ultimately deciding to port my number to my carrier. The process to port your number only costs $3, a phone call to your carrier, and a few hours of waiting for it to go through (in which you can continue to use your phone). Head over to https://voice.google.com/unlock. Sign in and click that you agree to pay $3, and that your number will be unlocked. Call your carrier (some even provide online options), ask them to port your number. If they ask for an account number, it is the same as your Google Voice number. Your carrier will give you instructions on what to do when your request comes through. On Verizon, that process is just replying to a text message. Wait. Enjoy your new customized phone number.
WWDC 2012 Predictions
I figure, might as well get these on the record, and afterwards we can all laugh at how wrong I am.
The MacIt’s dead. Just kidding, it’s being revitalized.
I figure, might as well get these on the record, and afterwards we can all laugh at how wrong I am. The Mac It’s dead. Just kidding, it’s being revitalized. As for all the retina rumors, I suspect we’re going to go back to three lines of Mac notebooks. A Macbook Air, the entry level machine that is for every student looking to head off for their first semester of college. The Macbook (making it’s triumphant return), the middle of the line notebook, the one that has a spinning platter disk, but an oh-so nice retina display. And the Macbook Pro, for all those old fogies that need to have their Firewire and do some real hardcode video editing on the go. The iMac will receive an incremental update. I find it hard to believe that they’re going to be able to bring a retina-capable display to a 27” screen, but Apple have surprised me before, so I wouldn’t rule it out. To me, this seems like something they can phase in over time, when they get margins down on the process through practice with other Macs. The Mac Pro, should be getting new hardware, since it hasn’t been updated since Barack Obama was successfully convincing us about change you can believe in. Nothing surprising here, just the latest series of Xeons thrown in there, with upgradability to SSD. iOS (In order from most likely to happen, to least likely) Native Facebook integration. Facebook is everywhere, heck, it’s even over the hill to lots, so it really ought to be a part of iOS by now. You’ll see that, posting photos and status updates much like Twitter in iOS 6. New Maps app and APIs. This has been everywhere. Apple and Google are on the rocks, this is the logical move. I’d expect backwrads compatability with current APIs, but anything new ought to be tempting to anyone who deals with the CoreLocation and MapKit frameworks on a regular basis. A personal wallet-type app, which lets you keep credit cards, coupons, etc. In the fall, an NFC enabled iPhone 5 to supplement this app. Much like when Reminders was announced for iOS 5 and everyone said, uh, “that’s nice”, until Siri was announced. More iPad-specific UI. Tiny notification center banners that you have to squint to see on even the retinaiest of iPads just shouldn’t cut it. iOS users aren’t stupid enough (I think?) that they can’t make the connection between some changes between the iPad and iPhone. Better notification center. Easier to close out things, and a swipe to delete functionality for individual notifications. A new animation for notifications coming in, which doesn’t just oddly flip over. Siri comes out of beta in iOS 6. So Siri that makes a beta of the update which brings it out of beta. Confusing enough to make me stop writing more on this matter. A step back from skeumorphism. The leather stitching on Notes is cool, that’s fine, but why do I need rich corinthian leather to help me find my friends? No file system, but the ability to share information between applications. A way for a developer to tick a checkmark that says ‘let x file-type be used globally’. So a camera app would say ‘I can make a file that is of type .png, let any other application that says they can handle .png use these files.’ This is what I would be most excited about in iOS 6 as a developer, and a user. You could establish a workflow this way, taking the iPad from one stupid designation of ‘consumption device’ to another stupid one of 'creation device’. Backing away from modality. Quick reply to text messages, and other type of functionality that does not necessarily just bring you into an app. Just a dark-horse guess, Pull to Refresh becomes an Apple UI standard. Other Apple products Apple TV SDK? I’m very hesitant on this one, I’d have to say no for now. To me it just doesn’t feel like the time is right, but I’d love to be wrong and see what developers can do when given a 42” screen to play with. Just imagine, scam Pokemon apps that crash right away when you open your TV, in 1080P glory! Expect iCloud to get Reminders and Notes added to it’s list of apps, which should be no surprise since they’ve already started testing that out. Some accessory updates, like a Gigabit Wireless N Airport Extreme.
A Letter
Below is a letter that I wrote.
L
Below is a letter that I wrote. L
Thoughts on Apple’s Messages
The idea of a continuous client is something that has sent nerds’ hearts a flutter for a long time. No matter what device you pick up, you’ll have an up to date conversation log.
Now that Apple has released a beta of their Messages (formerly iChat) app, iMessage is more accessible than ever. (iMessage is the protocol, Messages is the app.) I’m toying with the idea of dropping AIM for straight iMessage. If you get an iMessage on your phone, it comes to your Mac, and vice versa. You can now reply to your friends without picking up your phone and poking a 3.5" glass screen.
A new problem that arises when using iMessage.
The idea of a continuous client is something that has sent nerds’ hearts a flutter for a long time. No matter what device you pick up, you’ll have an up to date conversation log. Now that Apple has released a beta of their Messages (formerly iChat) app, iMessage is more accessible than ever. (iMessage is the protocol, Messages is the app.) I’m toying with the idea of dropping AIM for straight iMessage. If you get an iMessage on your phone, it comes to your Mac, and vice versa. You can now reply to your friends without picking up your phone and poking a 3.5" glass screen. A new problem that arises when using iMessage. If you get an IM, you’re now going to have it ring through on every device. If you’re getting 3 IM’s a minute, that’s 6 buzzes if you have an iPhone and iPad. That doesn’t even include the 3 dings that Messages will give you to alert you. And my battery life, oh I can only imagine the hit that’s going to take when I keep getting push messages left and right. The answer is that the various messages apps need to have an awareness of your state. There can be automated ways of doing this, but that might create a lot of false positives. Say you pick up your phone to play a game and Apple redirects your messages there, since that is the most recent device, but you don’t want that. Or if you’re on your Mac, but don’t want to be receiving messages there, same issue, different device. To solve this, I would propose that Apple adds a few little tweaks to the Messages app. First of all, add a little button that mutes all other devices alerts, though they will continue to receive the actual updated chat log. (I’m no Photoshop whiz obviously). The second is an auto-away period. If you have not touched your computer for n minutes, direct your chats to your secondary device. It’s more so an addition to the an idle status than a whole new feature. When you return to your computer Messages pings the devices to say “I’m back at the computer, stop redirecting my message notifications” if your mute notifications toggle is on. If they can add those two things, I see no reason why it wouldn’t be far more convenient to use iMessage than AIM, not worrying about logging myself in and out of devices.
Security Chase
Go to your Chase account and enter your password. Now log out, and enter your password with a different pattern of capitalization. So if your password was Password
, now try pASSWORD
. I bet you it worked and Chase still let you into your account.
I’ll preface the coming diatribe with a statement about my expertise. I am not a security researcher and would never call myself an expert in the field of cryptography. I’m just a software developer who likes to poke around in security matters in as amateur a way as possible. The material covered here is a basic explanation, and there are many more factors in play. Feel free to contact me if you have more that you’d like to discuss.
Go to your Chase account and enter your password. Now log out, and enter your password with a different pattern of capitalization. So if your password was Password, now try pASSWORD. I bet you it worked and Chase still let you into your account. I’ll preface the coming diatribe with a statement about my expertise. I am not a security researcher and would never call myself an expert in the field of cryptography. I’m just a software developer who likes to poke around in security matters in as amateur a way as possible. The material covered here is a basic explanation, and there are many more factors in play. Feel free to contact me if you have more that you’d like to discuss. So, what’s the big deal? Security is important. It should be bank’s top priority. Why does capitalization matter? This lowers a hacker’s barrier to entry into your account by a factor of 26. How does this work? It’s simple enough. The total number of characters that you can enter will be called the alphabet. If you only allow lowercase letters, your total alphabet size is 26. (All the letters from a-z). If you have lowercase and uppercase (A-Z), the size now doubles to 52. If you add in letters (0–9), now it is 62. If you add in symbols (such as ?,!), your alphabet is now up to 95 characters, because there are 33 symbols on a standard keyboard. Chase forbids you from using special symbols when creating a password, so you’re starting off with a maximum alphabet of 62 characters. We showed above that they are also not distinguishing between lowercase and capital letters, which lowers it again by 26 (since a is the same as A). That leaves us with a total of 36 characters to choose from to make a password. If you had the password abcdefghij (please don’t be this stupid) your password length is 10. You are only allowed to use 36 characters then the total number of possibilities is 36^10 total passwords. You can see this by splitting up the password. There are 36 options for the 1st character, 36 options for the 2nd, 36 for the 3rd and so on. If you were allowed to have an alphabet of 95 characters it becomes 95 options for the 1st, 95 for the 2nd, etc. How much safer is this? We’ll use the password abcdefghij for this mind experiment, and a set of computers that are making 100 billion guesses per second. If you had an alphabet of only lowercase numbers, it would take 24 minutes to crack that password through brute force. If you have an alphabet of lowercase and numbers, (Chase’s situation), the number jumps up to 10.45 hours. While this is a nice improvement, it is nothing that a little more CPU power can’t make into a problem. This really isn’t going to keep you safe for very long. If you have an alphabet where lowercase and uppercase numbers are different, along with numbers, the time to brute force jumps all the way up to 3.25 months. This is a vast improvement, but still is not something that a little horse power from a hacker can’t fix. An alphabet of lowercase, uppercase, numbers and symbols bumps that time up to 19.25 years. This is your gold standard. You should be changing your passwords more often than this as it is, and ideally passwords longer than 10 characters. Most people don’t make their passwords complex or long, because they’re harder to remember. The price you pay with this approach is lack of security. That’s a price that you should not have to pay when dealing with your bank. It might cost you so much more than just your piece of mind. You can find out more information at Steve Gibson’s Password Haystacks Page, and all the calculations are based on his search space calculator.
Teachers Need To Teach
Educators have a goal, to teach children. These days in America our goal seems to be concerned with how to trick, or worse, force a kid into learning. Instead what they really should be focusing on is how to relate the information to the child. That is how you get a child excited to learn.
Educators have a goal, to teach children. These days in America our goal seems to be concerned with how to trick, or worse, force a kid into learning. Instead what they really should be focusing on is how to relate the information to the child. That is how you get a child excited to learn. The Children Must Play.
Why My App Sucked And Why I Won’t Make The Same Mistakes Again
When you’re learning, it’s important to make mistakes, that’s how you learn. When you spend 10 hours looking for what is wrong, and it turns out you wrote if(x=1)
when you meant if(x==1)
, I can guarantee you the next time you look for why a piece of code is magically broken, that will be the first thing you’ll check. If you do this enough times, you’ll find yourself fixing stupid mistakes before you even make them. That’s how you get good.
When you’re learning, it’s important to make mistakes, that’s how you learn. When you spend 10 hours looking for what is wrong, and it turns out you wrote if(x=1) when you meant if(x==1), I can guarantee you the next time you look for why a piece of code is magically broken, that will be the first thing you’ll check. If you do this enough times, you’ll find yourself fixing stupid mistakes before you even make them. That’s how you get good. Preface The most important thing for me over the last 2 years of learning iOS development has been getting things wrong. This piece is about everything I got wrong in developing my first app, Batting Goggles. It's also about how fixed those mistakes. I’m no self-help guru, this is just my experience with mistake making. Only now do I even feel confident that I can go into making an app without screwing up the things I’ve messed up in the past. I can do this because I am very wary of repeating these mistakes. So without further ado, I present to you Batting Goggles by the numbers. Version 1.0 I finished Batting Goggles and I felt an immediate sense of accomplishment. It was the first thing I had ever truly created from scratch. The idea was Craig’s (my partner in app development), the execution was all mine. At first we weren’t on the same page of how to make what we wanted to make, but once we came up with the interface, it was smooth sailing. The app was very bare, but did everything that we had wanted it to do. You could find a player and pull up his heat map and find his stats for the last season. Then Craig asked me to add a feature. He wanted to be able to set Favorites, and a lineup for each of the current teams playing. This would make it easier to navigate through the app, instead of having to go through thousands of players every time you wanted to look for someone. (There was a search, but the point still holds). Version 1.1 And with a lot of effort, I added a tab bar to the bottom of the screen with items for favorites and lineups. The reason it was so tough was because I had 1 view controller and a lot of booleans to check on the current status of the app. This was not a good idea and will never be one. Anyone who does this, please heed these words… don’t ever do anything that stupid in any aspect of your life. The amount of code that went into it was tremendous, but when it was done, I decided I would take a nice break from working on the app. Then the bugfixes came. Versions 1.2-1.3 The break didn’t really happen, but eventually I got the bugs fixed up. Apple had just released the iPhone 3G[S] (remember the box around the [S]?). They tested it on that the next time I wanted to submit, and for some reason it didn’t work. My guess is they actually hadn’t been doing a great job of testing it before, because the bugs that were added were pretty damn noticeable when you used the app when you switched between screens quickly. I had not been testing it like that, just how I would use it, so I didn’t notice it being broken. The lesson I learned: Test for even the oddest and most accidental ways to use an app. There are infinite ways to do things, and your way is only right to you. Version 1.5 This was the last release for the 2010 season. We got a lot of bugs out of the way, and nothing too major feature-wise, so we called it a day. People were still downloading, but some were complaining that the stats in the app were out of date. This was true, we had no way of updating the numbers in the app, so they were based off the prior season which had ended 365 days earlier. At this point I resolved to add a lot of features to version 2.0 and turn those frowns upside down. It was November, and the new season started in April, so we had hoped to get it out in early March right in time for the baseball season. As it turns out, I wasn’t so good at estimating. The Offseason Craig and I talked over the features we wanted, and we decided that the first thing to tackle would be live stats. We wanted to make sure that people couldn’t complain about that anymore, and we figured out a pretty simple solution involving some Python scripts and Dropbox. We also wanted to expand the data all the way back to when MLB started keeping track of this info, so now we would have 3 years of data instead of 1. Then I found an app that I liked, and it had a baseball card view, so I added that to the app. I wanted to make Goggles multi-dimensional, instead of just providing heat maps. With this, you’d be able to just use our app as your go to for your daily baseball stats questions. I then decided to add on the side of the list, markers denoting what letter of the alphabet the person’s last name was, so you could navigate far quicker through the player list, much like you see in the Contacts app. From using Goggles I realized that clearing and editing the lists users made was a pain, so I was going to make that experience more in line with Apple’s standard apps. Version 2.0 As I was getting close to finishing version 2.0, I realized that I had done everything that involved the iPhone wrong. I didn’t understand Model-View-Controller. I used mismatching bracket/dot syntax which made it incredibly confusing to read. I’m pretty sure that some of the code I had written just worked by sheer witchcraft and backdoor deals with the devil. When I couldn’t figure out how to integrate some of the new features I was hoping to add, I realized it was time to tear it all down and rewrite it. I rewrote Batting Goggles over the course of a week. It didn’t take too long because the thought behind the original code was right, just often redundant and convoluted. I was able to bring in all the features that I had hoped to, and felt a lot better about my app. In all likelihood no one else even cared or noticed. When I released it I felt that same personal accomplishment, because really, I had made 2 apps, a broken one, and a better one. It is still not perfect, but it is actually decipherable now, and much more flexible if/when I want to add features or fix things. Conclusion I made lots and lots of mistakes, but it’s ok because it really was my first big project. One mistake that I failed to mention was that when I released version 2.0, it was August, and the baseball season was almost over. I felt bad for a bit to the customers who paid for it and were essentially beta testers for a year and change, and had no use for the app for almost the entire 2011 season. All that personal accountability has made me far more detail oriented, and anal-retentive about releasing sloppy work. Since then I have released 3 apps, all of which I can proudly point to. I have another one coming out very soon, hopefully it’ll be more of a homerun than Batting Goggles.
Prioritize Priorities
As Merlin Mann would say: if you have 27 priorities because then you don't have any priorities. With schoolwork and work-work catching up to me I have very little time for my own coding. It's important for me to make sure I get done what I need to get done. Midterms, homework, deadlines and life have been making it difficult of late for me to sit down and churn out a bunch of code for myself, even though the things I want to do are quick and simple. When I do have some spare time it hurts to even think about coding.
As Merlin Mann would say: if you have 27 priorities because then you don't have any priorities. With schoolwork and work-work catching up to me I have very little time for my own coding. It's important for me to make sure I get done what I need to get done. Midterms, homework, deadlines and life have been making it difficult of late for me to sit down and churn out a bunch of code for myself, even though the things I want to do are quick and simple. When I do have some spare time it hurts to even think about coding. Right now my number one priority school finishing this semester and graduating is obviously the most important thing. Then comes work. We're very close to releasing the newest version of our browser and I want to make sure that that goes off without a hitch. Last but not least is my own code and whatever free time I have left. Hopefully the sacrifices I make pay off in the long run. Sadly this also means that Unmentionables is going to be pushed back a little bit. It will probably be feature complete within the next couple of weeks, and then we can start rigorously testing it. Here's to priorities.
It’s about the AI Say I
Apple may not have formally said it, but they did have a “one more thing yesterday.” They pulled Siri from up their sleeves, which many technology pundits had predicted (kudos to 9to5mac.com on the original scoop). What is surprising to me is that a lot of people appear to be under the impression that Siri is a parlor trick that you can use to show off your phone. This is not voice control, this is not FaceTime, this isn’t even the Compass app. This is something you will use every day and come to rely on.
Siri is real; it is a revolution though it may seem gimmicky until it’s perfected.
Apple may not have formally said it, but they did have a “one more thing yesterday.” They pulled Siri from up their sleeves, which many technology pundits had predicted (kudos to 9to5mac.com on the original scoop). What is surprising to me is that a lot of people appear to be under the impression that Siri is a parlor trick that you can use to show off your phone. This is not voice control, this is not FaceTime, this isn’t even the Compass app. This is something you will use every day and come to rely on. Siri is real; it is a revolution though it may seem gimmicky until it’s perfected. Apple has slapped a beta label on it, which it does not do all willy nilly (you probably know who I’m hinting at). Siri is light years beyond voice control, it’s natural language processing is proof of that. Siri is smart, it can respect your associations, you tell Siri that someone is your mother, it understands. That’s the part of Siri that makes it special, it’s there to help you. If you tell it to change your meeting at 3pm when you don’t have one, it understands that you made a mistake, and instead of telling you, I have no knowledge of a meeting at 3; it will look at your schedule and say, are you sure you don’t mean the one at 2pm, or 4pm? That’s just dipping your toe into the pool when you think about what it can do, and when it learns even more and gets even smarter, it won’t just be scheduling a meeting for you. It will be able to find out where you want to go on vacation, book your hotel and plane tickets based on what airline you like to fly and which hotel you find pleasant. After it’s done all that work, it will suggest for you an itinerary based on what your interests are, knowing whether your favorite band is in town, or if you really just want to go bar hopping. This is the step that Apple is taking to become more than a hardware company. The iPhone is one fun toy. You can play games, do real work, and can even create content on it. But how long will that gravy train ride last? iCloud and Siri bring Apple to the next step of computing, where we enter a more device agnostic environment. It’s easy to copy a phone’s form factor or specs, but very few companies have the wherewithal to bring together the cohesive vision that Apple is pushing. Consumers in 2 years will want to get their phone because of what it can do for them, not because your wife will love the Tegra 2 chipset. Siri is a step towards the world of the Jetsons becoming a reality. I’m just giddy to see technology heading in this direction and am really looking forward to Skynet… I mean Siri. Of note, Steve Jobs passed away while I was writing this post. To quote @gabrielroth “The corporation is the most powerful tool we’ve ever invented. It’s typically used as a club or a lever. Steve Jobs used it as a paintbrush.” This is all part of the grander vision that Steve Jobs saw, and hopefully some day we can all live it.

Recent content in Articles on Smashing Magazine — For Web Designers And Developers
Automating Design Systems: Tips And Resources For Getting Started
Design systems are more than style guides: they’re made up of workflows, tokens, components, and documentation — all the stuff teams rely on to build consistent products. As projects grow, keeping everything in sync gets tricky fast. In this article, we’ll look at how smart tooling, combined with automation where it makes sense, can speed things up, reduce errors, and help your team focus on design over maintenance.
A design system is more than just a set of colors and buttons. It’s a shared language that helps designers and developers build good products together. At its core, a design system includes tokens (like colors, spacing, fonts), components (such as buttons, forms, navigation), plus the rules and documentation that tie all together across projects. If you’ve ever used systems like Google Material Design or Shopify Polaris, for example, then you’ve seen how design systems set clear expectations for structure and behavior, making teamwork smoother and faster. But while design systems promote consistency, keeping everything in sync is the hard part. Update a token in Figma, like a color or spacing value, and that change has to show up in the code, the documentation, and everywhere else it’s used. The same thing goes for components: when a button’s behavior changes, it needs to update across the whole system. That’s where the right tools and a bit of automation can make the difference. They help reduce repetitive work and keep the system easier to manage as it grows. In this article, we’ll cover a variety of tools and techniques for syncing tokens, updating components, and keeping docs up to date, showing how automation can make all of it easier. The Building Blocks Of Automation Let’s start with the basics. Color, typography, spacing, radii, shadows, and all the tiny values that make up your visual language are known as design tokens, and they’re meant to be the single source of truth for the UI. You’ll see them in design software like Figma, in code, in style guides, and in documentation. Smashing Magazine has covered them before in great detail. The problem is that they often go out of sync, such as when a color or component changes in design but doesn’t get updated in the code. The more your team grows or changes, the more these mismatches show up; not because people aren’t paying attention, but because manual syncing just doesn’t scale. That’s why automating tokens is usually the first thing teams should consider doing when they start building a design system. That way, instead of writing the same color value in Figma and then again in a configuration file, you pull from a shared token source and let that drive both design and development. There are a few tools that are designed to help make this easier. Token Studio Token Studio is a Figma plugin that lets you manage design tokens directly in your file, export them to different formats, and sync them to code. Specify Specify lets you collect tokens from Figma and push them to different targets, including GitHub repositories, continuous integration pipelines, documentation, and more. NameDesignTokens.guide NamedDesignTokens.guide helps with naming conventions, which is honestly a common pain point, especially when you’re working with a large number of tokens. Once your tokens are set and connected, you’ll spend way less time fixing inconsistencies. It also gives you a solid base to scale, whether that’s adding themes, switching brands, or even building systems for multiple products. That’s also when naming really starts to count. If your tokens or components aren’t clearly named, things can get confusing quickly. Note: Vitaly Friedman’s “How to Name Things” is worth checking out if you’re working with larger systems. From there, it’s all about components. Tokens define the values, but components are what people actually use, e.g., buttons, inputs, cards, dropdowns — you name it. In a perfect setup, you build a component once and reuse it everywhere. But without structure, it’s easy for things to “drift” out of scope. It’s easy to end up with five versions of the same button, and what’s in code doesn’t match what’s in Figma, for example. Automation doesn’t replace design, but rather, it connects everything to one source. The Figma component matches the one in production, the documentation updates when the component changes, and the whole team is pulling from the same library instead of rebuilding their own version. This is where real collaboration happens. Here are a few tools that help make that happen: Tool What It Does UXPin Merge Lets you design using real code components. What you prototype is what gets built. Supernova Helps you publish a design system, sync design and code sources, and keep documentation up-to-date. Zeroheight Turns your Figma components into a central, browsable, and documented system for your whole team. How Does Everything Connect? A lot of the work starts right inside your design application. Once your tokens and components are in place, tools like Supernova help you take it further by extracting design data, syncing it across platforms, and generating production-ready code. You don’t need to write custom scripts or use the Figma API to get value from automation; these tools handle most of it for you. But for teams that want full control, Figma does offer an API. It lets you do things like the following: Pull token values (like colors, spacing, typography) directly from Figma files, Track changes to components and variants, Tead metadata (like style names, structure, or usage patterns), and Map which components are used where in the design. The Figma API is REST-based, so it works well with custom scripts and automations. You don’t need a huge setup, just the right pieces. On the development side, teams usually use Node.js or Python to handle automation. For example: Fetch styles from Figma. Convert them into JSON. Push the values to a design token repo or directly into the codebase. You won’t need that level of setup for most use cases, but it’s helpful to know it’s there if your team outgrows no-code tools. Where do your tokens and components come from? How do updates happen? What tools keep everything connected? The workflow becomes easier to manage once that’s clear, and you spend less time trying to fix changes or mismatches. When tokens, components, and documentation stay in sync, your team moves faster and spends less time fixing the same issues. Extracting Design Data Figma is a collaborative design tool used to create UIs: buttons, layouts, styles, components, everything that makes up the visual language of the product. It’s also where all your design data lives, which includes the tokens we talked about earlier. This data is what we’ll extract and eventually connect to your codebase. But first, you’ll need a setup. To follow along: Go to figma.com and create a free account. Download the Figma desktop app if you prefer working locally, but keep an eye on system requirements if you’re on an older device. Once you’re in, you’ll see a home screen that looks something like the following: From here, it’s time to set up your design tokens. You can either create everything from scratch or use a template from the Figma community to save time. Templates are a great option if you don’t want to build everything yourself. But if you prefer full control, creating your setup totally works too. There are other ways to get tokens as well. For example, a site like namedesigntokens.guide lets you generate and download tokens in formats like JSON. The only catch is that Figma doesn’t let you import JSON directly, so if you go that route, you’ll need to bring in a middle tool like Specify to bridge that gap. It helps sync tokens between Figma, GitHub, and other places. For this article, though, we’ll keep it simple and stick with Figma. Pick any design system template from the Figma community to get started; there are plenty to choose from. Depending on the template you choose, you’ll get a pre-defined set of tokens that includes colors, typography, spacing, components, and more. These templates come in all types: website, e-commerce, portfolio, app UI kits, you name it. For this article, we’ll be using the /Design-System-Template--Community because it includes most of the tokens you’ll need right out of the box. But feel free to pick a different one if you want to try something else. Once you’ve picked your template, it’s time to download the tokens. We’ll use Supernova, a tool that connects directly to your Figma file and pulls out design tokens, styles, and components. It makes the design-to-code process a lot smoother. Step 1: Sign Up on Supernova Go to supernova.io and create an account. Once you’re in, you’ll land on a dashboard that looks like this: Step 2: Connect Your Figma File To pull in the tokens, head over to the Data Sources section in Supernova and choose Figma from the list of available sources. (You’ll also see other options like Storybook or Figma variables, but we’re focusing on Figma.) Next, click on Connect a new file, paste the link to your Figma template, and click Import. Supernova will load the full design system from your template. From your dashboard, you’ll now be able to see all the tokens. Turning Tokens Into Code Design tokens are great inside Figma, but the real value shows when you turn them into code. That’s how the developers on your team actually get to use them. Here’s the problem: Many teams default to copying values manually for things like color, spacing, and typography. But when you make a change to them in Figma, the code is instantly out of sync. That’s why automating this process is such a big win. Instead of rewriting the same theme setup for every project, you generate it, constantly translating designs into dev-ready assets, and keep everything in sync from one source of truth. Now that we’ve got all our tokens in Supernova, let’s turn them into code. First, go to the Code Automation tab, then click New Pipeline. You’ll see different options depending on what you want to generate: React Native, CSS-in-JS, Flutter, Godot, and a few others. Let’s go with the CSS-in-JS option for the sake of demonstration: After that, you’ll land on a setup screen with three sections: Data, Configuration, and Delivery. Data Here, you can pick a theme. At first, it might only give you “Black” as the option; you can select that or leave it empty. It really doesn’t matter for the time being. Configuration This is where you control how the code is structured. I picked PascalCase for how token names are formatted. You can also update how things like spacing, colors, or font styles are grouped and saved. Delivery This is where you choose how you want the output delivered. I chose “Build Only”, which builds the code for you to download. Once you’re done, click Save. The pipeline is created, and you’ll see it listed in your dashboard. From here, you can download your token code, which is already generated. Automating Documentation So, what’s the point of documentation in a design system? You can think of it as the instruction manual for your team. It explains what each token or component is, why it exists, and how to use it. Designers, developers, and anyone else on your team can stay on the same page — no guessing, no back-and-forth. Just clear context. Let’s continue from where we stopped. Supernova is capable of handling your documentation. Head over to the Documentation tab. This is where you can start editing everything about your design system docs, all from the same place. You can: Add descriptions to your tokens, Define what each base token is for (as well as what it’s not for), Organize sections by colors, typography, spacing, or components, and Drop in images, code snippets, or examples. You’re building the documentation inside the same tool where your tokens live. In other words, there’s no jumping between tools and no additional setup. That’s where the automation kicks in. You edit once, and your docs stay synced with your design source. It all stays in one environment. Once you’re done, click Publish and you will be presented with a new window asking you to sign in. After that, you’re able to access your live documentation site. Practical Tips For Automations Automation is great. It saves hours of manual work and keeps your design system tight across design and code. The trick is knowing when to automate and how to make sure it keeps working over time. You don’t need to automate everything right away. But if you’re doing the same thing over and over again, that’s a kind of red flag. A few signs that it’s time to consider using automation: You’re using the same styles across multiple platforms (like web and mobile). You have a shared design system used by more than one team. Design tokens change often, and you want updates to flow into code automatically. You’re tired of manual updates every time the brand team tweaks a color. There are three steps you need to consider. Let’s look at each one. Step 1: Keep An Eye On Tools And API Updates If your pipeline depends on design tools, like Figma, or platforms, like Supernova, you’ll want to know when changes are made and evaluate how they impact your work, because even small updates can quietly affect your exports. It’s a good idea to check Figma’s API changelog now and then, especially if something feels off with your token syncing. They often update how variables and components are structured, and that can impact your pipeline. There’s also an RSS feed for product updates. The same goes for Supernova’s product updates. They regularly roll out improvements that might tweak how your tokens are handled or exported. If you’re using open-source tools like Style Dictionary, keeping an eye on the GitHub repo (particularly the Issues tab) can save you from debugging weird token name changes later. All of this isn’t about staying glued to release notes, but having a system to check if something suddenly stops working. That way, you’ll catch things before they reach production. Step 2: Break Your Pipeline Into Smaller Steps A common trap teams fall into is trying to automate everything in one big run: colors, spacing, themes, components, and docs, all processed in a single click. It sounds convenient, but it’s hard to maintain, and even harder to debug. It’s much more manageable to split your automation into pieces. For example, having a single workflow that handles your core design tokens (e.g., colors, spacing, and font sizes), another for theme variations (e.g., light and dark themes), and one more for component mapping (e.g., buttons, inputs, and cards). This way, if your team changes how spacing tokens are named in Figma, you only need to update one part of the workflow, not the entire system. It’s also easier to test and reuse smaller steps. Step 3: Test The Output Every Time Even if everything runs fine, always take a moment to check the exported output. It doesn’t need to be complicated. A few key things: Are the token names clean and readable? If you see something like PrimaryColorColorText, that’s a red flag. Did anything disappear or get renamed unexpectedly? It happens more often than you think, especially with typography or spacing tokens after design changes. Does the UI still work? If you’re using something like Tailwind, CSS variables, or custom themes, double-check that the new token values aren’t breaking anything in the design or build process. To catch issues early, it helps to run tools like ESLint or Stylelint right after the pipeline completes. They’ll flag odd syntax or naming problems before things get shipped. How AI Can Help Once your automation is stable, there’s a next layer that can boost your workflow: AI. It’s not just for writing code or generating mockups, but for helping with the small, repetitive things that eat up time in design systems. When used right, AI can assist without replacing your control over the system. Here’s where it might fit into your workflow: Naming Suggestions When you’re dealing with hundreds of tokens, naming them clearly and consistently is a real challenge. Some AI tools can help by suggesting clean, readable names for your tokens or components based on patterns in your design. It’s not perfect, but it’s a good way to kickstart naming, especially for large teams. Pattern Recognition AI can also spot repeated styles or usage patterns across your design files. If multiple buttons or cards share similar spacing, shadows, or typography, tools powered by AI can group or suggest components for systemization even before a human notices. Automated Documentation Instead of writing everything from scratch, AI can generate first drafts of documentation based on your tokens, styles, and usage. You still need to review and refine, but it takes away the blank-page problem and saves hours. Here are a few tools that already bring AI into the design and development space in practical ways: Uizard: Uizard uses AI to turn wireframes into designs automatically. You can sketch something by hand, and it transforms that into a usable mockup. Anima: Anima can convert Figma designs into responsive React code. It also helps fill in real content or layout structures, making it a powerful bridge between design and development, with some AI assistance under the hood. Builder.io: Builder uses AI to help generate and edit components visually. It's especially useful for marketers or non-developers who need to build pages fast. AI helps streamline layout, content blocks, and design rules. Conclusion This article is not about achieving complete automation in the technical sense, but more about using smart tools to streamline the menial and manual aspects of working with design systems. Exporting tokens, generating docs, and syncing design with code can be automated, making your process quicker and more reliable with the right setup. Instead of rebuilding everything from scratch every time, you now have a way to keep things consistent, stay organized, and save time. Further Reading “Design System Guide” by Romina Kavcic “Design System In 90 Days” by Vitaly Friedman
UX Job Interview Helpers
Talking points. Smart questions. A compelling story. This guide helps you prepare for your UX job interview. And remember: no act of kindness, however small, is ever wasted.
When talking about job interviews for a UX position, we often discuss how to leave an incredible impression and how to negotiate the right salary. But it’s only one part of the story. The other part is to be prepared, to ask questions, and to listen carefully. Below, I’ve put together a few useful resources on UX job interviews — from job boards to Notion templates and practical guides. I hope you or your colleagues will find it helpful. The Design Interview Kit As you are preparing for that interview, get ready with the Design Interview Kit (Figma), a helpful practical guide that covers how to craft case studies, solve design challenges, write cover letters, present your portfolio, and negotiate your offer. Kindly shared by Oliver Engel. The Product Designer’s (Job) Interview Playbook (PDF) The Product Designer’s (Job) Interview Playbook (PDF) is a practical little guide for designers through each interview phase, with helpful tips and strategies on things to keep in mind, talking points, questions to ask, red flags to watch out for and how to tell a compelling story about yourself and your work. Kindly put together by Meghan Logan. From my side, I can only wholeheartedly recommend to not only speak about your design process. Tell stories about the impact that your design work has produced. Frame your design work as an enabler of business goals and user needs. And include insights about the impact you’ve produced — on business goals, processes, team culture, planning, estimates, and testing. Also, be very clear about the position that you are applying for. In many companies, titles do matter. There are vast differences in responsibilities and salaries between various levels for designers, so if you see yourself as a senior, review whether it actually reflects in the position. A Guide To Successful UX Job Interviews (+ Notion template) Catt Small’s Guide To Successful UX Job Interviews, a wonderful practical series on how to build a referral pipeline, apply for an opening, prepare for screening and interviews, present your work, and manage salary expectations. You can also download a Notion template. 30 Useful Questions To Ask In UX Job Interviews In her wonderful article, Nati Asher has suggested many useful questions to ask in a job interview when you are applying as a UX candidate. I’ve taken the liberty of revising some of them and added a few more questions that might be worth considering for your next job interview. What are the biggest challenges the team faces at the moment? What are the team’s main strengths and weaknesses? What are the traits and skills that will make me successful in this position? Where is the company going in the next 5 years? What are the achievements I should aim for over the first 90 days? What would make you think “I’m so happy we hired X!”? Do you have any doubts or concerns regarding my fit for this position? Does the team have any budget for education, research, etc.? What is the process of onboarding in the team? Who is in the team, and how long have they been in that team? Who are the main stakeholders I will work with on a day-to-day basis? Which options do you have for user research and accessing users or data? Are there analytics, recordings, or other data sources to review? How do you measure the impact of design work in your company? To what extent does management understand the ROI of good UX? How does UX contribute strategically to the company’s success? Who has the final say on design, and who decides what gets shipped? What part of the design process does the team spend most time on? How many projects do designers work on simultaneously? How has the organization overcome challenges with remote work? Do we have a design system, and in what state is it currently? Why does a company want to hire a UX designer? How would you describe the ideal candidate for this position? What does a career path look like for this role? How will my performance be evaluated in this role? How long do projects take to launch? Can you give me some examples? What are the most immediate projects that need to be addressed? How do you see the design team growing in the future? What traits make someone successful in this team? What’s the most challenging part of leading the design team? How does the company ensure it’s upholding its values? Before a job interview, have your questions ready. Not only will they convey a message that you care about the process and the culture, but also that you understand what is required to be successful. And this fine detail might go a long way. Don’t Forget About The STAR Method Interviewers closer to business will expect you to present examples of your work using the STAR method (Situation — Task — Action — Result), and might be utterly confused if you delve into all the fine details of your ideation process or the choice of UX methods you’ve used. Situation: Set the scene and give necessary details. Task: Explain your responsibilities in that situation. Action: Explain what steps you took to address it. Result: Share the outcomes your actions achieved. As Meghan suggests, the interview is all about how your skills add value to the problem the company is currently solving. So ask about the current problems and tasks. Interview the person who interviews you, too — but also explain who you are, your focus areas, your passion points, and how you and your expertise would fit in a product and in the organization. Wrapping Up A final note on my end: never take a rejection personally. Very often, the reasons you are given for rejection are only a small part of a much larger picture — and have almost nothing to do with you. It might be that a job description wasn’t quite accurate, or the company is undergoing restructuring, or the finances are too tight after all. Don’t despair and keep going. Write down your expectations. Job titles matter: be deliberate about them and your level of seniority. Prepare good references. Have your questions ready for that job interview. As Catt Small says, “once you have a foot in the door, you’ve got to kick it wide open”. You are a bright shining star — don’t you ever forget that. Job Boards Remote + In-person IXDA Who Is Still Hiring? UXPA Job Bank Otta Boooom Black Creatives Job Board UX Research Jobs UX Content Jobs UX Content Collective Jobs UX Writing Jobs Useful Resources “How To Be Prepared For UX Job Interviews,” by yours truly “UX Job Search Strategies and Templates,” by yours truly “How To Ace Your Next Job Interview,” by Startup.jobs “Cracking The UX Job Interview,” by Artiom Dashinsky “The Product Design Interview Process,” by Tanner Christensen “10 Questions To Ask in a UX Interview,” by Ryan Scott “Six questions to ask after a UX designer job interview,” by Nick Babich Meet “Smart Interface Design Patterns” You can find more details on design patterns and UX in Smart Interface Design Patterns, our 15h-video course with 100s of practical examples from real-life projects — with a live UX training later this year. Everything from mega-dropdowns to complex enterprise tables — with 5 new segments added every year. Jump to a free preview. Use code BIRDIE to save 15% off. Meet Smart Interface Design Patterns, our video course on interface design & UX. Video + UX Training Video only Video + UX Training $ 495.00 $ 699.00 Get Video + UX Training 25 video lessons (15h) + Live UX Training. 100 days money-back-guarantee. Video only $ 300.00$ 395.00 Get the video course 40 video lessons (15h). Updated yearly. Also available as a UX Bundle with 2 video courses.
Stories Of August (2025 Wallpapers Edition)
Do you need a little inspiration boost? Well, then our new batch of desktop wallpapers might be for you. The wallpapers are designed with love by the community for the community and can be downloaded for free! Enjoy!
Everybody loves a beautiful wallpaper to freshen up their desktops and home screens, right? To cater for new and unique designs on a regular basis, we started our monthly wallpapers series more than 14 years ago, and from the very beginning to today, artists and designers from across the globe have accepted the challenge and submitted their artworks. This month is no exception, of course. In this post, you’ll find desktop wallpapers for August 2025, along with a selection of timeless designs from our archives that are bound to make your August extra colorful. A big thank you to everyone who tickled their creativity and shared their wallpapers with us this month — this post wouldn’t exist without your kind support! Now, if you’re feeling inspired after browsing this collection, why not submit a wallpaper to get featured in one of our upcoming posts? Fire up your favorite design tool, grab your camera or pen and paper, and tell the story you want to tell. We can’t wait to see what you’ll come up with! Happy August! You can click on every image to see a larger preview. We respect and carefully consider the ideas and motivation behind each and every artist’s work. This is why we give all artists the full freedom to explore their creativity and express emotions and experience through their works. This is also why the themes of the wallpapers weren’t anyhow influenced by us but rather designed from scratch by the artists themselves. August Afloat “Set sail into a serene summer moment with this bright and breezy wallpaper. A wooden boat drifts gently across wavy blue waters dotted with lily pads, capturing the stillness and simplicity of late August days.” — Designed by Libra Fire from Serbia. preview with calendar: 320x480, 640x480, 800x480, 800x600, 1024x768, 1024x1024, 1152x864, 1280x720, 1280x800, 1280x960, 1280x1024, 1400x1050, 1440x900, 1600x1200, 1680x1050, 1680x1200, 1920x1080, 1920x1200, 1920x1440, 2560x1440 without calendar: 320x480, 640x480, 800x480, 800x600, 1024x768, 1024x1024, 1152x864, 1280x720, 1280x800, 1280x960, 1280x1024, 1400x1050, 1440x900, 1600x1200, 1680x1050, 1680x1200, 1920x1080, 1920x1200, 1920x1440, 2560x1440 Dive Into Summer Mode “When your phone becomes a pool and your pup’s living the dream — it’s a playful reminder that sometimes the best escapes are simple: unplug, slow down, soak in the sunshine, and let your imagination do the swimming.” — Designed by PopArt Studio from Serbia. preview with calendar: 320x480, 640x480, 800x480, 800x600, 1024x768, 1024x1024, 1152x864, 1280x720, 1280x800, 1280x960, 1280x1024, 1400x1050, 1440x900, 1600x1200, 1680x1050, 1680x1200, 1920x1080, 1920x1200, 1920x1440, 2560x1440 without calendar: 320x480, 640x480, 800x480, 800x600, 1024x768, 1024x1024, 1152x864, 1280x720, 1280x800, 1280x960, 1280x1024, 1400x1050, 1440x900, 1600x1200, 1680x1050, 1680x1200, 1920x1080, 1920x1200, 1920x1440, 2560x1440 Sea Shanties And Ears In The Wind “August is like a boat cruise swaying with the rhythm of sea shanties. Our mascot really likes to have its muzzle caressed by the salty sea wind and getting its ears warmed by the summer sun.” — Designed by Caroline Boire from France. preview with calendar: 320x480, 640x480, 800x480, 800x600, 1024x768, 1024x1024, 1152x864, 1280x720, 1280x800, 1280x960, 1280x1024, 1400x1050, 1440x900, 1600x1200, 1680x1050, 1680x1200, 1920x1080, 1920x1200, 1920x1440, 2560x1440 without calendar: 320x480, 640x480, 800x480, 800x600, 1024x768, 1024x1024, 1152x864, 1280x720, 1280x800, 1280x960, 1280x1024, 1400x1050, 1440x900, 1600x1200, 1680x1050, 1680x1200, 1920x1080, 1920x1200, 1920x1440, 2560x1440 Queen Of August “August 8 is International Cat Day, so of course the month belongs to her majesty. Confident, calm, and totally in charge. Just like every cat ever.” — Designed by Ginger IT Solutions from Serbia. preview with calendar: 320x480, 640x480, 800x480, 800x600, 1024x768, 1024x1024, 1152x864, 1280x720, 1280x800, 1280x960, 1280x1024, 1400x1050, 1440x900, 1600x1200, 1680x1050, 1680x1200, 1920x1080, 1920x1200, 1920x1440, 2560x1440 without calendar: 320x480, 640x480, 800x480, 800x600, 1024x768, 1024x1024, 1152x864, 1280x720, 1280x800, 1280x960, 1280x1024, 1400x1050, 1440x900, 1600x1200, 1680x1050, 1680x1200, 1920x1080, 1920x1200, 1920x1440, 2560x1440 Happiness Happens In August “Many people find August one of the happiest months of the year because of holidays. You can spend days sunbathing, swimming, birdwatching, listening to their joyful chirping, and indulging in sheer summer bliss. August 8th is also known as the Happiness Happens Day, so make it worthwhile.” — Designed by PopArt Studio from Serbia. preview without calendar: 320x480, 640x480, 800x480, 800x600, 1024x768, 1024x1024, 1152x864, 1280x720, 1280x800, 1280x960, 1280x1024, 1366x768, 1400x1050, 1440x900, 1600x1200, 1680x1050, 1680x1200, 1920x1080, 1920x1200, 1920x1440, 2560x1440 Nostalgia “August, the final breath of summer, brings with it a wistful nostalgia for a season not yet past.” — Designed by Ami Totorean from Romania. preview without calendar: 1440x900, 1600x1200, 1680x1050, 1680x1200, 1920x1080, 1920x1200, 1920x1440, 2560x1440 Relax In Bora Bora “As we have taken a liking to diving through the coral reefs, we’ll also spend August diving and took the leap to Bora Bora. There we enjoy the sea and nature and above all, we rest to gain strength for the new course that is to come.” — Designed by Veronica Valenzuela from Spain. preview without calendar: 640x480, 800x480, 1024x768, 1280x720, 1280x800, 1440x900, 1600x1200, 1920x1080, 1920x1440, 2560x1440 Banana! Designed by Ricardo Gimenes from Spain. preview without calendar: 640x480, 800x480, 800x600, 1024x768, 1024x1024, 1152x864, 1280x720, 1280x800, 1280x960, 1280x1024, 1366x768, 1400x1050, 1440x900, 1600x1200, 1680x1050, 1680x1200, 1920x1080, 1920x1200, 1920x1440, 2560x1440, 3840x2160 Summer Day Designed by Kasturi Palmal from India. preview without calendar: 800x600, 1280x1024, 1600x1200, 1680x1200, 1920x1080, 1920x1200, 1920x1440, 2560x1440 Retro Road Trip “As the sun dips below the horizon, casting a warm glow upon the open road, the retro van finds a resting place for the night. A campsite bathed in moonlight or a cozy motel straight from a postcard become havens where weary travelers can rest, rejuvenate, and prepare for the adventures that await with the dawn of a new day.” — Designed by PopArt Studio from Serbia. preview without calendar: 320x480, 640x480, 800x480, 800x600, 1024x768, 1024x1024, 1152x864, 1280x720, 1280x800, 1280x960, 1280x1024, 1400x1050, 1440x900, 1600x1200, 1680x1050, 1680x1200, 1920x1080, 1920x1200, 1920x1440, 2560x1440 Spooky Campfire Stories Designed by Ricardo Gimenes from Spain. preview without calendar: 640x480, 800x480, 800x600, 1024x768, 1024x1024, 1152x864, 1280x720, 1280x800, 1280x960, 1280x1024, 1366x768, 1400x1050, 1440x900, 1600x1200, 1680x1050, 1680x1200, 1920x1080, 1920x1200, 1920x1440, 2560x1440, 3840x2160 Bee Happy! “August means that fall is just around the corner, so I designed this wallpaper to remind everyone to ‘bee happy’ even though summer is almost over. Sweeter things are ahead!” — Designed by Emily Haines from the United States. preview without calendar: 640x480, 800x600, 1280x720, 1280x800, 1280x960, 1366x768, 1400x1050, 1440x900, 1600x1200, 1680x1050, 1680x1200, 1920x1080, 1920x1200, 1920x1440, 2560x1440 Oh La La… Paris’ Night “I like the Paris night! All is very bright!” — Designed by Verónica Valenzuela from Spain. preview without calendar: 800x480, 1024x768, 1152x864, 1280x800, 1280x960, 1440x900, 1680x1200, 1920x1080, 2560x1440 Cowabunga Designed by Ricardo Gimenes from Spain. preview without calendar: 640x480, 800x480, 800x600, 1024x768, 1024x1024, 1152x864, 1280x720, 1280x800, 1280x960, 1280x1024, 1366x768, 1400x1050, 1440x900, 1600x1200, 1680x1050, 1680x1200, 1920x1080, 1920x1200, 1920x1440, 2560x1440, 3840x2160 Childhood Memories Designed by Francesco Paratici from Australia. preview without calendar: 320x480, 1024x768, 1024x1024, 1280x800, 1280x1024, 1366x768, 1440x900, 1680x1050, 1920x1080, 1920x1200, 2560x1440 Summer Nap Designed by Dorvan Davoudi from Canada. preview without calendar: 800x480, 800x600, 1152x864, 1280x720, 1280x800, 1280x960, 1280x1024, 1366x768, 1400x1050, 1440x900, 1600x1200, 1680x1050, 1680x1200, 1920x1080, 1920x1200, 1920x1440, 2560x1440 Live In The Moment “My dog Sami inspired me for this one. He lives in the moment and enjoys every second with a big smile on his face. I wish we could learn to enjoy life like he does! Happy August everyone!” — Designed by Westie Vibes from Portugal. preview without calendar: 320x480, 1024x1024, 1080x1920, 1680x1200, 1920x1080, 2560x1440 Handwritten August “I love typography handwritten style.” — Designed by Chalermkiat Oncharoen from Thailand. preview without calendar: 320x480, 640x480, 800x480, 800x600, 1024x768, 1024x1024, 1152x864, 1280x720, 1280x800, 1280x960, 1280x1024, 1400x1050, 1440x900, 1600x1200, 1680x1050, 1680x1200, 1920x1080, 1920x1200, 1920x1440, 2560x1440 Psst, It’s Camping Time… “August is one of my favorite months, when the nights are long and deep and crackling fire makes you think of many things at once and nothing at all at the same time. It’s about heat and cold which allow you to touch the eternity for a few moments.” — Designed by Igor Izhik from Canada. preview without calendar: 1024x768, 1024x1024, 1280x720, 1280x800, 1280x960, 1280x1024, 1400x1050, 1440x900, 1600x1200, 1680x1050, 1680x1200, 1920x1080, 1920x1200, 1920x1440, 2560x1440 Hello Again “In Melbourne it is the last month of quite a cool winter so we are looking forward to some warmer days to come.” — Designed by Tazi from Australia. preview without calendar: 320x480, 640x480, 800x600, 1024x768, 1152x864, 1280x720, 1280x960, 1600x1200, 1920x1080, 1920x1440, 2560x1440 Coffee Break Time Designed by Ricardo Gimenes from Spain. preview without calendar: 320x480, 640x480, 800x480, 800x600, 1024x768, 1024x1024, 1152x864, 1280x720, 1280x800, 1280x960, 1280x1024, 1366x768, 1400x1050, 1440x900, 1600x1200, 1680x1050, 1680x1200, 1920x1080, 1920x1200, 1920x1440, 2560x1440 Subtle August Chamomiles “Our designers wanted to create something summery, but not very colorful, something more subtle. The first thing that came to mind was chamomile because there are a lot of them in Ukraine and their smell is associated with a summer field.” — Designed by MasterBundles from Ukraine. preview without calendar: 320x480, 640x480, 800x480, 800x600, 1024x768, 1024x1024, 1152x864, 1280x720, 1280x800, 1280x960, 1280x1024, 1366x768, 1400x1050, 1440x900, 1600x1200, 1680x1050, 1680x1200, 1920x1080, 1920x1200, 1920x1440, 2560x1440 Party Night Under The Stars “August… it’s time for a party and summer vacation — sea, moon, stars, music… and magical vibrant colors.” — Designed by Teodora Vasileva from Bulgaria. preview without calendar: 640x480, 800x480, 800x600, 1024x768, 1280x720, 1280x960, 1280x1024, 1400x1050, 1680x1050, 1680x1200, 1920x1080, 1920x1200, 1920x1440, 2560x1440 A Bloom Of Jellyfish “I love going to aquariums – the colors, patterns, and array of blue hues attract the nature lover in me while still appeasing my design eye. One of the highlights is always the jellyfish tanks. They usually have some kind of light show in them, which makes the jellyfish fade from an intense magenta to a deep purple — and it literally tickles me pink. We discovered that the collective noun for jellyfish is a bloom and, well, it was love-at-first-collective-noun all over again. I’ve used some intense colors to warm up your desktop and hopefully transport you into the depths of your own aquarium.” — Designed by Wonderland Collective from South Africa. preview without calendar: 320x480, 800x600, 1024x768, 1280x960, 1680x1050, 1920x1200, 2560x1440 Colorful Summer “‘Always keep mint on your windowsill in August, to ensure that the buzzing flies will stay outside where they belong. Don’t think summer is over, even when roses droop and turn brown and the stars shift position in the sky. Never presume August is a safe or reliable time of the year.’ (Alice Hoffman)” — Designed by Lívi from Hungary. preview without calendar: 800x480, 1024x768, 1280x720, 1280x1024, 1400x1050, 1680x1050, 1680x1200, 1920x1200, 2560x1440, 3475x4633 Searching For Higgs Boson Designed by Vlad Gerasimov from Georgia. preview without calendar: 800x600, 960x600, 1024x768, 1152x864, 1229x768, 1280x800, 1280x960, 1280x1024, 1400x1050, 1440x900, 1440x900, 1440x960, 1600x1200, 1600x1200, 1680x1050, 1728x1080, 1920x1200, 1920x1440, 2304x1440, 2560x1600 Freak Show Vol. 1 Designed by Ricardo Gimenes from Spain. preview without calendar: 640x480, 800x480, 800x600, 1024x768, 1024x1024, 1152x864, 1280x720, 1280x800, 1280x960, 1280x1024, 1366x768, 1400x1050, 1440x900, 1600x1200, 1680x1050, 1680x1200, 1920x1080, 1920x1200, 1920x1440, 2560x1440, 3840x2160 Grow Where You Are Planted “Every experience is a building block on your own life journey, so try to make the most of where you are in life and get the most out of each day.” — Designed by Tazi Design from Australia. preview without calendar: 320x480, 640x480, 800x600, 1024x768, 1152x864, 1280x720, 1280x960, 1600x1200, 1920x1080, 1920x1440, 2560x1440 Chill Out “Summer is in full swing and Chicago is feeling the heat! Take some time to chill out!” — Designed by Denise Johnson from Chicago. preview without calendar: 1024x768, 1280x800, 1280x1024, 1440x900, 1600x1200, 1920x1200 Estonian Summer Sun “This is a moment from Southern Estonia that shows amazing summer nights.” Designed by Erkki Pung from Estonia. preview without calendar: 320x480, 1024x1024, 1280x800, 1440x900, 1920x1200
The Core Model: Start FROM The Answer, Not WITH The Solution
The Core Model is a practical methodology that flips traditional digital development on its head. Instead of starting with solutions or structure, we begin with a hypothesis about what users need and follow a simple framework that brings diverse teams together to create more effective digital experiences. By asking six good questions in the right order, teams align around user tasks and business objectives, creating clarity that transcends organizational boundaries.
Ever sat in a meeting where everyone jumped straight to solutions? “We need a new app!” “Let’s redesign the homepage!” “AI will fix everything!” This solution-first thinking is endemic in digital development — and it’s why so many projects fail to deliver real value. As the creator of the Core Model methodology, I developed this approach to flip the script: instead of starting with solutions, we start FROM the answer. What’s the difference? Starting with solutions means imposing our preconceived ideas. Starting FROM the answer to a user task means forming a hypothesis about what users need, then taking a step back to follow a simple structure that validates and refines that hypothesis. Six Good Questions That Lead to Better Answers At its heart, the Core Model is simply six good questions asked in the right order, with a seventh that drives action. It appeals to common sense — something often in short supply during complex digital projects. When I introduced this approach to a large organization struggling with their website, their head of digital admitted: “We’ve been asking all these questions separately, but never in this structured way that connects them.” These questions help teams pause, align around what matters, and create solutions that actually work: Who are we trying to help, and what’s their situation? What are they trying to accomplish? What do we want to achieve? How do they approach this need? Where should they go next? What’s the essential content or functionality they need? What needs to be done to create this solution? This simple framework creates clarity across team boundaries, bringing together content creators, designers, developers, customer service, subject matter experts, and leadership around a shared understanding. Starting With a Hypothesis The Core Model process typically begins before the workshop. The project lead or facilitator works with key stakeholders to: Identify candidate cores based on organizational priorities and user needs. Gather existing user insights and business objectives. Form initial hypotheses about what these cores should accomplish. Prepare relevant background materials for workshop participants. This preparation ensures the workshop itself is focused and productive, with teams validating and refining hypotheses rather than starting from scratch. The Core Model: Six Elements That Create Alignment Let’s explore each element of the Core Model in detail: 1. Target Group: Building Empathy First Rather than detailed personas, the Core Model starts with quick proto-personas that build empathy for users in specific situations: A parent researching childcare options late at night after a long day. A small business owner trying to understand tax requirements between client meetings. A new resident navigating unfamiliar public services in their second language. The key is to humanize users and understand their emotional and practical context before diving into solutions. 2. User Tasks: What People Are Actually Trying to Do Beyond features or content, what are users actually trying to accomplish? Making an informed decision about a major purchase. Finding the right form to apply for a service. Understanding next steps in a complex process. Checking eligibility for a program or benefit. These tasks should be based on user research and drive everything that follows. Top task methodology is a great approach to this. 3. Business Objectives: What Success Looks Like Every digital initiative should connect to clear organizational goals: Increasing online self-service adoption. Reducing support costs. Improving satisfaction and loyalty. Meeting compliance requirements. Generating leads or sales. These objectives provide the measurement framework for success. (If you work with OKRs, you can think of these as Key Results that connect to your overall Objective.) 4. Inward Paths: User Scenarios and Approaches This element goes beyond just findability to include the user’s entire approach and mental model: What scenarios lead them to this need? What terminology do they use to describe their problem? How would the phrase their need to Google or an LLM? What emotions or urgency are they experiencing? What channels or touchpoints do they use? What existing knowledge do they bring? Understanding these angles of different approaches ensures we meet users where they are. 5. Forward Paths: Guiding the Journey What should users do after engaging with this core? Take a specific action to continue their task. Explore related information or options. Connect with appropriate support channels. Save or share their progress. These paths create coherent journeys (core flows) rather than dead ends. 6. Core Content: The Essential Solution Only after mapping the previous elements do we define the actual solution: What information must be included? What functionality is essential? What tone and language are appropriate? What format best serves the need? This becomes our blueprint for what actually needs to be created. Action Cards: From Insight to Implementation The Core Model process culminates with action cards that answer the crucial seventh question: “What needs to be done to create this solution?” These cards typically include: Specific actions required; Who is responsible; Timeline for completion; Resources needed; Dependencies and constraints. Action cards transform insights into concrete next steps, ensuring the workshop leads to real improvements rather than just interesting discussions. The Power of Core Pairs A unique aspect of the Core Model methodology is working in core pairs—two people from different competencies or departments working together on the same core sheet. This approach creates several benefits: Cross-disciplinary insight Pairing someone with deep subject knowledge with someone who brings a fresh perspective. Built-in quality control Partners catch blind spots and challenge assumptions. Simplified communication One-to-one dialogue is more effective than group discussions. Shared ownership Both participants develop a commitment to the solution. Knowledge transfer Skills and insights flow naturally between disciplines. The ideal pair combines different perspectives — content and design, business and technical, expert and novice — creating a balanced approach that neither could achieve alone. Creating Alignment Within and Between Teams The Core Model excels at creating two crucial types of alignment: Within Cross-Functional Teams Modern teams bring together diverse competencies: Content creators focus on messages and narrative. Designers think about user experience and interfaces. Developers consider technical implementation. Business stakeholders prioritize organizational needs. The Core Model gives these specialists a common framework. Instead of the designer focusing only on interfaces or the developer only on code, everyone aligns around user tasks and business goals. As one UX designer told me: “The Core Model changed our team dynamic completely. Instead of handing off wireframes to developers who didn’t understand the ‘why’ behind design decisions, we now share a common understanding of what we’re trying to accomplish.” Between Teams Across the Customer Journey Users don’t experience your organization in silos — they move across touchpoints and teams. The Core Model helps connect these experiences: Marketing teams understand how their campaigns connect to service delivery. Product teams see how their features fit into larger user journeys. Support teams gain context on user pathways and common issues. Content teams create information that supports the entire journey. By mapping connections between cores (core flows), organizations create coherent experiences rather than fragmented interactions. Breaking Down Organizational Barriers The Core Model creates a neutral framework where various perspectives can contribute while maintaining a unified direction. This is particularly valuable in traditional organizational structures where content responsibility is distributed across departments. The Workshop: Making It Happen The Core Model workshop brings these elements together in a practical format that can be adapted to different contexts and needs. Workshop Format and Timing For complex projects with multiple stakeholders across organizational silos, the ideal format is a full-day (6–hour) workshop: First Hour: Foundation and Context Introduction to the methodology (15 min). Sharing user insights and business context (15 min). Reviewing pre-workshop hypotheses (15 min). Initial discussion and questions (15 min). Hours 2–4: Core Mapping Core pairs work on mapping elements (120 min). Sharing between core pairs and in plenary between elements. Facilitators provide guidance as needed. Hours 5–6: Presentation, Discussion, and Action Planning Each core pair presents its findings (depending on the number of cores). Extensive group discussion and refinement. Creating action cards and next steps. The format is highly flexible: Teams experienced with the methodology can conduct focused sessions in as little as 30 minutes. Smaller projects might need only 2–3 hours. Remote teams might split the workshop into multiple shorter sessions. Workshop Environment The Core Model workshop thrives in different environments: Analog: Traditional approach using paper core sheets. Digital: Virtual workshops using Miro, Mural, FigJam, or similar platforms. Hybrid: Digital canvas in physical workshop, combining in-person interaction with digital documentation. Note: You can find all downloads and templates here. Core Pairs: The Key to Success The composition of core pairs is critical to success: One person should know the solution domain well (subject matter expert). The other brings a fresh perspective (and learns about a different domain). This combination ensures both depth of knowledge and fresh thinking. Cross-functional pairing creates natural knowledge transfer and breaks down silos. Workshop Deliverables Important to note: The workshop doesn’t produce final solutions. Instead, it creates a comprehensive brief containing the following: Priorities and context for content development. Direction and ideas for design and user experience. Requirements and specifications for functionality. Action plan for implementation with clear ownership. This brief becomes the foundation for subsequent development work, ensuring everyone builds toward the same goal while leaving room for specialist expertise during implementation. Getting Started: Your First Core Model Implementation Ready to apply the Core Model in your organization? Here’s how to begin: 1. Form Your Initial Hypothesis Before bringing everyone together: Identify a core where users struggle and the business impact is clear. Gather available user insights and business objectives. Form a hypothesis about what this core should accomplish. Identify key stakeholders across relevant departments. 2. Bring Together the Right Core Pairs Select participants who represent different perspectives: Content creators paired with designers. Business experts paired with technical specialists. Subject matter experts paired with user advocates. Veterans paired with fresh perspectives. 3. Follow the Seven Questions Guide core pairs through the process: Who are we trying to help, and what’s their situation? What are they trying to accomplish? What do we want to achieve? How do they approach this need? Where should they go next? What’s the essential content or functionality? What needs to be done to create this solution? 4. Create an Action Plan Transform insights into concrete actions: Document specific next steps on action cards. Assign clear ownership for each action. Establish timeline and milestones. Define how you’ll measure success. In Conclusion: Common Sense In A Structured Framework The Core Model works because it combines common sense with structure — asking the right questions in the right order to ensure we address what actually matters. By starting FROM the answer, not WITH the solution, teams avoid premature problem-solving and create digital experiences that truly serve user needs while achieving organizational goals. Whether you’re managing a traditional website, creating multi-channel content, or developing digital products, this methodology provides a framework for better collaboration, clearer priorities, and more effective outcomes. This article is a short adaptation of my book The Core Model — A Common Sense to Digital Strategy and Design. You can find information about the book and updated resources at thecoremodel.com.
Web Components: Working With Shadow DOM
Web Components are more than just Custom Elements. Shadow DOM, HTML Templates, and Custom Elements each play a role. In this article, Russell Beswick demonstrates how Shadow DOM fits into the broader picture, explaining why it matters, when to use it, and how to apply it effectively.
It’s common to see Web Components directly compared to framework components. But most examples are actually specific to Custom Elements, which is one piece of the Web Components picture. It’s easy to forget Web Components are actually a set of individual Web Platform APIs that can be used on their own: Custom Elements HTML Templates Shadow DOM In other words, it’s possible to create a Custom Element without using Shadow DOM or HTML Templates, but combining these features opens up enhanced stability, reusability, maintainability, and security. They’re all parts of the same feature set that can be used separately or together. With that being said, I want to pay particular attention to Shadow DOM and where it fits into this picture. Working with Shadow DOM allows us to define clear boundaries between the various parts of our web applications — encapsulating related HTML and CSS inside a DocumentFragment to isolate components, prevent conflicts, and maintain clean separation of concerns. How you take advantage of that encapsulation involves trade-offs and a variety of approaches. In this article, we’ll explore those nuances in depth, and in a follow-up piece, we’ll dive into how to work effectively with encapsulated styles. Why Shadow DOM Exists Most modern web applications are built from an assortment of libraries and components from a variety of providers. With the traditional (or “light”) DOM, it’s easy for styles and scripts to leak into or collide with each other. If you are using a framework, you might be able to trust that everything has been written to work seamlessly together, but effort must still be made to ensure that all elements have a unique ID and that CSS rules are scoped as specifically as possible. This can lead to overly verbose code that both increases app load time and reduces maintainability. <!-- div soup --> <div id="my-custom-app-framework-landingpage-header" class="my-custom-app-framework-foo"> <div><div><div><div><div><div>etc...</div></div></div></div></div></div> </div> Shadow DOM was introduced to solve these problems by providing a way to isolate each component. The <video> and <details> elements are good examples of native HTML elements that use Shadow DOM internally by default to prevent interference from global styles or scripts. Harnessing this hidden power that drives native browser components is what really sets Web Components apart from their framework counterparts. Elements That Can Host A Shadow Root Most often, you will see shadow roots associated with Custom Elements. However, they can also be used with any HTMLUnknownElement, and many standard elements support them as well, including: <aside> <blockquote> <body> <div><footer> <h1> to <h6> <header> <main> <nav> <p> <section> <span> Each element can only have one shadow root. Some elements, including <input> and <select>, already have a built-in shadow root that is not accessible through scripting. You can inspect them with your Developer Tools by enabling the Show User Agent Shadow DOM setting, which is “off” by default. Creating A Shadow Root Before leveraging the benefits of Shadow DOM, you first need to establish a shadow root on an element. This can be instantiated imperatively or declaratively. Imperative Instantiation To create a shadow root using JavaScript, use attachShadow({ mode }) on an element. The mode can be open (allowing access via element.shadowRoot) or closed (hiding the shadow root from outside scripts). const host = document.createElement('div'); const shadow = host.attachShadow({ mode: 'open' }); shadow.innerHTML = '<p>Hello from the Shadow DOM!</p>'; document.body.appendChild(host); In this example, we’ve established an open shadow root. This means that the element’s content is accessible from the outside, and we can query it like any other DOM node: host.shadowRoot.querySelector('p'); // selects the paragraph element If we want to prevent external scripts from accessing our internal structure entirely, we can set the mode to closed instead. This causes the element’s shadowRoot property to return null. We can still access it from our shadow reference in the scope where we created it. shadow.querySelector('p'); This is a crucial security feature. With a closed shadow root, we can be confident that malicious actors cannot extract private user data from our components. For example, consider a widget that shows banking information. Perhaps it contains the user’s account number. With an open shadow root, any script on the page can drill into our component and parse its contents. In closed mode, only the user can perform this kind of action with manual copy-pasting or by inspecting the element. I suggest a closed-first approach when working with Shadow DOM. Make a habit of using closed mode unless you are debugging, or only when absolutely necessary to get around a real-world limitation that cannot be avoided. If you follow this approach, you will find that the instances where open mode is actually required are few and far between. Declarative Instantiation We don’t have to use JavaScript to take advantage of Shadow DOM. Registering a shadow root can be done declaratively. Nesting a <template> with a shadowrootmode attribute inside any supported element will cause the browser to automatically upgrade that element with a shadow root. Attaching a shadow root in this manner can even be done with JavaScript disabled. <my-widget> <template shadowrootmode="closed"> <p> Declarative Shadow DOM content </p> </template> </my-widget> Again, this can be either open or closed. Consider the security implications before using open mode, but note that you cannot access the closed mode content through any scripts unless this method is used with a registered Custom Element, in which case, you can use ElementInternals to access the automatically attached shadow root: class MyWidget extends HTMLElement { #internals; #shadowRoot; constructor() { super(); this.#internals = this.attachInternals(); this.#shadowRoot = this.#internals.shadowRoot; } connectedCallback() { const p = this.#shadowRoot.querySelector('p') console.log(p.textContent); // this works } }; customElements.define('my-widget', MyWidget); export { MyWidget }; Shadow DOM Configuration There are three other options besides mode that we can pass to Element.attachShadow(). Option 1: clonable:true Until recently, if a standard element had a shadow root attached and you tried to clone it using Node.cloneNode(true) or document.importNode(node,true), you would only get a shallow copy of the host element without the shadow root content. The examples we just looked at would actually return an empty <div>. This was never an issue with Custom Elements that built their own shadow root internally. But for a declarative Shadow DOM, this means that each element needs its own template, and they cannot be reused. With this newly-added feature, we can selectively clone components when it’s desirable: <div id="original"> <template shadowrootmode="closed" shadowrootclonable> <p> This is a test </p> </template> </div> <script> const original = document.getElementById('original'); const copy = original.cloneNode(true); copy.id = 'copy'; document.body.append(copy); // includes the shadow root content </script> Option 2: serializable:true Enabling this option allows you to save a string representation of the content inside an element’s shadow root. Calling Element.getHTML() on a host element will return a template copy of the Shadow DOM’s current state, including all nested instances of shadowrootserializable. This can be used to inject a copy of your shadow root into another host, or cache it for later use. In Chrome, this actually works through a closed shadow root, so be careful of accidentally leaking user data with this feature. A safer alternative would be to use a closed wrapper to shield the inner contents from external influences while still keeping things open internally: <wrapper-element></wrapper-element> <script> class WrapperElement extends HTMLElement { #shadow; constructor() { super(); this.#shadow = this.attachShadow({ mode:'closed' }); this.#shadow.setHTMLUnsafe(<nested-element> <template shadowrootmode="open" shadowrootserializable> <div id="test"> <template shadowrootmode="open" shadowrootserializable> <p> Deep Shadow DOM Content </p> </template> </div> </template> </nested-element>); this.cloneContent(); } cloneContent() { const nested = this.#shadow.querySelector('nested-element'); const snapshot = nested.getHTML({ serializableShadowRoots: true }); const temp = document.createElement('div'); temp.setHTMLUnsafe(<another-element>${snapshot}</another-element>); const copy = temp.querySelector('another-element'); copy.shadowRoot.querySelector('#test').shadowRoot.querySelector('p').textContent = 'Changed Content!'; this.#shadow.append(copy); } } customElements.define('wrapper-element', WrapperElement); const wrapper = document.querySelector('wrapper-element'); const test = wrapper.getHTML({ serializableShadowRoots: true }); console.log(test); // empty string due to closed shadow root </script> Notice setHTMLUnsafe(). That’s there because the content contains <template> elements. This method must be called when injecting trusted content of this nature. Inserting the template using innerHTML would not trigger the automatic initialization into a shadow root. Option 3: delegatesFocus:true This option essentially makes our host element act as a <label> for its internal content. When enabled, clicking anywhere on the host or calling .focus() on it will move the cursor to the first focusable element in the shadow root. This will also apply the :focus pseudo-class to the host, which is especially useful when creating components that are intended to participate in forms. <custom-input> <template shadowrootmode="closed" shadowrootdelegatesfocus> <fieldset> <legend> Custom Input </legend> <p> Click anywhere on this element to focus the input </p> <input type="text" placeholder="Enter some text..."> </fieldset> </template> </custom-input> This example only demonstrates focus delegation. One of the oddities of encapsulation is that form submissions are not automatically connected. That means an input’s value will not be in the form submission by default. Form validation and states are also not communicated out of the Shadow DOM. There are similar connectivity issues with accessibility, where the shadow root boundary can interfere with ARIA. These are all considerations specific to forms that we can address with ElementInternals, which is a topic for another article, and is cause to question whether you can rely on a light DOM form instead. Slotted Content So far, we have only looked at fully encapsulated components. A key Shadow DOM feature is using slots to selectively inject content into the component’s internal structure. Each shadow root can have one default (unnamed) <slot>; all others must be named. Naming a slot allows us to provide content to fill specific parts of our component as well as fallback content to fill any slots that are omitted by the user: <my-widget> <template shadowrootmode="closed"> <h2><slot name="title"><span>Fallback Title</span></slot></h2> <slot name="description"><p>A placeholder description.</p></slot> <ol><slot></slot></ol> </template> <span slot="title"> A Slotted Title</span> <p slot="description">An example of using slots to fill parts of a component.</p> <li>Foo</li> <li>Bar</li> <li>Baz</li> </my-widget> Default slots also support fallback content, but any stray text nodes will fill them. As a result, this only works if you collapse all whitespace in the host element’s markup: <my-widget><template shadowrootmode="closed"> <slot><span>Fallback Content</span></slot> </template></my-widget> Slot elements emit slotchange events when their assignedNodes() are added or removed. These events do not contain a reference to the slot or the nodes, so you will need to pass those into your event handler: class SlottedWidget extends HTMLElement { #internals; #shadow; constructor() { super(); this.#internals = this.attachInternals(); this.#shadow = this.#internals.shadowRoot; this.configureSlots(); } configureSlots() { const slots = this.#shadow.querySelectorAll('slot'); console.log({ slots }); slots.forEach(slot => { slot.addEventListener('slotchange', () => { console.log({ changedSlot: slot.name || 'default', assignedNodes: slot.assignedNodes() }); }); }); } } customElements.define('slotted-widget', SlottedWidget); Multiple elements can be assigned to a single slot, either declaratively with the slot attribute or through scripting: const widget = document.querySelector('slotted-widget'); const added = document.createElement('p'); added.textContent = 'A secondary paragraph added using a named slot.'; added.slot = 'description'; widget.append(added); Notice that the paragraph in this example is appended to the host element. Slotted content actually belongs to the “light” DOM, not the Shadow DOM. Unlike the examples we’ve covered so far, these elements can be queried directly from the document object: const widgetTitle = document.querySelector('my-widget [slot=title]'); widgetTitle.textContent = 'A Different Title'; If you want to access these elements internally from your class definition, use this.children or this.querySelector. Only the <slot> elements themselves can be queried through the Shadow DOM, not their content. From Mystery To Mastery Now you know why you would want to use Shadow DOM, when you should incorporate it into your work, and how you can use it right now. But your Web Components journey can’t end here. We’ve only covered markup and scripting in this article. We have not even touched on another major aspect of Web Components: Style encapsulation. That will be our topic in another article.
Designing Better UX For Left-Handed People
Today, roughly 10% of people are left-handed. Yet most products — digital and physical — aren’t designed with it in mind. Let’s change that. More design patterns in Smart Interface Design Patterns, a **friendly video course on UX** and design patterns by Vitaly.
Many products — digital and physical — are focused on “average” users — a statistical representation of the user base, which often overlooks or dismisses anything that deviates from that average, or happens to be an edge case. But people are never edge cases, and “average” users don’t really exist. We must be deliberate and intentional to ensure that our products reflect that. Today, roughly 10% of people are left-handed. Yet most products — digital and physical — aren’t designed with them in mind. And there is rarely a conversation about how a particular digital experience would work better for their needs. So how would it adapt, and what are the issues we should keep in mind? Well, let’s explore what it means for us. This article is part of our ongoing series on UX. You can find more details on design patterns and UX strategy in Smart Interface Design Patterns 🍣 — with live UX training coming up soon. Jump to table of contents. Left-Handedness ≠ “Left-Only” It’s easy to assume that left-handed people are usually left-handed users. However, that’s not necessarily the case. Because most products are designed with right-handed use in mind, many left-handed people have to use their right hand to navigate the physical world. From very early childhood, left-handed people have to rely on their right hand to use tools and appliances like scissors, openers, fridges, and so on. That’s why left-handed people tend to be ambidextrous, sometimes using different hands for different tasks, and sometimes using different hands for the same tasks interchangeably. However, only 1% of people use both hands equally well (ambidextrous). In the same way, right-handed people aren’t necessarily right-handed users. It’s common to be using a mobile device in both left and right hands, or both, perhaps with a preference for one. But when it comes to writing, a preference is stronger. Challenges For Left-Handed Users Because left-handed users are in the minority, there is less demand for left-handed products, and so typically they are more expensive, and also more difficult to find. Troubles often emerge with seemingly simple tools — scissors, can openers, musical instruments, rulers, microwaves and bank pens. For example, most scissors are designed with the top blade positioned for right-handed use, which makes cutting difficult and less precise. And in microwaves, buttons and interfaces are nearly always on the right, making left-handed use more difficult. Now, with digital products, most left-handed people tend to adapt to right-handed tools, which they use daily. Unsurprisingly, many use their right hand to navigate the mouse. However, it’s often quite different on mobile where the left hand is often preferred. Don’t make design decisions based on left/right-handedness. Allow customizations based on the user’s personal preferences. Allow users to re-order columns (incl. the Actions column). In forms, place action buttons next to the last user’s interaction. Keyboard accessibility helps everyone move faster (Esc). Usability Guidelines To Support Both Hands As Ruben Babu writes, we shouldn’t design a fire extinguisher that can’t be used by both hands. Think pull up and pull down, rather than swipe left or right. Minimize the distance to travel with the mouse. And when in doubt, align to the center. Bottom left → better for lefties, bottom right → for righties. With magnifiers, users can’t spot right-aligned buttons. On desktop, align buttons to the left/middle, not right. On mobile, most people switch both hands when tapping. Key actions → put in middle half to two-thirds of the screen. A simple way to test the mobile UI is by trying to use the opposite-handed UX test. For key flows, we try to complete them with your non-dominant hand and use the opposite hand to discover UX shortcomings. For physical products, you might try the oil test. It might be more effective than you might think. Good UX Works For Both Our aim isn’t to degrade the UX of right-handed users by meeting the needs of left-handed users. The aim is to create an accessible experience for everyone. Providing a better experience for left-handed people also benefits right-handed people who have a temporary arm disability. And that’s an often-repeated but also often-overlooked universal principle of usability: better accessibility is better for everyone, even if it might feel that it doesn’t benefit you directly at the moment. Useful Resources “Discover Hidden UX Flaws With the Opposite-Handed UX Test,” by Jeff Huang “Right-Aligned Buttons Aren’t More Efficient For Right-Handed People,” by Julia Y. “Mobile Accessibility Target Sizes Cheatsheet,” by Vitaly Friedman “Why The World Is Not Designed For Left-Handed People,” by Elvis Hsiao “Usability For Left Handedness 101”, by Ruben Babu Touch Design For Mobile Interfaces, by Steven Hoober Meet “Smart Interface Design Patterns” You can find more details on design patterns and UX in Smart Interface Design Patterns, our 15h-video course with 100s of practical examples from real-life projects — with a live UX training later this year. Everything from mega-dropdowns to complex enterprise tables — with 5 new segments added every year. Jump to a free preview. Use code BIRDIE to save 15% off. Meet Smart Interface Design Patterns, our video course on interface design & UX. Video + UX Training Video only Video + UX Training $ 495.00 $ 699.00 Get Video + UX Training 25 video lessons (15h) + Live UX Training. 100 days money-back-guarantee. Video only $ 300.00$ 395.00 Get the video course 40 video lessons (15h). Updated yearly. Also available as a UX Bundle with 2 video courses.
Handling JavaScript Event Listeners With Parameters
Event listeners are essential for interactivity in JavaScript, but they can quietly cause memory leaks if not removed properly. And what if your event listener needs parameters? That’s where things get interesting. Amejimaobari Ollornwi shares which JavaScript features make handling parameters with event handlers both possible and well-supported.
JavaScript event listeners are very important, as they exist in almost every web application that requires interactivity. As common as they are, it is also essential for them to be managed properly. Improperly managed event listeners can lead to memory leaks and can sometimes cause performance issues in extreme cases. Here’s the real problem: JavaScript event listeners are often not removed after they are added. And when they are added, they do not require parameters most of the time — except in rare cases, which makes them a little trickier to handle. A common scenario where you may need to use parameters with event handlers is when you have a dynamic list of tasks, where each task in the list has a “Delete” button attached to an event handler that uses the task’s ID as a parameter to remove the task. In a situation like this, it is a good idea to remove the event listener once the task has been completed to ensure that the deleted element can be successfully cleaned up, a process known as garbage collection. A Common Mistake When Adding Event Listeners A very common mistake when adding parameters to event handlers is calling the function with its parameters inside the addEventListener() method. This is what I mean: button.addEventListener('click', myFunction(param1, param2)); The browser responds to this line by immediately calling the function, irrespective of whether or not the click event has happened. In other words, the function is invoked right away instead of being deferred, so it never fires when the click event actually occurs. You may also receive the following console error in some cases: This error makes sense because the second parameter of the addEventListener method can only accept a JavaScript function, an object with a handleEvent() method, or simply null. A quick and easy way to avoid this error is by changing the second parameter of the addEventListener method to an arrow or anonymous function. button.addEventListener('click', (event) => { myFunction(event, param1, param2); // Runs on click }); The only hiccup with using arrow and anonymous functions is that they cannot be removed with the traditional removeEventListener() method; you will have to make use of AbortController, which may be overkill for simple cases. AbortController shines when you have multiple event listeners to remove at once. For simple cases where you have just one or two event listeners to remove, the removeEventListener() method still proves useful. However, in order to make use of it, you’ll need to store your function as a reference to the listener. Using Parameters With Event Handlers There are several ways to include parameters with event handlers. However, for the purpose of this demonstration, we are going to constrain our focus to the following two: Option 1: Arrow And Anonymous Functions Using arrow and anonymous functions is the fastest and easiest way to get the job done. To add an event handler with parameters using arrow and anonymous functions, we’ll first need to call the function we’re going to create inside the arrow function attached to the event listener: const button = document.querySelector("#myButton"); button.addEventListener("click", (event) => { handleClick(event, "hello", "world"); }); After that, we can create the function with parameters: function handleClick(event, param1, param2) { console.log(param1, param2, event.type, event.target); } Note that with this method, removing the event listener requires the AbortController. To remove the event listener, we create a new AbortController object and then retrieve the AbortSignal object from it: const controller = new AbortController(); const { signal } = controller; Next, we can pass the signal from the controller as an option in the removeEventListener() method: button.addEventListener("click", (event) => { handleClick(event, "hello", "world"); }, { signal }); Now we can remove the event listener by calling AbortController.abort(): controller.abort() Option 2: Closures Closures in JavaScript are another feature that can help us with event handlers. Remember the mistake that produced a type error? That mistake can also be corrected with closures. Specifically, with closures, a function can access variables from its outer scope. In other words, we can access the parameters we need in the event handler from the outer function: function createHandler(message, number) { // Event handler return function (event) { console.log(${message} ${number} - Clicked element:, event.target); }; } const button = document.querySelector("#myButton"); button.addEventListener("click", createHandler("Hello, world!", 1)); } This establishes a function that returns another function. The function that is created is then called as the second parameter in the addEventListener() method so that the inner function is returned as the event handler. And with the power of closures, the parameters from the outer function will be made available for use in the inner function. Notice how the event object is made available to the inner function. This is because the inner function is what is being attached as the event handler. The event object is passed to the function automatically because it’s the event handler. To remove the event listener, we can use the AbortController like we did before. However, this time, let’s see how we can do that using the removeEventListener() method instead. In order for the removeEventListener method to work, a reference to the createHandler function needs to be stored and used in the addEventListener method: function createHandler(message, number) { return function (event) { console.log(${message} ${number} - Clicked element:, event.target); }; } const handler = createHandler("Hello, world!", 1); button.addEventListener("click", handler); Now, the event listener can be removed like this: button.removeEventListener("click", handler); Conclusion It is good practice to always remove event listeners whenever they are no longer needed to prevent memory leaks. Most times, event handlers do not require parameters; however, in rare cases, they do. Using JavaScript features like closures, AbortController, and removeEventListener, handling parameters with event handlers is both possible and well-supported.
Why Non-Native Content Designers Improve Global UX
Ensuring your product communicates clearly to a global audience is not just about localisation. Even for products that have a proper localisation process, English often remains the default language for UI and communications. This article focuses on how you can make English content clear and inclusive for non-native users. Oleksii offers a practical guide based on his own experience as a non-native English-speaking content designer, defining the user experience for international companies.
A few years ago, I was in a design review at a fintech company, polishing the expense management flows. It was a routine session where we reviewed the logic behind content and design decisions. While looking over the statuses for submitted expenses, I noticed a label saying ‘In approval’. I paused, re-read it again, and asked myself: “Where is it? Are the results in? Where can I find them? Are they sending me to the app section called “Approval”?” This tiny label made me question what was happening with my money, and this feeling of uncertainty was quite anxiety-inducing. My team, all native English speakers, did not flinch, even for a second, and moved forward to discuss other parts of the flow. I was the only non-native speaker in the room, and while the label made perfect sense to them, it still felt off to me. After a quick discussion, we landed on ‘Pending approval’ — the simplest and widely recognised option internationally. More importantly, this wording makes it clear that there’s an approval process, and it hasn’t taken place yet. There’s no need to go anywhere to do it. Some might call it nitpicking, but that was exactly the moment I realised how invisible — yet powerful — the non-native speaker’s perspective can be. In a reality where user testing budgets aren’t unlimited, designing with familiar language patterns from the start helps you prevent costly confusions in the user journey. Those same confusions often lead to: Higher rate of customer service queries, Lower adoption rates, Higher churn, Distrust and confusion. As A Native Speaker, You Don’t See The Whole Picture Global products are often designed with English as their primary language. This seems logical, but here’s the catch: Roughly 75% of English-speaking users are not native speakers, which means 3 out of every 4 users. Native speakers often write on instinct, which works much like autopilot. This can often lead to overconfidence in content that, in reality, is too culturally specific, vague, or complex. And that content may not be understood by 3 in 4 people who read it. If your team shares the same native language, content clarity remains assumed by default rather than proven through pressure testing. The price for that is the accessibility of your product. A study by National Library of Medicine found that US adults who had proficiency in English but did not use it as their primary language were significantly less likely to be insured, even when provided with the same level of service as everyone else. In other words, they did not finish the process of securing a healthcare provider — a process that’s vital to their well-being, in part, due to unclear or inaccessible communication. If people abandon the process of getting something as vital as healthcare insurance, it’s easy to imagine them dropping out during checkout, account setup, or app onboarding. Non-native content designers, by contrast, do not write on autopilot. Because of their experience learning English, they’re much more likely to tune into nuances, complexity, and cultural exclusions that natives often overlook. That’s the key to designing for everyone rather than 1 in 4. Non-native Content Designers Make Your UX Global Spotting The Clutter And Cognitive Load Issues When a non-native speaker has to pause, re-read something, or question the meaning of what’s written, they quickly identify it as a friction point in the user experience. Why it’s important: Every extra second users have to spend understanding your content makes them more likely to abandon the task. This is a high price that companies pay for not prioritising clarity. Cognitive load is not just about complex sentences but also about the speed. There’s plenty of research confirming that non-native speakers read more slowly than native speakers. This is especially important when you work on the visibility of system status — time-sensitive content that the user needs to scan and understand quickly. One example you can experience firsthand is an ATM displaying a number of updates and instructions. Even when they’re quite similar, it still overwhelms you when you realise that you missed one, not being able to finish reading. This kind of rapid-fire updates can increase frustration and the chances of errors. Always Advocating For Plain English They tend to review and rewrite things more often to find the easiest way to communicate the message. What a native speaker may consider clear enough might be dense or difficult for a non-native to understand. Why it’s important: Simple content better scales across countries, languages, and cultures. Catching Culture-specific Assumptions And References When things do not make sense, non-native speakers challenge them. Besides the idioms and other obvious traps, native speakers tend to fall into considering their life experience to be shared with most English-speaking users. Cultural differences might even exist within one globally shared language. Have you tried saying ‘soccer’ instead of ‘football’ in a conversation with someone from the UK? These details may not only cause confusion but also upset people. Why it’s important: Making sure your product is free from culture-specific references makes your product more inclusive and safeguards you from alienating your users. They Have Another Level Of Empathy For The Global Audience Being a non-native speaker themselves, they have experience with products that do not speak clearly to them. They’ve been in the global user’s shoes and know how it impacts the experience. Why it’s important: Empathy is a key driver towards design decisions that take into account the diverse cultural and linguistic background of the users. How Non-native Content Design Can Shape Your Approach To Design Your product won’t become better overnight simply because you read an inspiring article telling you that you need to have a more diverse team. I get it. So here are concrete changes that you can make in your design workflows and hiring routines to make sure your content is accessible globally. Run Copy Reviews With Non-native Readers When you launch a new feature or product, it’s a standard practice to run QA sessions to review visuals and interactions. When your team does not include the non-native perspective, the content is usually overlooked and considered fine as long as it’s grammatically correct. I know, having a dedicated localisation team to pressure-test your content for clarity is a privilege, but you can always start small. At one of my previous companies, we established a ‘clarity heroes council’ — a small team of non-native English speakers with diverse cultural and linguistic backgrounds. During our reviews, they often asked questions that surprised us and highlighted where clarity was missing: What’s a “grace period”? What will happen when I tap “settle the payment”? These questions flag potential problems and help you save both money and reputation by avoiding thousands of customer service tickets. Review Existing Flows For Clarity Even if your product does not have major releases regularly, it accumulates small changes over time. They’re often plugged in as fixes or small improvements, and can be easily overlooked from a QA perspective. A good start will be a regular look at the flows that are critical to your business metrics: onboarding, checkout, and so on. Fence off some time for your team quarterly or even annually, depending on your product size, to come together and check whether your key content pieces serve the global audience well. Usually, a proper review is conducted by a team: a product designer, a content designer, an engineer, a product manager, and a researcher. The idea is to go over the flows, research insights, and customer feedback together. For that, having a non-native speaker on the audit task force will be essential. If you’ve never done an audit before, try this template as it covers everything you need to start. Make Sure Your Content Guidelines Are Global-ready If you haven’t done it already, make sure your voice & tone documentation includes details about the level of English your company is catering to. This might mean working with the brand team to find ways to make sure your brand voice comes through to all users without sacrificing clarity and comprehension. Use examples and showcase the difference between sounding smart or playful vs sounding clear. Leaning too much towards brand personality is where cultural differences usually shine through. As a user, you might’ve seen it many times. Here’s a banking app that wanted to seem relaxed and relatable by introducing ‘Dang it’ as the only call-to-action on the screen. However, users with different linguistic backgrounds might not be familiar with this expression. Worse, they might see it as an action, leaving them unsure of what will actually happen after tapping it. Considering how much content is generated with AI today, your guidelines have to account for both tone and clarity. This way, when you feed these requirements to the AI, you’ll see the output that will not just be grammatically correct but also easy to understand. Incorporate Global English Heuristics Into Your Definition Of Success Basic heuristic principles are often documented as a part of overarching guidelines to help UX teams do a better job. The Nielsen Norman Group usability heuristics cover the essential ones, but it doesn’t mean you shouldn’t introduce your own. To complement this list, add this principle: Aim for global understanding: Content and design should communicate clearly to any user regardless of cultural or language background. You can suggest criteria to ensure it’s clear how to evaluate this: Action transparency: Is it clear what happens next when the user proceeds to the next screen or page? Minimal ambiguity: Is the content open to multiple interpretations? International clarity: Does this content work in a non-Western context? Bring A Non-native Perspective To Your Research, Too This one is often overlooked, but collaboration between the research team and non-native speaking writers is super helpful. If your research involves a survey or interview, they can help you double-check whether there is complex or ambiguous language used in the questions unintentionally. In a study by the Journal of Usability Studies, 37% of non-native speakers did not manage to answer the question that included a word they did not recognise or could not recall the meaning of. The question was whether they found the system to be “cumbersome to use”, and the consequences of getting unreliable data and measurements on this would have a negative impact on the UX of your product. Another study by UX Journal of User Experience highlights how important clarity is in surveys. While most people in their study interpreted the question “How do you feel about … ?” as “What’s your opinion on …?”, some took it literally and proceeded to describe their emotions instead. This means that even familiar terms can be misinterpreted. To get precise research results, it’s worth defining key terms and concepts to ensure common understanding with participants. Globalise Your Glossary At Klarna, we often ran into a challenge of inconsistent translation for key terms. A well-defined English term could end up having from three to five different versions in Italian or German. Sometimes, even the same features or app sections could be referred to differently depending on the market — this led to user confusion. To address this, we introduced a shared term base — a controlled vocabulary that included: English term, Definition, Approved translations for all markets, Approved and forbidden synonyms. Importantly, the term selection was dictated by user research, not by assumption or personal preferences of the team. If you’re unsure where to begin, use this product content vocabulary template for Notion. Duplicate it for free and start adding your terms. We used a similar setup. Our new glossary was shared internally across teams, from product to customer service. Results? Reducing the support tickets related to unclear language used in UI (or directions in the user journey) by 18%. This included tasks like finding instructions on how to make a payment (especially with the least popular payment methods like bank transfer), where the late fee details are located, or whether it’s possible to postpone the payment. And yes, all of these features were available, and the team believed they were quite easy to find. A glossary like this can live as an add-on to your guidelines. This way, you will be able to quickly get up to speed new joiners, keep product copy ready for localisation, and defend your decisions with stakeholders. Approach Your Team Growth With An Open Mind ‘Looking for a native speaker’ still remains a part of the job listing for UX Writers and content designers. There’s no point in assuming it’s intentional discrimination. It’s just a misunderstanding that stems from not fully accepting that our job is more about building the user experience than writing texts that are grammatically correct. Here are a few tips to make sure you hire the best talent and treat your applicants fairly: Remove the ‘native speaker’ and ‘fluency’ requirement. Instead, focus on the core part of our job: add ‘clear communicator’, ‘ability to simplify’, or ‘experience writing for a global audience’. Judge the work, not the accent. Over the years, there have been plenty of studies confirming that the accent bias is real — people having an unusual or foreign accent are considered less hirable. While some may argue that it can have an impact on the efficiency of internal communications, it’s not enough to justify the reason to overlook the good work of the applicant. My personal experience with the accent is that it mostly depends on the situation you’re in. When I’m in a friendly environment and do not feel anxiety, my English flows much better as I do not overthink how I sound. Ironically, sometimes when I’m in a room with my team full of British native speakers, I sometimes default to my Slavic accent. The question is: does it make my content design expertise or writing any worse? Not in the slightest. Therefore, make sure you judge the portfolios, the ideas behind the interview answers, and whiteboard challenge presentations, instead of focusing on whether the candidate’s accent implies that they might not be good writers. Good Global Products Need Great Non-native Content Design Non-native content designers do not have a negative impact on your team’s writing. They sharpen it by helping you look at your content through the lens of your real user base. In the globalised world, linguistic purity no longer benefits your product’s user experience. Try these practical steps and leverage the non-native speaking lens of your content designers to design better international products.
Tiny Screens, Big Impact: The Forgotten Art Of Developing Web Apps For Feature Phones
Learn why flip phones still matter in 2025, and how you can build and launch web apps for these tiny devices.
Flip phones aren’t dead. On the contrary, 200+ million non-smartphones are sold annually. That’s roughly equivalent to the number of iPhones sold in 2024. Even in the United States, millions of flip phones are sold each year. As network operators struggle to shut down 2G service, new incentives are offered to encourage device upgrades that further increase demand for budget-friendly flip phones. This is especially true across South Asia and Africa, where an iPhone is unaffordable for the vast majority of the population (it takes two months of work on an average Indian salary to afford the cheapest iPhone). Like their “smart” counterparts, flip phones (technically, this category is called “Feature Phones”) are becoming increasingly more capable. They now offer features you’d expect from a smartphone, like 4G, WiFi, Bluetooth, and the ability to run apps. If you are targeting users in South Asia and Africa, or niches in Europe and North America, there are flip phone app platforms like Cloud Phone and KaiOS. Building for these platforms is similar to developing a Progressive Web App (PWA), with distribution managed across several app stores. Jargon Busting Flip phones go by many names. Non-smartphones are jokingly called “dumb phones”. The technology industry calls this device category “feature phones”. Regionally, they are also known as button phones or basic mobiles in Europe, and keypad mobiles in India. They all share a few traits: they are budget phones with small screens and physical buttons. Why Build Apps For Flip Phones? It’s a common misconception that people who use flip phones do not want apps. In fact, many first-time internet users are eager to discover new content and services. While this market isn’t as lucrative as Apple’s App Store, there are a few reasons why you should build for flip phones. Organic Growth You do not need to pay to acquire flip phone users. Unlike Android or IOS, where the cost per install (CPI) averages around $2.5-3.3 per install according to GoGoChart, flip phone apps generate substantial organic downloads. Brand Introduction When flip phone users eventually upgrade to smartphones, they will search for the apps they are already familiar with. This will, in turn, generate more installs on the Google Play Store and, to a lesser extent, the Apple App Store. Low Competition There are ~1,700 KaiOS apps and fewer Cloud Phone widgets. Meanwhile, Google Play has over 1.55 million Android apps to choose from. It is much easier to stand out as one in a thousand than one in a million. Technical Foundations Flip phones could not always run apps. It wasn’t until the Ovi Store (later renamed to the “Nokia Store”) launched in 2009, a year after Apple’s flagship iPhone launched, that flip phones got installable, third-party applications. At the time, apps were written for the fragmented Java 2 Mobile Edition (J2ME) runtime, available only on select Nokia models, and often required integration with poorly-documented, proprietary packages like the Nokia UI API. Today, flip phone platforms have rejected native runtimes in favor of standard web technologies in an effort to reduce barriers to entry and attract a wider pool of software developers. Apps running on modern flip phones are primarily written in languages many developers are familiar with — HTML, CSS, and JavaScript — and with them, a set of trade-offs and considerations. Hardware Flip phones are affordable because they use low-end, often outdated, hardware. On the bottom end are budget phones with a real-time operating system (RTOS) running on chips like the Unisoc T107 with as little as 16MB of RAM. These phones typically support Opera Mini and Cloud Phone. At the upper end is the recently-released TCL Flip 4 running KaiOS 4.0 on the Qualcomm Snapdragon 4s with 1GB of RAM. While it is difficult to accurately compare such different hardware, Apple’s latest iPhone 16 Pro has 500x more memory (8GB RAM) and supports download speeds up to 1,000x faster than a low-end flip phone (4G LTE CAT-1). Performance You might think that flip phone apps are easily limited by the scarce available resources of budget hardware. This is the case for KaiOS, since apps are executed on the device. Code needs to be minified, thumbnails downsized, and performance evaluated across a range of real devices. You cannot simply test on your desktop with a small viewport. However, as remote browsers, both Cloud Phone and Opera Mini overcome hardware constraints by offloading computationally expensive rendering to servers. This means performance is generally comparable to modern desktops, but can lead to a few quirky and, at times, unintuitive characteristics. For instance, if your app fetches a 1MB file to display a data table, this does not consume 1MB of the user’s mobile data. Only changes to the screen contents get streamed to the user, consuming bandwidth. On the other hand, data is consumed by complex animations and page transitions, because each frame is at least a partial screen refresh. Despite this quirk, Opera Mini estimates it saves up to 90% of data compared to conventional browsers. Security Do not store sensitive data in browser storage. This holds true for flip phones, where the security concerns are similar to those of traditional web browsers. Although apps cannot generally access data from other apps, KaiOS does not encrypt client-side data. The implications are different for remote browsers. Opera Mini does not support client-side storage at all, while Cloud Phone stores data encrypted in its data centers and not on the user’s phone. Design For Modern Flip Phones Simplify, Don’t Shrink-to-fit Despite their staying power, these devices go largely ignored by nearly every web development framework and library. Popular front-end web frameworks like Bootstrap v5 categorize all screens below 576px as extra small. Another popular choice, Tailwind, sets the smallest CSS breakpoint — a specific width where the layout changes to accommodate an optimal viewing experience across different devices — even higher at 40em (640px). Design industry experts like Norman Nielsen suggest the smallest breakpoint, “is intended for mobile and generally is up to 500px.” Standards like these advocate for a one-size-fits-all approach on small screens, but some small design changes can make a big difference for new internet users. Small screens vary considerably in size, resolution, contrast, and brightness. Small screen usability requires distinct design considerations — not a shrink-to-fit model. While all of these devices have a screen width smaller than the smallest common breakpoints, treating them equally would be a mistake. Most websites render too large for flip phones. They use fonts that are too big, graphics that are too detailed, and sticky headers that occupy a quarter of the screen. To make matters worse, many websites disable horizontal scrolling by hiding content that overflows horizontally. This allows for smooth scrolling on a touchscreen, but also makes it impossible to read text that extends beyond the viewport on flip phones. The table below includes physical display size, resolution, and examples to better understand the diversity of small screens across flip phones and budget smartphones. Resolution Display Size Pixel Size Example QQVGA 1.8” 128×160 Viettel Sumo 4G V1 QVGA 2.4” 240×320 Nokia 235 4G QVGA (Square) 2.4” 240×240 Frog Pocket2 HVGA (480p) 2.8-3.5” 320×480 BlackBerry 9720 VGA 2.8-3.5” 480×640 Cat S22 WVGA 2.8-3.5” 480×800 HP Pre 3 FWVGA+ 5” 480×960 Alcatel 1 Note: Flip phones have small screens typically between 1.8”–2.8” with a resolution of 240x320 (QVGA) or 128x160 (QQVGA). For comparison, an Apple Watch Series 10 has a 1.8” screen with a resolution of 416x496. By modern standards, flip phone displays are small with low resolution, pixel density, contrast, and brightness. Develop For Small Screens Add custom, named breakpoints to your framework’s defaults, rather than manually using media queries to override layout dimensions defined by classes. Bootstrap v5 Bootstrap defines a map, $grid-breakpoints, in the _variables.scss Sass file that contains the default breakpoints from SM (576px) to XXL (1400px). Use the map-merge() function to extend the default and add your own breakpoint. @import "node_modules/bootstrap/scss/functions"; $grid-breakpoints: map-merge($grid-breakpoints, ("xs": 320px)); Tailwind v4 Tailwind allows you to extend the default theme in the tailwind.config.js configuration file. Use the extend key to define new breakpoints. const defaultTheme = require('tailwindcss/defaultTheme') module.exports = { theme: { extend: { screens: { "xs": "320px", ...defaultTheme.screens, }, }, }, }; The Key(board) To Success Successful flip phone apps support keyboard navigation using the directional pad (D-pad). This is the same navigation pattern as TV remotes: four arrow keys (up, down, left, right) and the central button. To build a great flip phone-optimized app, provide a navigation scheme where the user can quickly learn how to navigate your app using these limited controls. Ensure users can navigate to all visible controls on the screen. Navigating PodLP using d-pad (left) and a virtual cursor (right). Although some flip phone platforms support spatial navigation using an emulated cursor, it is not universally available and creates a worse user experience. Moreover, while apps that support keyboard navigation will work with an emulated cursor, this isn’t necessarily true the other way around. Opera Mini Native only offers a virtual cursor, Cloud Phone only offers spatial navigation, and KaiOS supports both. If you develop with keyboard accessibility in mind, supporting flip phone navigation is easy. As general guidelines, never remove a focus outline. Instead, override default styles and use box shadows to match your app’s color scheme while fitting appropriately. Autofocus on the first item in a sequence — list or grid — but be careful to avoid keyboard traps. Finally, make sure that the lists scroll the newly-focused item completely into view. Don’t Make Users Type If you have ever been frustrated typing a long message on your smartphone, only to have it accidentally erased, now imagine that frustration when you typed the message using T9 on a flip phone. Despite advancements in predictive typing, it’s a chore to fill forms and compose even a single 180-character Tweet with just nine keys. Whatever you do, don’t make flip phone users type! Fortunately, it is easy to adapt designs to require less typing. Prefer numbers whenever possible. Allow users to register using their phone number (which is easy to type), send a PIN code or one-time password (OTPs) that contains only numbers, and look up address details from a postal code. Each of these saves tremendous time and avoids frustration that often leads to user attrition. Alternatively, integrate with single-sign-on (SSO) providers to “Log in with Google,” so users do not have to retype passwords that security teams require to be at least eight characters long and contain a letter, number, and symbol. Just keep in mind that many new internet users won’t have an email address. They may not know how to access it, or their phone might not be able to access emails. Finally, allow users to search by voice when it is available. As difficult as it is typing English using T9, it’s much harder typing a language like Tamil, which has over 90M speakers across South India and Sri Lanka. Despite decades of advancement, technologies like auto-complete and predictive typing are seldom available for such languages. While imperfect, there are AI models like Whisper Tamil that can perform speech-to-text, thanks to researchers at universities like the Speech Lab at IIT Madras. Flip Phone Browsers And Operating Systems Another challenge with developing web apps for flip phones is their fragmented ecosystem. Various companies have used different approaches to allow websites and apps to run on limited hardware. There are at least three major web-based platforms that all operate differently: Cloud Phone is the most recent solution, launched in December 2023, using a modern Puffin (Chromium) based remote browser that serves as an app store. KaiOS, launched in 2016 using Firefox OS as its foundation, is a mobile operating system where the entire system is a web browser. Opera Mini Native is by far the oldest, launched in 2005 as an ad-supported remote browser that still uses the decade-old, discontinued Presto engine). Although both platforms are remote browsers, there are significant differences between Cloud Phone and Opera Mini that are not immediately apparent. Platform Cons Pros Cloud Phone Missing features like WebPush No offline support Monetization not provided Modern Chromium v128+ engine Rich multimedia support No optimizations needed Actively developed 100+ models launched in 2024 KaiOS Outdated Gecko engine Hardware constrained Few models released in 2024 KaiAds integration required Two app stores Full offline support APIs for low-level integration Apps can be packaged or hosted Opera Mini Native Discontinued Presto engine ~2.5s async execution limit Limited ES5 support No multimedia support No app store Last updated in 2020 Preinstalled on hundreds of millions of phones Partial offline support Stable, cross-platform Flip phones have come a long way, but each platform supports different capabilities. You may need to remove or scale back features based on what is supported. It is best to target the lowest common denominator that is feasible for your application. For information-heavy news websites, wikis, or blogs, Opera Mini’s outdated technology works well enough. For video streaming services, both Cloud Phone and KaiOS work well. Conversely, remote browsers like Opera Mini and Cloud Phone cannot handle high frame rates, so only KaiOS is suitable for real-time interactive games. Just like with design, there is no one-size-fits-all approach to flip phone development. Even though all platforms are web-based, they require different tradeoffs. Tiny Screens, Big Impact The flip phone market is growing, particularly for 4G-enabled models. Reliance’s JioPhone is among the most successful models, selling more than 135 million units of its flagship KaiOS-enabled phone. The company plans to increase 4G flip phone rollout steadily as it migrates India’s 250 million 2G users to 4G and 5G. Similar campaigns are underway across emerging markets, like Vodacom’s $14 Mobicel S4, a Cloud phone-enabled device in South Africa, and Viettel’s gifting 700,000 4G flip phones to current 2G subscribers to upgrade users in remote and rural areas. Estimates of the total active flip phone market size are difficult to come by, and harder still to find a breakdown by platform. KaiOS claims to enable “over 160 million phones worldwide,” while “over 300 million people use Opera Mini to stay connected.” Just a year after launch, Cloud Phone states that, “one million Cloud Phone users already access the service from 90 countries.” By most estimates, there are already hundreds of millions of web-enabled flip phone users eager to discover new products and services. Conclusion Hundreds of millions still rely on flip phones to stay connected. Yet, these users go largely ignored even by products that target emerging markets. Modern software development often prioritizes the latest and greatest over finding ways to affordably serve more than 2.6 billion unconnected people. If you are not designing for small screens using keyboard navigation, you’re shutting out an entire population from accessing your service. Flip phones still matter in 2025. With ongoing network transitions, millions will upgrade, and millions more will connect for the first time using 4G flip phones. This creates an opportunity to put your app into the hands of the newly connected. And thanks to modern remote browser technology, it is now easier than ever to build and launch your app on flip phones without costly and time-consuming optimizations to function on low-end hardware.
Design Patterns For AI Interfaces
Designing a new AI feature? Where do you even begin? Here’s a simple, practical overview with useful design patterns for better AI experiences.
So you need to design a new AI feature for your product. How would you start? How do you design flows and interactions? And how do you ensure that that new feature doesn’t get abandoned by users after a few runs? In this article, I’d love to share a very simple but systematic approach to how I think about designing AI experiences. Hopefully, it will help you get a bit more clarity about how to get started. This article is part of our ongoing series on UX. You can find more details on design patterns and UX strategy in Smart Interface Design Patterns 🍣 — with live UX training coming up soon. Jump to table of contents. The Receding Role of AI Chat One of the key recent shifts is a slow move away from traditional “chat-alike” AI interfaces. As Luke Wroblewski wrote, when agents can use multiple tools, call other agents and run in the background, users orchestrate AI work more — there’s a lot less chatting back and forth. In fact, chatbots are rarely a great experience paradigm — mostly because the burden of articulating intent efficiently lies on the user. But in practice, it’s remarkably difficult to do well and very time-consuming. Chat doesn’t go away, of course, but it’s being complemented with task-oriented UIs — temperature controls, knobs, sliders, buttons, semantic spreadsheets, infinite canvases — with AI providing predefined options, presets, and templates. There, AI emphasizes the work, the plan, the tasks — the outcome, instead of the chat input. The results are experiences that truly amplify value for users by sprinkling a bit of AI in places where it delivers real value to real users. To design better AI experiences, we need to study 5 key areas that we need to shape. Input UX: Expressing Intent Conversational AI is a very slow way of helping users express and articulate their intent. Usability tests show that users often get lost in editing, reviewing, typing, and re-typing. It’s painfully slow, often taking 30-60 seconds for input. As it turns out, people have a hard time expressing their intent well. In fact, instead of writing prompts manually, it's a good idea to ask AI to write a prompt to feed itself. With Flora AI, users can still write prompts, but they visualize their intent with nodes by connecting various sources visually. Instead of elaborately explaining to AI how we need the pipeline to work, we attach nodes and commands on a canvas. With input for AI, being precise is slow and challenging. Instead, we can abstract away the object we want to manipulate, and give AI precise input by moving that abstracted object on a canvas. That’s what Krea.ai does. In summary, we can minimize the burden of typing prompts manually — with AI-generated pre-prompts, prompt extensions, query builders, and also voice input. Output UX: Displaying Outcomes AI output doesn't have to be merely plain text or a list of bullet points. It must be helpful to drive people to insights, faster. For example, we could visualize output by creating additional explanations based on the user’s goal and motivations. For example, Amelia Wattenberger visualized AI output for her text editor PenPal by adding style lenses to explore the content from. The output could be visualized in sentence lengths and scales Sad — Happy, Concrete — Abstract, and so on. The outcome could also be visualized on a map, which, of course, is expected for an AI GIS analyst. Also, users can access individual data layers, turn them on and off, and hence explore the data on the map. We can also use forced ranking and prioritizations to suggest best options and avoid choice paralysis — even if a user asks for top 10 recommendations. We can think about ways to present results as a data table, or a dashboard, or a visualization on a map, or as a structured JSON file, for example. Refinement UX: Tweaking Output Users often need to cherry-pick some bits from the AI output and bring them together in a new place — and often they need to expand on one section, synthesize bits from another section, or just refine the outcome to meet their needs. Refinement is usually the most painful part of the experience, with many fine details being left to users to explain elaborately. But we can use good old-fashioned UI controls like knobs, sliders, buttons, and so on to improve that experience, similar to how Adobe Firefly does it (image above). We can also use presets, bookmarks, and allow users to highlight specific parts of the outcome that they’d like to change — with contextual prompts acting on highlighted parts of the output, rather than global prompts. AI Actions: Tasks To Complete With AI agents, we can now also allow users to initiate tasks that AI can perform on their behalf, such as scheduling events, planning, and deep research. We could also ask to sort results or filter them in a specific way. But we can also add features to help users use AI output better — e.g., by visualizing it, making it shareable, allowing transformations between formats, or also posting to Slack, Jira, and so on. AI Integration: Where Work Happens Many AI interactions are locked within a specific product, but good AI experiences happen where the actual work happens. It would be quite unusual to expect a dedicated section for Autocomplete, for example, but we do so for AI features. The actual boost in productivity comes when users rely on AI as a co-pilot or little helper in the tools they use daily for work. It’s seamless integrations into Slack, Teams, Jira, GitHub, and so on — the tools that people use anyway. Dia Browser and Dovetail are great examples of it in action. Wrapping Up Along these five areas, we can explore ways to minimize the cost of interaction with a textbox, and allow users to interact with the points of interest directly, by tapping, clicking, selecting, highlighting, and bookmarking. Many products are obsessed with being AI-first. But you might be way better off by being AI-second instead. The difference is that we focus on user needs and sprinkle a bit of AI across customer journeys where it actually adds value. And AI products don’t have to be AI-only. There is a lot of value in mapping into the mental models that people have adopted over the years, and enhance them with AI, similar to how we do it with browsers’ autofill, rather than leaving users in front of a frightening and omnipresent text box. Useful Resources Where Should AI Sit In Your UI?, by Sharang Sharma Shape of AI: Design Patterns, by Emily Campbell AI UX Patterns, by Luke Bennis Design Patterns For Trust With AI, via Sarah Gold AI Guidebook Design Patterns, by Google Usable Chat Interfaces to AI Models, by Luke Wroblewski The Receding Role of AI Chat, by Luke Wroblewski Agent Management Interface Patterns, by Luke Wroblewski Designing for AI Engineers, by Eve Weinberg Meet “Smart Interface Design Patterns” You can find more details on design patterns and UX in Smart Interface Design Patterns, our 15h-video course with 100s of practical examples from real-life projects — with a live UX training later this year. Everything from mega-dropdowns to complex enterprise tables — with 5 new segments added every year. Jump to a free preview. Use code BIRDIE to save 15% off. Meet Smart Interface Design Patterns, our video course on interface design & UX. Video + UX Training Video only Video + UX Training $ 495.00 $ 699.00 Get Video + UX Training 25 video lessons (15h) + Live UX Training. 100 days money-back-guarantee. Video only $ 300.00$ 395.00 Get the video course 40 video lessons (15h). Updated yearly. Also available as a UX Bundle with 2 video courses.
Unmasking The Magic: The Wizard Of Oz Method For UX Research
The Wizard of Oz method is a proven UX research tool that simulates real interactions to uncover authentic user behavior. Victor Yocco unpacks the core principles of the WOZ method, explores advanced real-world applications, and highlights its unique value, including its relevance in the emerging field of agentic AI.
New technologies and innovative concepts frequently enter the product development lifecycle, promising to revolutionize user experiences. However, even the most ingenious ideas risk failure without a fundamental grasp of user interaction with these new experiences. Consider the plight of the Nintendo Power Glove. Despite being a commercial success (selling over 1 million units), its release in late 1989 was followed by its discontinuation less than a full year later in 1990. The two games created solely for the Power Glove sold poorly, and there was little use for the Glove with Nintendo’s already popular traditional console games. A large part of the failure was due to audience reaction once the product (which allegedly was developed in 8 weeks) was cumbersome and unintuitive. Users found syncing the glove to the moves in specific games to be extremely frustrating, as it required a process of coding the moves into the glove’s preset move buttons and then remembering which buttons would generate which move. With the more modern success of Nintendo’s WII and other movement-based controller consoles and games, we can see the Power Glove was a concept ahead of its time. If Power Glove’s developers wanted to conduct effective research prior to building it out, they would have needed to look beyond traditional methods, such as surveys and interviews, to understand how a user might truly interact with the Glove. How could this have been done without a functional prototype and slowing down the overall development process? Enter the Wizard of Oz method, a potent tool for bridging the chasm between abstract concepts and tangible user understanding, as one potential option. This technique simulates a fully functional system, yet a human operator (“the Wizard”) discreetly orchestrates the experience. This allows researchers to gather authentic user reactions and insights without the prerequisite of a fully built product. The Wizard of Oz (WOZ) method is named in tribute to the similarly named book by Frank L. Baum. In the book, the Wizard is simply a man hidden behind a curtain, manipulating the reality of those who travel the land of Oz. Dorothy, the protagonist, exposes the Wizard for what he is, essentially an illusion or a con who is deceiving those who believe him to be omnipotent. Similarly, WOZ takes technologies that may or may not currently exist and emulates them in a way that should convince a research participant they are using an existing system or tool. WOZ enables the exploration of user needs, validation of nascent concepts, and mitigation of development risks, particularly with complex or emerging technologies. The product team in our above example might have used this method to have users simulate the actions of wearing the glove, programming moves into the glove, and playing games without needing a fully functional system. This could have uncovered the illogical situation of asking laypeople to code their hardware to be responsive to a game, show the frustration one encounters when needing to recode the device when changing out games, and also the cumbersome layout of the controls on the physical device (even if they’d used a cardboard glove with simulated controls drawn in crayon on the appropriate locations. Jeff Kelley credits himself (PDF) with coining the term WOZ method in 1980 to describe the research method he employed in his dissertation. However, Paula Roe credits Don Norman and Allan Munro for using the method as early as 1973 to conduct testing on an airport automated travel assistant. Regardless of who originated the method, both parties agree that it gained prominence when IBM later used it to conduct studies on a speech-to-text tool known as The Listening Typewriter (see Image below). In this article, I’ll cover the core principles of the WOZ method, explore advanced applications taken from practical experience, and demonstrate its unique value through real-world examples, including its application to the field of agentic AI. UX practitioners can use the WOZ method as another tool to unlock user insights and craft human-centered products and experiences. The Yellow Brick Road: Core Principles And Mechanics The WOZ method operates on the premise that users believe they are interacting with an autonomous system while a human wizard manages the system’s responses behind the scenes. This individual, often positioned remotely (or off-screen), interprets user inputs and generates outputs that mimic the anticipated functionality of the experience. Cast Of Characters A successful WOZ study involves several key roles: The User The participant who engages with what they perceive as the functional system. The Facilitator The researcher who guides the user through predefined tasks and observes their behavior and reactions. The Wizard The individual manipulates the system’s behavior in real-time, providing responses to user inputs. The Observer (Optional) An additional researcher who observes the session without direct interaction, allowing for a secondary perspective on user behavior. Setting The Stage For Believability: Leaving Kansas Behind Creating a convincing illusion is key to the success of a WOZ study. This necessitates careful planning of the research environment and the tasks users will undertake. Consider a study evaluating a new voice command system for smart home devices. The research setup might involve a physical mock-up of a smart speaker and predefined scenarios like “Play my favorite music” or “Dim the living room lights.” The wizard, listening remotely, would then trigger the appropriate responses (e.g., playing a song, verbally confirming the lights are dimmed). Or perhaps it is a screen-based experience testing a new AI-powered chatbot. You have users entering commands into a text box, with another member of the product team providing responses simultaneously using a tool like Figma/Figjam, Miro, Mural, or other cloud-based software that allows multiple users to collaborate simultaneously (the author has no affiliation with any of the mentioned products). The Art Of Illusion Maintaining the illusion of a genuine system requires the following: Timely and Natural Responses The wizard must react to user inputs with minimal delay and in a manner consistent with expected system behavior. Hesitation or unnatural phrasing can break the illusion. Consistent System Logic Responses should adhere to a predefined logic. For instance, if a user asks for the weather in a specific city, the wizard should consistently provide accurate information. Handling the Unexpected Users will inevitably deviate from planned paths. The wizard must possess the adaptability to respond plausibly to unforeseen inputs while preserving the perceived functionality. Ethical Considerations Transparency is crucial, even in a method that involves a degree of deception. Participants should always be debriefed after the session, with a clear explanation of the Wizard of Oz technique and the reasons for its use. Data privacy must be maintained as with any study, and participants should feel comfortable and respected throughout the process. Distinguishing The Method The WOZ method occupies a unique space within the UX research toolkit: Unlike usability testing, which evaluates existing interfaces, Wizard of Oz explores concepts before significant development. Distinct from A/B testing, which compares variations of a product’s design, WOZ assesses entirely new functionalities that might otherwise lack context if shown to users. Compared to traditional prototyping, which often involves static mockups, WOZ offers a dynamic and interactive experience, enabling observation of real-time user behavior with a simulated system. This method proves particularly valuable when exploring truly novel interactions or complex systems where building a fully functional prototype is premature or resource-intensive. It allows researchers to answer fundamental questions about user needs and expectations before committing significant development efforts. Let’s move beyond the foundational aspects of the WOZ method and explore some more advanced techniques and critical considerations that can elevate its effectiveness. Time Savings: WOZ Versus Crude Prototyping It’s a fair question to ask whether WOZ is truly a time-saver compared to even cruder prototyping methods like paper prototypes or static digital mockups. While paper prototypes are incredibly fast to create and test for basic flow and layout, they fundamentally lack dynamic responsiveness. Static mockups offer visual fidelity but cannot simulate complex interactions or personalized outputs. The true time-saving advantage of the WOZ emerges when testing novel, complex, or AI-driven concepts. It allows researchers to evaluate genuine user interactions and mental models in a seemingly live environment, collecting rich behavioral data that simpler prototypes cannot. This fidelity in simulating a dynamic experience, even with a human behind the curtain, often reveals critical usability or conceptual flaws far earlier and more comprehensively than purely static representations, ultimately preventing costly reworks down the development pipeline. Additional Techniques And Considerations While the core principle of the WOZ method is straightforward, its true power lies in nuanced application and thoughtful execution. Seasoned practitioners may leverage several advanced techniques to extract richer insights and address more complex research questions. Iterative Wizardry The WOZ method isn’t necessarily a one-off endeavor. Employing it in iterative cycles can yield significant benefits. Initial rounds might focus on broad concept validation and identifying fundamental user reactions. Subsequent iterations can then refine the simulated functionality based on previous findings. For instance, after an initial study reveals user confusion with a particular interaction flow, the simulation can be adjusted, and a follow-up study can assess the impact of those changes. This iterative approach allows for a more agile and user-centered exploration of complex experiences. Managing Complexity Simulating complex systems can be difficult for one wizard. Breaking complex interactions into smaller, manageable steps is crucial. Consider researching a multi-step onboarding process for a new software application. Instead of one person trying to simulate the entire flow, different aspects could be handled sequentially or even by multiple team members coordinating their responses. Clear communication protocols and well-defined responsibilities are essential in such scenarios to maintain a seamless user experience. Measuring Success Beyond Observation While qualitative observation is a cornerstone of the WOZ method, defining clear metrics can add a layer of rigor to the findings. These metrics should match research goals. For example, if the goal is to assess the intuitiveness of a new navigation pattern, you might track the number of times users express confusion or the time it takes them to complete specific tasks. Combining these quantitative measures with qualitative insights provides a more comprehensive understanding of the user experience. Integrating With Other Methods The WOZ method isn’t an island. Its effectiveness can be amplified by integrating it with other research techniques. Preceding a WOZ study with user interviews can help establish a deeper understanding of user needs and mental models, informing the design of the simulated experience. Following a WOZ study, surveys can gather broader quantitative feedback on the concepts explored. For example, after observing users interact with a simulated AI-powered scheduling tool, a survey could gauge their overall trust and perceived usefulness of such a system. When Not To Use WOZ WOZ, as with all methods, has limitations. A few examples of scenarios where other methods would likely yield more reliable findings would be: Detailed Usability Testing Humans acting as wizards cannot perfectly replicate the exact experience a user will encounter. WOZ is often best in the early stages, where prototypes are rough drafts, and your team is looking for guidance on a solution that is up for consideration. Testing on a more detailed wireframe or prototype would be preferable to WOZ when you have entered the detailed design phase. Evaluating extremely complex systems with unpredictable outputs If the system’s responses are extremely varied, require sophisticated real-time calculations that exceed human capacity, or are intended to be genuinely unpredictable, a human may struggle to simulate them convincingly and consistently. This can lead to fatigue, errors, or improvisations that don’t reflect the intended system, thereby compromising the validity of the findings. Training And Preparedness The wizard’s skill is critical to the method’s success. Training the individual(s) who will be simulating the system is essential. This training should cover: Understanding the Research Goals The wizard needs to grasp what the research aims to uncover. Consistency in Responses Maintaining consistent behavior throughout the sessions is vital for user believability. Anticipating User Actions While improvisation is sometimes necessary, the wizard should be prepared for common user paths and potential deviations. Remaining Unbiased The wizard must avoid leading users or injecting their own opinions into the simulation. Handling Unexpected Inputs Clear protocols for dealing with unforeseen user actions should be established. This might involve having a set of pre-prepared fallback responses or a mechanism for quickly consulting with the facilitator. All of this suggests the need for practice in advance of running the actual session. We shouldn’t forget to have a number of dry runs in which we ask our colleagues or those who are willing to assist to not only participate but also think about possible responses that could stump the wizard or throw things off if the user might provide them during a live session. I suggest having a believable prepared error statement ready to go for when a user throws a curveball. A simple response from the wizard of “I’m sorry, I am unable to perform that task at this time” might be enough to move the session forward while also capturing a potentially unexpected situation your team can address in the final product design. Was This All A Dream? The Art Of The Debrief The debriefing session following the WOZ interaction is an additional opportunity to gather rich qualitative data. Beyond asking “What did you think?” effective debriefing involves sharing the purpose of the study and the fact that the experience was simulated. Researchers should then conduct psychological probing to understand the reasons behind user behavior and reactions. Asking open-ended questions like “Why did you try that?” or “What were you expecting to happen when you clicked that button?” can reveal valuable insights into user mental models and expectations. Exploring moments of confusion, frustration, or delight in detail can uncover key areas for design improvement. Think about the potential information the Power Gloves’ development team could have uncovered if they’d asked participants what the experience of programming the glove and trying to remember what they’d programmed into which set of keys had been. Case Studies: Real-World Applications The value of the WOZ method becomes apparent when examining its application in real-world research scenarios. Here is an in-depth review of one scenario and a quick summary of another study involving WOZ, where this technique proved invaluable in shaping user experiences. Unraveling Agentic AI: Understanding User Mental Models A significant challenge in the realm of emerging technologies lies in user comprehension. This was particularly evident when our team began exploring the potential of Agentic AI for enterprise HR software. Agentic AI refers to artificial intelligence systems that can autonomously pursue goals by making decisions, taking actions, and adapting to changing environments with minimal human intervention. Unlike generative AI that primarily responds to direct commands or generates content, Agentic AI is designed to understand user intent, independently plan and execute multi-step tasks, and learn from its interactions to improve performance over time. These systems often combine multiple AI models and can reason through complex problems. For designers, this signifies a shift towards creating experiences where AI acts more like a proactive collaborator or assistant, capable of anticipating needs and taking the initiative to help users achieve their objectives rather than solely relying on explicit user instructions for every step. Preliminary research, including surveys and initial interviews, suggested that many HR professionals, while intrigued by the concept of AI assistance, struggled to grasp the potential functionality and practical implications of truly agentic systems — those capable of autonomous action and proactive decision-making. We saw they had no reference point for what agentic AI was, even after we attempted relevant analogies to current examples. Building a fully functional agentic AI prototype at this exploratory stage was impractical. The underlying algorithms and integrations were complex and time-consuming to develop. Moreover, we risked building a solution based on potentially flawed assumptions about user needs and understanding. The WOZ method offered a solution. Setup We designed a scenario where HR employees interacted with what they believed was an intelligent AI assistant capable of autonomously handling certain tasks. The facilitator presented users with a web interface where they could request assistance with tasks like “draft a personalized onboarding plan for a new marketing hire” or “identify employees who might benefit from proactive well-being resources based on recent activity.” Behind the scenes, a designer acted as the wizard. Based on the user’s request and the (simulated) available data, the designer would craft a response that mimicked the output of an agentic AI. For the onboarding plan, this involved assembling pre-written templates and personalizing them with details provided by the user. For the well-being resource identification, the wizard would select a plausible list of employees based on the general indicators discussed in the scenario. Crucially, the facilitator encouraged users to interact naturally, asking follow-up questions and exploring the system’s perceived capabilities. For instance, a user might ask, “Can the system also schedule the initial team introductions?” The wizard, guided by pre-defined rules and the overall research goals, would respond accordingly, perhaps with a “Yes, I can automatically propose meeting times based on everyone’s calendars” (again, simulated). As recommended, we debriefed participants following each session. We began with transparency, explaining the simulation and that we had another live human posting the responses to the queries based on what the participant was saying. Open-ended questions explored initial reactions and envisioned use. Task-specific probing, like “Why did you expect that?” revealed underlying assumptions. We specifically addressed trust and control (“How much trust...? What level of control...?”). To understand mental models, we asked how users thought the “AI” worked. We also solicited improvement suggestions (“What features...?”). By focusing on the “why” behind user actions and expectations, these debriefings provided rich qualitative data that directly informed subsequent design decisions, particularly around transparency, human oversight, and prioritizing specific, high-value use cases. We also had a research participant who understood agentic AI and could provide additional insight based on that understanding. Key Insights This WOZ study yielded several crucial insights into user mental models of agentic AI in an HR context: Overestimation of Capabilities Some users initially attributed near-magical abilities to the “AI”, expecting it to understand highly nuanced or ambiguous requests without explicit instruction. This highlighted the need for clear communication about the system’s actual scope and limitations. Trust and Control A significant theme revolved around trust and control. Users expressed both excitement about the potential time savings and anxiety about relinquishing control over important HR processes. This indicated a need for design solutions that offered transparency into the AI’s decision-making and allowed for human oversight. Value in Proactive Assistance Users reacted positively to the AI proactively identifying potential issues (like burnout risk), but they emphasized the importance of the AI providing clear reasoning and allowing human HR professionals to review and approve any suggested actions. Need for Tangible Examples Abstract explanations of agentic AI were insufficient. Users gained a much clearer understanding through these simulated interactions with concrete tasks and outcomes. Resulting Design Changes Based on these findings, we made several key design decisions: Emphasis on Transparency The user interface would need to clearly show the AI’s reasoning and the data it used to make decisions. Human Oversight and Review Built-in approval workflows would be essential for critical actions, ensuring HR professionals retain control. Focus on Specific, High-Value Use Cases Instead of trying to build a general-purpose agent, we prioritized specific use cases where agentic capabilities offered clear and demonstrable benefits. Educational Onboarding The product onboarding would include clear, tangible examples of the AI’s capabilities in action. Exploring Voice Interaction for In-Car Systems In another project, we used the WOZ method to evaluate user interaction with a voice interface for controlling in-car functions. Our research question focused on the naturalness and efficiency of voice commands for tasks like adjusting climate control, navigating to points of interest, and managing media playback. We set up a car cabin simulator with a microphone and speakers. The wizard, located in an adjacent room, listened to the user’s voice commands and triggered the corresponding actions (simulated through visual changes on a display and audio feedback). This allowed us to identify ambiguous commands, areas of user frustration with voice recognition (even though it was human-powered), and preferences for different phrasing and interaction styles before investing in complex speech recognition technology. These examples illustrate the versatility and power of the method in addressing a wide range of UX research questions across diverse product types and technological complexities. By simulating functionality, we can gain invaluable insights into user behavior and expectations early in the design process, leading to more user-centered and ultimately more successful products. The Future of Wizardry: Adapting To Emerging Technologies The WOZ method, far from being a relic of simpler technological times, retains relevance as we navigate increasingly sophisticated and often opaque emerging technologies. The WOZ method’s core strength, the ability to simulate complex functionality with human ingenuity, makes it uniquely suited for exploring user interactions with systems that are still in their nascent stages. WOZ In The Age Of AI Consider the burgeoning field of AI-powered experiences. Researching user interaction with generative AI, for instance, can be effectively done through WOZ. A wizard could curate and present AI-generated content (text, images, code) in response to user prompts, allowing researchers to assess user perceptions of quality, relevance, and trust without needing a fully trained and integrated AI model. Similarly, for personalized recommendation systems, a human could simulate the recommendations based on a user’s stated preferences and observed behavior, gathering valuable feedback on the perceived accuracy and helpfulness of such suggestions before algorithmic development. Even autonomous systems, seemingly the antithesis of human control, can benefit from WOZ studies. By simulating the autonomous behavior in specific scenarios, researchers can explore user comfort levels, identify needs for explainability, and understand how users might want to interact with or override such systems. Virtual And Augmented Reality Immersive environments like virtual and augmented reality present new frontiers for user experience research. WOZ can be particularly powerful here. Imagine testing a novel gesture-based interaction in VR. A researcher tracking the user’s hand movements could trigger corresponding virtual events, allowing for rapid iteration on the intuitiveness and comfort of these interactions without the complexities of fully programmed VR controls. Similarly, in AR, a wizard could remotely trigger the appearance and behavior of virtual objects overlaid onto the real world, gathering user feedback on their placement, relevance, and integration with the physical environment. The Human Factor Remains Central Despite the rapid advancements in artificial intelligence and immersive technologies, the fundamental principles of human-centered design remain as relevant as ever. Technology should serve human needs and enhance human capabilities. The WOZ method inherently focuses on understanding user reactions and behaviors and acts as a crucial anchor in ensuring that technological progress aligns with human values and expectations. It allows us to inject the “human factor” into the design process of even the most advanced technologies. Doing this may help ensure these innovations are not only technically feasible but also truly usable, desirable, and beneficial. Conclusion The WOZ method stands as a powerful and versatile tool in the UX researcher’s toolkit. The WOZ method’s ability to bypass limitations of early-stage development and directly elicit user feedback on conceptual experiences offers invaluable advantages. We’ve explored its core mechanics and covered ways of maximizing its impact. We’ve also examined its practical application through real-world case studies, including its crucial role in understanding user interaction with nascent technologies like agentic AI. The strategic implementation of the WOZ method provides a potent means of de-risking product development. By validating assumptions, uncovering unexpected user behaviors, and identifying potential usability challenges early on, teams can avoid costly rework and build products that truly resonate with their intended audience. I encourage all UX practitioners, digital product managers, and those who collaborate with research teams to consider incorporating the WOZ method into their research toolkit. Experiment with its application in diverse scenarios, adapt its techniques to your specific needs and don’t be afraid to have fun with it. Scarecrow costume optional.
Droip: The Modern Website Builder WordPress Needed
Traditional page builders have shaped how we build WordPress sites for years. Let’s take a closer look at [Droip](https://droip.com/), a modern, no-code visual builder, and explore how it redefines the experience with cleaner performance, full design freedom, and zero plugin dependency.
This article is a sponsored by Droip Traditional WordPress page builders had their moment. Builders like Elementor, Divi, and Oxygen have been around for years. So long, in fact, that many of us just accepted their limitations as the cost of using WordPress. But Droip, a relatively new no-code website builder, steps in with a completely different philosophy. It is built to provide Webflow and Framer-level power in WordPress, complete design freedom, built-in performance, and no reliance on third-party plugins. In this review, we’re putting Droip head-to-head with traditional builders according to all the things that matter when choosing a website builder: Price, Affect on website performance, User-friendliness vs flexibility, Features, Theme and layout options. What Is Droip? Droip is a no-code visual website builder for WordPress, designed to bridge the gap where other page builders fall short. Unlike other page builders, Droip is an all-in-one solution that aims to provide everything you need to build websites without any third-party dependencies, shifting from the norm in WordPress! And the best part? It’s all included in your subscription, so you won’t be hit with surprise upgrades. Pricing: A Smarter Investment with All Features Included While most page builders upsell critical features or require multiple add-ons, Droip keeps it simple: one platform, all features, no hidden costs. It’s surprisingly affordable for the value it delivers. The Starter plan is just $34.50/year (currently at 50% off) for one site and includes all premium features. If you compare it with Elementor, that’s almost half the cost of Elementor Pro’s Essential plan, which starts at $60/year and still keeps several essentials behind paywalls. Droip also has a Lifetime plan. For a one-time payment of $299.50, you get unlimited use, forever. No renewals, no upcharges. All Droip Pro plans are fully featured from the start. You don’t need to stack plugins or pay extra to unlock dynamic content support, pop-up builders, or submission forms. You also get access to the entire growing template library from day one. Note: Explore Droip pricing. Website Performance Comparison Performance directly impacts user experience, SEO, and conversion rates. So, to get a clear picture of how different page builders impact performance, we put Droip and Elementor to the test under identical conditions to see how each builder stacks up. We installed both on a clean WordPress setup using the default Twenty Twenty-Five theme to ensure a fair comparison. Then, we created identical layouts using comparable design elements and ran Lighthouse performance audits to measure load time, responsiveness, and Core Web Vitals. Test Conditions: Clean WordPress installation. Same theme: Twenty Twenty-Five. Same layout structure and design elements. Lighthouse is used for performance scoring. Sample Layout Droip’s Performance Elementor’s Performance Droip’s Code Output Elementor’s Code Output The difference was immediately clear. Droip generated a much cleaner DOM with significantly fewer <div>s and no unnecessary wrappers, resulting in faster load times and higher scores across all boards. Elementor, on the other hand, added heavily nested markup and extra scripts, even on this simple layout, which dragged down its performance. If clean code, fast loading, and technical efficiency are priorities for you, Droip clearly comes out ahead. Exploring The Features Now that we’ve seen how Droip outperforms the competition and does it at a highly competitive price, let’s dive into the features to see what makes it such a powerful all-in-one builder. Freeform Visual Canvas For True Design Freedom What makes Droip different from the existing page builders is its freeform visual canvas. With Droip, you finally get the layout flexibility modern design demands and no longer need to place elements into rigid structures. The editor is powerful, modern, and feels more like designing in a modern interface tool like Figma. You can place elements exactly where you want, overlap sections, layer backgrounds, and create complex animations & interactions all visually. Every element’s layout behavior is editable on canvas, giving you pixel-level control without touching code. The editor supports both light and dark modes for a more comfortable, focused workspace. If you've used Figma or Webflow, you'll feel instantly at home. If you haven't, this is the most natural way to design websites you've ever tried. Instant Figma to Droip Handoff Talking about Figma, if you have a design ready in Figma, you can instantly import it into Droip to a functional website with no need to rebuild from scratch. Seamless import of Figma designs directly into Droip for fast development. (Large preview) Your imported design comes in fully responsive by default, adapting to all screen sizes, including any custom breakpoints you define. And it supports unlimited breakpoints, too. You can define layout behavior exactly how you want it, and styles will cascade intelligently across smaller screens. No Third-Party Plugins Needed For Dynamic Content In traditional WordPress, handling dynamic content means installing the ACF or other third-party plugins. But with Droip, all of that is natively integrated. It comes with a powerful Dynamic Content Manager that lets you: Create custom content types and fields. Use reference and multi-reference relationships. Build dynamic templates visually. Add dynamic SEO to template pages. Apply advanced filtering to Collection elements. All without writing a single line of code or relying on external plugins. Reusable Styling With Class-Based Editing Droip also has an efficient way to manage design at scale without repetitive work. It uses a class-based styling system that brings structure and scalability to your design process. When you style an element, those styles are automatically saved as reusable CSS classes. Here’s what that means for you: You can create global classes for common components like buttons, cards, or headings. Reuse those styles across pages and projects with consistency. Update a class once, and every instance updates instantly. You can also create subclasses to make slight variations, like secondary buttons, while still inheriting styles from the parent. CSS Variables For Global Styling Droip takes styling even further with Global Variables, allowing you to define design tokens like colors, fonts, spacing, and sizing that can be reused across your entire site. You can pair these global variables with your class-based structure to: Maintain visual consistency; Update values globally with a single change; Easily manage themes like switching between light and dark modes with one click. And while Droip offers a fully visual experience, it doesn’t limit advanced users. You can write custom CSS for any class or element, and even inject JavaScript at the page or element level when needed. Build Complex Interactions and Animations Visually When it comes to modern animations and interactive design, Droip leaves traditional WordPress page builders far behind. Its fully visual interaction builder lets you create dynamic, immersive experiences. You can build scroll-based animations, hover and click effects, interactive sections that respond across devices, and control visibility, motion, and behavior all within a visual interface. For advanced users, Droip includes a timeline-based editor where you can: Create multi-step animations; Fine-tune transitions with precise timing, easing, delays, and sequencing. Even text animations get special attention. You can animate text by character, word, or full element. Choose custom triggers (scroll, hover, load, and so on) and select from various transition styles or create your own. Droip's no-code website builder truly helps you move past generic and create unique animations and complex interactions. Seamless Integration Management With Droip Apps Droip takes the hassle out of connecting third-party tools with its intuitive Droip Apps system. You can install and manage essential integrations such as analytics, CRMs, email marketing platforms, support widgets, and more, all from within the Droip editor itself. This centralized approach means you never have to leave your workspace. The clean, user-friendly interface guides you through the connection process visually, making setup fast and straightforward even if you’re not a technical expert. Accessibility Is Core To The Experience One of Droip’s standout features is its built-in focus on accessibility from day one. Unlike many platforms that rely on third-party plugins for accessibility, Droip integrates it directly into the core experience. Whether you need to enlarge editor text, reduce motion effects, use a larger cursor, or work with color-blind–friendly palettes, Droip ensures an inclusive editing environment. But it doesn’t stop at editor settings. Droip actively helps you follow best accessibility practices, enforcing semantic HTML, prompting for proper alt text, and supporting ARIA labels. Plus, its built-in contrast checker ensures your designs aren’t just visually appealing, they’re easy to read and use for everyone. Team Collaboration Made Easy Collaboration is also a core part of the experience, thoughtfully designed to support teams, clients, and developers alike. With Droip’s Role Manager, you can define exactly what each role can view, edit, or manage within the builder. You can assign custom roles to team members based on their responsibilities, like designers, developers, content editors, clients, and so on. For handling client reviews, it also generates a shareable view-only link that gives clients access to preview the site without giving them edit permissions or exposing the backend. Perfect for gathering feedback and approvals while maintaining full control. Built-in Quality Control Before you publish your site, Droip helps ensure your site is technically sound with its built-in Page Audit tool. It automatically scans your layout for: Missing alt text on images, Broken links, Unassigned or duplicate classes, Accessibility issues, And more. So you’re not just building beautiful pages, you’re shipping fast, accessible, SEO-ready websites with confidence. Theme & Layout Options Droip has a growing library of high-quality templates and modular layout options, so you’re never out of options. Template Kits: Full Website Packs Droip’s Template Kits include complete multi-page website designs for every industry. Pick a template, update the content, and you’re ready to launch. New template kits are added regularly, so you're always equipped with the latest design trends. And the best part? At no additional cost. You get access to the finest designs without ever paying extra. Pre-Designed Pages Do you need just a landing page or a pricing page? Droip also offers standalone pre-designed pages you can drop into your project and customize instantly. Pre-Made Sections Prefer to build from scratch but don’t want to start with a blank canvas? It also has ready-made sections like hero banners, testimonials, pricing blocks, and FAQs. You can visually assemble your layout in minutes using these. Wireframes You can also map out your layout using wireframes before applying any styling. It’s a great way to get your content and structure right without distractions, perfect for planning UX and content flow. How Easy Is Droip to Use? If you want something dead simple and just need to build a basic site fast, there are other options like Elementor that can do that, but at the cost of power, performance, and flexibility. Droip, on the other hand, has a bit of a learning curve. That’s because it’s way more powerful and is built for those who care about design control, clean output, and scalability. If you’re someone who wants to fine-tune every pixel, build advanced layouts, and doesn’t mind a learning curve, you’ll appreciate the level of control it offers. Having said that, it’s not hard to use once you understand how it works. The learning curve, especially for complete beginners, mostly comes from understanding its powerful features like dynamic content, reusable components (called Symbols), styling logic using classes, global variables, and breakpoints, advanced interactions using custom animation timelines, etc. But to help you get up to speed quickly, Droip includes: Guided onboarding to walk you through the essentials. A growing library of templates, pages, UI components, and wireframes to kickstart your projects. An AI Generator that can scaffold entire pages and layouts in seconds. Detailed documentation and video tutorials (with more added regularly). What Users Are Saying For many users, Droip is more than just a builder. It’s the all-in-one tool WordPress has been waiting for. They are calling it the future of WordPress, a truly great alternative to tools like Framer and Webflow. TL;DR: Why Droip Outshines Traditional Builders All-in-one builder with no third-party bloat. Clean, performance-optimized code output. Figma integration + modern visual canvas. Dynamic content, advanced interactions, and global styling. One price, all features, no hidden costs. Overall Verdict: Is Droip Really Better Than Alternatives? After putting Droip through its paces, the answer is a clear yes. Droip not only matches traditional WordPress page builders where it counts, but it surpasses them in nearly every critical area. From its cleaner, faster code output and outstanding performance to its unparalleled design freedom and powerful built-in features, Droip solves many of the pain points that users have accepted for years. Its all-in-one approach eliminates the need for multiple plugins, saving time, money, and technical headaches. While there is a learning curve for beginners, the payoff is huge for those who want full control, scalability, and a truly modern web design experience inside WordPress. If you’re serious about building high-quality, scalable, and visually stunning websites, Droip isn’t just an alternative; it’s the future of WordPress site building. Ready to experience the difference yourself? Try Droip today and start building faster, cleaner, and smarter.
Design Guidelines For Better Notifications UX
As always in design, timing matters, and so do timely notifications. Let’s explore how we might improve the notifications UX. More design patterns in our Smart Interface Design Patterns, a friendly video course on UX and design patterns by Vitaly — from complex data tables and nested filters to FAQs and error messages.
In many products, setting notification channels on mute is a default, rather than an exception. The reason for that is their high frequency, which creates disruptions and eventually notification fatigue, when any popping messages get dismissed instantly. There is a good reason for it: high frequency of notifications. In usability testing, it’s the most frequent complaint, yet every app desperately tries to capture a glimpse of our attention, sending more notifications our way. Let’s see how we could make the notifications UX slightly better. This article is part of our ongoing series on UX. You can find more details on design patterns and UX strategy in Smart Interface Design Patterns 🍣 — with live UX training coming up soon. Jump to table of contents. The Many Faces Of Notifications Notifications are distractions by nature; they bring a user’s attention to a (potentially) significant event they aren’t aware of or might want to be reminded of. As such, they can be very helpful and relevant, providing assistance and bringing structure and order to the daily routine. Until they are not. Not every communication option is a notification. As Kim Salazar rightfully noted, “Status communication often relies on validation, status indicators, and notifications. While they are often considered to be similar, they are actually quite different.” In general, notifications can be either informational (calendar reminders, delay notifications, election night results) or encourage action (approve payment, install an update, confirm a friend request). They can stream from various sources and have various impacts. UI notifications appear as subtle cards in UIs as users interact with the web interface — as such, they are widely accepted and less invasive than some of their counterparts. In-browser push notifications are more difficult to dismiss, and draw attention to themselves even if the user isn’t accessing the UI. In-app notifications live within desktop and mobile apps, and can be as humble as UI notifications, but can take a more central role with messages pushed to the home screen or the notifications center. OS notifications such as software updates or mobile carrier changes also get in the mix, often appearing together with a wide variety of notes, calendar updates, and everything in between. Finally, notifications can find their way into email, SMS, and social messaging apps, coming from chatbots, recommendation systems, and actual humans. But we don’t pay the same amount of attention to every notification. It can take weeks until they eventually install a software update prompted by their OS notification, or just a few hours to confirm or decline a new LinkedIn request. Not Every Notification Is Equal The level of attention users grant to notifications depends on their nature, or, more specifically, how and when notifications are triggered. People care more about new messages from close friends and relatives, bank transactions and important alerts, calendar notifications, and any actionable and awaited confirmations or releases. People care less about news updates, social feed updates, announcements, new features, crash reports, promotional and automated messages in general. Most importantly, a message from another human being is always valued much higher than any automated notification. Design For Levels Of Severity As Sara Vilas suggests, we can break down notification design across three levels of severity: high, medium, and low attention. And then, notification types need to be further defined by specific attributes on those three levels, whether they are alerts, warnings, confirmations, errors, success messages, or status indicators. High Attention Alerts (immediate attention required), Errors (immediate action required), Exceptions (system anomalies, something didn’t work), Confirmations (potentially destructive actions that need user confirmation to proceed). Medium Attention Warnings (no immediate action required), Acknowledgments (feedback on user actions), Success messages. Low Attention Informational messages (aka passive notifications, something is ready to view), Badges (typically on icons, signifying something new since last interaction), Status indicators (system feedback). Taking it one step further, we can map the attention against the type of messaging we are providing — very similar to Zendesk's mapping tone above, which plots impact against the type of messaging, and shows how the tone should adjust — becoming more humble, real, distilled or charming. So, notifications can be different, and different notifications are perceived differently; however, the more personal, relevant, and timely notifications are, the higher engagement we should expect. Start Sending Notifications Slowly But Steadily It’s not uncommon to sign up, only to realize a few moments later that the inbox is filling up with all kinds of irrelevant messages. That’s exactly the wrong thing to do. A study by Facebook showed that sending fewer notifications improved user satisfaction and long-term usage of a product. Initially, once the notification rate was reduced, there was indeed a loss of traffic, but it has “gradually recovered over time”, and after an extended period, it had fully recovered and even turned out to be a gain. A good starting point is to set up a slow default notification frequency for different types of customers. As the customer keeps using the interface, we could ask them to decide on the kind of notifications they’d prefer and their frequency. Send notifications slowly, and over time slowly increase and/or decrease the number of notifications per type of customer. This might work much better for our retention rates. Don’t Rely On Generic Defaults: Set Up Notification Modes Typically, users can opt in and opt out of every single type of notification in their settings. In general, it’s a good idea, but it can also be very overwhelming — and not necessarily clear how important each notification is. Alternatively, we could provide predefined recommended options, perhaps with a “calm mode” (low frequency), a “regular mode” (medium frequency), and a “power-user mode” (high frequency). As time passes, the format of notifications might need adjustments as well. Rather than having notifications sent one by one as events occur, users could choose a “summary mode,” with all notifications grouped into a single standalone message delivered at a particular time each day or every week. That’s one of the settings that Slack provides when it comes to notifications; in fact, the system adapts the frequency of notifications over time, too. Initially, as Slack channels can be quite silent, the system sends notifications for every posted message. As activities become more frequent, Slack recommends reducing the notification level so the user will be notified only when they are actually mentioned. Make Notification Settings A Part Of Onboarding We could also include frequency options in our onboarding design. A while back Basecamp, for example, has introduced “Always On” and “Work Can Wait” options as a part of their onboarding, so new customers can select if they wish to receive notifications as they occur (at any time), or choose specific time ranges and days when notifications can be sent. Or, the other way around, we could ask users when they don’t want to be disturbed, and suspend notifications at that time. Not every customer wants to receive work-related notifications outside of business hours or on the weekend, even if their colleagues might be working extra hours on Friday night on the other side of the planet. Allow Users To Snooze Or Pause Notifications User’s context changes continuously. If you notice an unusual drop in engagement rate, or if you’re anticipating an unusually high volume of notifications coming up (a birthday, wedding anniversary, or election night, perhaps), consider providing an option to mute, snooze, or pause notifications, perhaps for the next 24 hours. This might go very much against our intuition, as we might want to re-engage the customer if they’ve gone silent all of a sudden, or we might want to maximize their engagement when important events are happening. However, it’s easy to reach a point when a seemingly harmless notification will steer a customer away, long term. Another option would be to suggest a change of medium used to consume notifications. Users tend to associate different levels of urgency with different channels of communication. In-app notifications, push notifications, and text messages are considered to be much more intrusive than good ol’ email, so when frequency exceeds a certain threshold, you might want to nudge users towards a switch from push notifications to daily email summaries. Wrapping Up As always in design, timing matters, and so do timely notifications. Start slowly, and evolve your notification frequency depending on how exactly a user actually uses the product. For every type of user, set up notification profiles: frequent users, infrequent users, one-week-experience users, one-month-experience users, and so on. And whenever possible, allow your users to snooze and mute notifications for a while. Eventually, you might even want to suggest a change in the medium used to consume notifications. And when in doubt, postpone, rather than sending through. Meet “Smart Interface Design Patterns” You can find more details on design patterns and UX in Smart Interface Design Patterns, our 15h-video course with 100s of practical examples from real-life projects — with a live UX training later this year. Everything from mega-dropdowns to complex enterprise tables — with 5 new segments added every year. Jump to a free preview. Use code BIRDIE to save 15% off. Meet Smart Interface Design Patterns, our video course on interface design & UX. Video + UX Training Video only Video + UX Training $ 495.00 $ 699.00 Get Video + UX Training 25 video lessons (15h) + Live UX Training. 100 days money-back-guarantee. Video only $ 300.00$ 395.00 Get the video course 40 video lessons (15h). Updated yearly. Also available as a UX Bundle with 2 video courses.
CSS Intelligence: Speculating On The Future Of A Smarter Language
CSS has evolved from a purely presentational language into one with growing logical powers — thanks to features like container queries, relational pseudo-classes, and the `if()` function. Is it still just for styling, or is it becoming something more? Gabriel Shoyombo explores how smart CSS has become over the years, where it is heading, the challenges it addresses, whether it is becoming too complex, and how developers are reacting to this shift.
Once upon a time, CSS was purely presentational. It imperatively handled the fonts, colors, backgrounds, spacing, and layouts, among other styles, for markup languages. It was a language for looks, doing what it was asked to, never thinking or making decisions. At least, that was what it was made for when Håkon Wium Lie proposed CSS in 1994, and the World Wide Web Consortium (W3C) adopted it two years later. Fast-forward to today, a lot has changed with the addition of new features, and more are on the way that shift the style language to a more imperative paradigm. CSS now actively powers complex responsive and interactive user interfaces. With recent advancements like container queries, relational pseudo-classes, and the if() function, the language once within the domains of presentations has stepped foot into the territory of logic, reducing its reliance on the language that had handled its logical aspect to date, JavaScript. This shift presents interesting questions about CSS and its future for developers. CSS has deliberately remained within the domains of styling alone for a while now, but is it time for that to change? Also, is CSS still a presentational language as it started, or is it becoming something more and bigger? This article explores how smart CSS has become over the years, where it is heading, the problems it is solving, whether it is getting too complex, and how developers are reacting to this shift. Historical Context: CSS’s Intentional Simplicity A glimpse into CSS history shows a language born to separate content from presentation, making web pages easier to manage and maintain. The first official version of CSS, CSS1, was released in 1996, and it introduced basic styling capabilities like font properties, colors, box model (padding, margin, and border), sizes (width and height), a few simple displays (none, block, and inline), and basic selectors. Two years later, CSS2 was launched and expanded what CSS could style in HTML with features like positioning, z-index, enhanced selectors, table layouts, and media types for different devices. However, there were inconsistencies within the style language, an issue CSS2.1 resolved in 2011, becoming the standard for modern CSS. It simplified web authoring and site maintenance. CSS was largely static and declarative during the years between CSS1 and CSS2.1. Developers experienced a mix of frustrations and breakthroughs for their projects. Due to the absence of intuitive layouts like Flexbox and CSS Grid, developers relied on hacky alternatives with table layouts, positioning, or floats to get around complex designs, even though floats were originally designed for text to wrap around an obstacle on a webpage, usually a media object. As a result, developers faced issues with collapsing containers and unexpected wrapping behaviour. Notwithstanding, basic styling was intuitive. A newbie could easily pick up web development today and add basic styling the next day. CSS was separated from content and logic, and as a result, it was highly performant and lightweight. CSS3: The First Step Toward Context Awareness Things changed when CSS3 rolled out. Developers had expected a single monolithic update like the previous versions, but their expectations and the reality of the latest release were unmatched. The CSS3 red carpet revealed a modular system with powerful layout tools like Flexbox, CSS Grid, and media queries, defining for the first time how developers establish responsive designs. With over 20 modules, CSS3 marked the inception of a “smarter CSS”. Flexbox’s introduction around 2012 provided a flexible, one-dimensional layout system, while CSS Grid, launched in 2017, took layout a step further by offering a two-dimensional layout framework, making complex designs with minimal code possible. These advancements, as discussed by Chris Coyier, reduced reliance on hacks like floats. It did not stop there. There’s media queries, a prominent release of CSS3, that is one of the major contributors to this smart CSS. With media queries, CSS can react to different devices’ screens, adjusting its styles to fit the screen dimensions, aspect ratio, and orientation, a feat that earlier versions could not easily achieve. In the fifth level, it added user preference media features such as prefers-color-scheme and prefers-reduced-motion, making CSS more user-centric by adapting styles to user settings, enhancing accessibility. CSS3 marked the beginning of a context-aware CSS. Context-awareness means the ability to understand and react to the situation around you or in your environment accordingly. It means systems and devices can sense critical information, like your location, time of day, and activity, and adjust accordingly. In web development, the term “context-awareness” has always been used with components, but what drives a context-aware component? If you mentioned anything other than the component’s styles, you would be wrong! For a component to be considered context-aware, it needs to feel its environment’s presence and know what happens in it. For instance, for your website to update its styles to accommodate a dark mode interface, it needs to be aware of the user’s preferences. Also, to change its layout, a website needs to know the device a user is accessing it on — and thanks to user preference media queries, that is possible. Despite these features, CSS remained largely reactive. It responded to external factors like screen size (via media queries) or input states (like :hover, :focus, or :checked), but it never made decisions based on the changes in its environment. Developers typically turn to JavaScript for that level of interaction. However, not anymore. For example, with container queries and, more recently, container style queries, CSS now responds not only to layout constraints but to design intent. It can adjust based on a component’s environment and even its parent’s theme or state. And that’s not all. The recently specced if() function promises inline conditional logic, allowing styles to change based on conditions, all of which can be achieved without scripting. These developments suggest CSS is moving beyond presentation to handle behaviour, challenging its traditional role. New CSS Features Driving Intelligence Several features are currently pushing CSS towards a dynamic and adaptive edge, thereby making it smarter, but these two are worth mentioning: container style queries and the if() function. What Are Container Style Queries, And Why Do They Matter? To better understand what container style queries are, it makes sense to make a quick stop at a close cousin: container size queries introduced in the CSS Containment Module Level 3. Container size queries allow developers to style elements based on the dimensions of their parent container. This is a huge win for component-based designs as it eliminates the need to shoehorn responsive styles into global media queries. /* Size-based container query */ @container (min-width: 500px) { .card { flex-direction: row; } } Container style queries take it a step further by allowing you to style elements based on custom properties (aka CSS variables) set on the container. /* Style-based container query */ @container style(--theme: dark) { .button { background: black; color: white; } } These features are a big deal in CSS because they unlock context-aware components. A button can change appearance based on a --theme property set by a parent without using JavaScript or hardcoded classes. The if() Function: A Glimpse Into The Future The CSS if() function might just be the most radical shift yet. When implemented (Chrome is the only one to support it, as of version 137), it would allow developers to write inline conditional logic directly in property declarations. Think of the ternary operator in CSS. padding: if(style(--theme: dark): 2rem; else: 3rem); This hypothetical line or pseudo code, not syntax, sets the text color to white if the --theme variable equals dark, or black otherwise. Right now, the if() function is not supported in any browser, but it is on the radar of the CSS Working Group, and influential developers like Lea Verou are already exploring its possibilities. The New CSS: Is The Boundary Between CSS And JavaScript Blurring? Traditionally, the separation of concerns concerning styling was thus: CSS for how things look and JavaScript for how things behave. However, features like container style queries and the specced if() function are starting to blur the line. CSS is beginning to behave, not in the sense of API calls or event listeners, but in the ability to conditionally apply styles based on logic or context. As web development evolved, CSS started encroaching on JavaScript territory. CSS3 brought in animations and transitions, a powerful combination for interactive web development, which was impossible without JavaScript in the earlier days. Today, research proves that CSS has taken on several interactive tasks previously handled by JavaScript. For example, the :hover pseudo-class and transition property allow for visual feedback and smooth animations, as discussed in “Bringing Interactivity To Your Website With Web Standards”. That’s not all. Toggling accordions and modals existed within the domains of JavaScript before, but today, this is possible with new powerful CSS combos like the <details> and <summary> HTML tags for accordions or modals with the :target pseudo-class. CSS can also handle tooltips using aria-label with content: attr(aria-label), and star ratings with radio inputs and labels, as detailed in the same article. Another article, “5 things you can do with CSS instead of JavaScript”, lists features like scroll-behavior: smooth for smooth scrolling and @media (prefers-color-scheme: dark) for dark mode, tasks that once required JavaScript. In the same article, you can also see that it’s possible to create a carousel without JavaScript by using the CSS scroll snapping functionality (and we’re not even talking about features designed specifically for creating carousels solely in CSS, recently prototyped in Chrome). These extensions of CSS into the JavaScript domain have now left the latter with handling only complex, crucial interactions in a web application, such as user inputs, making API calls, and managing state. While the CSS pseudo-classes like :valid and :invalid can help as error or success indicators in input elements, you still need JavaScript for dynamic content updates, form validation, and real-time data fetching. CSS now solves problems that many developers never knew existed. With JavaScript out of the way in many style scenarios, developers now have simplified codebases. The dependencies are fewer, the overheads are lower, and website performance is better, especially on mobile devices. In fact, this shift leans CSS towards a more accessible web, as CSS-driven designs are often easier for browsers and assistive technologies to process. While the new features come with a lot of benefits, they also introduce complexities that did not exist before: What happens when logic is spread across both CSS and JavaScript? How do we debug conditional styles without a clear view of what triggered them? CSS only had to deal with basic styling like colors, fonts, layouts, and spacing, which were easier for new developers to onboard. How hard does the learning curve become as these new features require understanding concepts once exclusive to JavaScript? Developers are split. While some welcome the idea of a natural evolution of a smarter, more component-aware web, others worry CSS is becoming too complex — a language originally designed for formatting documents now juggling logic trees and style computation. Divided Perspective: Is Logic In CSS Helpful Or Harmful? While the evidence in the previous section leans towards boundary-blurring, there’s significant controversy among developers. Many modern developers argue that logic in CSS is long overdue. As web development grows more componentized, the limitations of declarative styling have become more apparent, causing proponents to see logic as a necessary evolution for a once purely styling language. For instance, in frontend libraries like React, components often require conditional styles based on props or states. Developers have had to make do with JavaScript or CSS-in-JS solutions for such cases, but the truth remains that these solutions are not right. They introduce complexity and couple styles and logic. CSS and JavaScript are meant to have standalone concerns in web development, but libraries like CSS-in-JS have ignored the rules and combined both. We have seen how preprocessors like SASS and LESS proved the usefulness of conditionals, loops, and variables in styling. Developers who do not accept the CSS in JavaScript approach have settled for these preprocessors. Nevertheless, like Adam Argyle, they voice their need for native CSS solutions. With native conditionals, developers could reduce JavaScript overhead and avoid runtime class toggling to achieve conditional presentation. “It never felt right to me to manipulate style settings in JavaScript when CSS is the right tool for the job. With CSS custom properties, we can send to CSS what needs to come from JavaScript.” — Chris Heilmann Also, Bob Ziroll dislikes using JavaScript for what CSS is meant to handle and finds it unnecessary. This reflects a preference for using CSS for styling tasks, even when JavaScript is involved. These developers embrace CSS’s new capabilities, seeing it as a way to reduce JavaScript dependency for performance reasons. Others argue against it. Introducing logic into CSS is a slippery slope, and CSS could lose its core strengths — simplicity, readability, and accessibility — by becoming too much like a programming language. The fear is that developers run the risk of complicating the web more than it is supposed to be. “I’m old-fashioned. I like my CSS separated from my HTML; my HTML separated from my JS; my JS separated from my CSS.” — Sara Soueidan This view emphasises the traditional separation of concerns, arguing that mixing roles can complicate maintenance. Additionally, Brad Frost has also expressed skepticism when talking specifically about CSS-in-JS, stating that it, “doesn’t scale to non-JS-framework environments, adds more noise to an already-noisy JS file, and the demos/examples I have seen haven’t embodied CSS best practices.” This highlights concerns about scalability and best practices, suggesting that the blurred boundary might not always be beneficial. Community discussions, such as on Stack Overflow, also reflect this divide. A question like “Is it always better to use CSS when possible instead of JS?” receives answers favouring CSS for performance and simplicity, but others argue JavaScript is necessary for complex scenarios, illustrating the ongoing debate. Don’t be fooled. It might seem convenient to agree that CSS performs better than JavaScript in styling, but that’s not always the case. A Smarter CSS Without Losing Its Soul CSS has always stood apart from full-blown programming languages, like JavaScript, by being declarative, accessible, and purpose-driven. If CSS is to grow more intelligent, the challenge lies not in making it more powerful for its own sake but in evolving it without compromising its major concern. So, what might a logically enriched but still declarative CSS look like? Let’s find out. Conditional Rules (if, @when…@else) With Carefully Introduced Logic A major frontier in CSS evolution is the introduction of native conditionals via the if() function and the @when…@else at-rules, which are part of the CSS Conditional Rules Module Level 5 specification. While still in the early draft stages, this would allow developers to apply styles based on evaluated conditions without turning to JavaScript or a preprocessor. Unlike JavaScript’s imperative nature, these conditionals aim to keep logic ingrained in CSS’s existing flow, aligned with the cascade and specificity. More Powerful, Intentional Selectors Selectors have always been one of the major strengths of CSS, and expanding them in a targeted way would make it easier to express relationships and conditions declaratively without needing classes or scripts. Currently, :has() lets developers style a parent based on a child, and :nth-child(An+B [of S]?) (in Selectors Level 4) allows for more complex matching patterns. Together, they allow greater precision without altering CSS’s nature. Scoped Styling Without JavaScript One of the challenges developers face in component-based frameworks like React or Vue is style scoping. Style scoping ensures styles apply only to specific elements or components and do not leak out. In the past, to achieve this, you needed to implement BEM naming conventions, CSS-in-JS, or build tools like CSS Modules. Native scoped styling in CSS, via the new experimental @scope rule, allows developers to encapsulate styles in a specific context without extra tooling. This feature makes CSS more modular without tying it to JavaScript logic or complex class systems. A fundamental design question now is whether we could empower CSS without making it like JavaScript. The truth is, to empower CSS with conditional logic, powerful selectors, and scoped rules, we don’t need it to mirror JavaScript’s syntax or complexity. The goal is declarative expressiveness, giving CSS more awareness and control while retaining its clear, readable nature, and we should focus on that. When done right, smarter CSS can amplify the language’s strengths rather than dilute them. The real danger is not logic itself but unchecked complexity that obscures the simplicity with which CSS was built. Cautions And Constraints: Why Smart Isn’t Always Better The push for a smarter CSS comes with significant trade-offs alongside control and flexibility. Over the years, history has shown that adding a new feature to a language or framework, or library, most likely introduces complexity, not just for newbies, but also for expert developers. The danger is not in CSS gaining power but in how that power is implemented, taught, and used. One of CSS’s greatest strengths has always been its approachability. Designers and beginners could learn the basics quickly: selectors, properties, and values. With more logic, scoping, and advanced selectors being introduced, that learning curve steepens. The risk is a widening gap between “basic CSS” and “real-world CSS”, echoing what happened with JavaScript and its ecosystem. As CSS becomes more powerful, developers increasingly lean on tooling to manage and abstract that power, like building systems (e.g., webpack, Vite), linters and formatters, and component libraries with strict styling conventions. This creates dependencies that are hard to escape. Tooling becomes a prerequisite, not an option, further complicating onboarding and increasing setup time for projects that used to work with a single stylesheet. Also, more logic means more potential for unexpected outcomes. New issues might arise that are harder to spot and fix. Resources like DevTools will then need to evolve to visualise scope boundaries, conditional applications, and complex selector chains. Until then, debugging may remain a challenge. All of these are challenges experienced with CSS-in-JS; how much more Native CSS? We’ve seen this before. CSS history is filled with overcomplicated workarounds, like tables for the layout before Flexbox, relying on floats with clear fix hacks, and overly rigid grid systems before native CSS Grid. In each case, the hacky solution eventually became the problem. CSS got better not by mimicking other languages but by standardising thoughtful, declarative solutions. With the right power, we can make CSS better at the end of the day. Conclusion We just took a walk down the history lane of CSS, explored its presence, and peeked into what its future could be. We can all agree that CSS has come a long way from a simple, declarative language to a dynamic, context-aware, and, yes, smarter language. The evolution, of course, comes with tension: a smarter styling language with fewer dependencies on scripts and a complex one with a steeper learning curve. This is what I conclude: The future of CSS shouldn’t be a race to add logic for its own sake. Instead, it should be a thoughtful expansion, power balanced by clarity and innovation grounded in accessibility. That means asking tough questions before shipping new features. It means ensuring that new capabilities help solve actual problems without introducing new barriers.
Turning User Research Into Real Organizational Change
Bridging the gap between user research insights and actual organizational action — with a clear roadmap for impact.
This article is a sponsored by Lyssna We’ve all been there: you pour your heart and soul into conducting meticulous user research. You gather insightful data, create detailed reports, and confidently deliver your findings. Yet, months later, little has changed. Your research sits idle on someone’s desk, gathering digital dust. It feels frustrating, like carefully preparing a fantastic meal, only to have it left uneaten. There are so many useful tools (like Lysnna) to help us run incredible user research, and articles about how to get the most from them. However, there’s much less guidance about ensuring our user research gets adopted and brings about real change. So, in this post, I want to answer a simple question: How can you make sure your user research truly transforms your organization? Introduction User research is only as valuable as the impact it has. When research insights fail to make their way into decisions, teams miss out on opportunities to improve products, experiences, and ultimately, business results. In this post, we’ll look at: Why research often fails to influence organizational change; How to ensure strategic alignment so research matters from day one; Ways to communicate insights clearly so stakeholders stay engaged; How to overcome practical implementation barriers; Strategies for realigning policies and culture to support research-driven changes. By covering each of these areas, you’ll have a clear roadmap for turning your hard-won research into genuine action. Typical Reasons For Failure If you’ve ever felt your research get stuck, it probably came down to one (or more) of these issues. Strategic Misalignment When findings aren’t tied to business objectives or ROI, they struggle to gain traction. Sharing a particular hurdle that users face will fall on deaf ears if stakeholders cannot see how that problem will impact their bottom line. Research arriving too late is another hurdle. If you share insights after key decisions are made, stakeholders assume your input won’t change anything. Finally, research often competes with other priorities. Teams might have limited resources and focus on urgent deadlines rather than long-term user improvements. Communication Issues Even brilliant research can get lost in translation if it’s buried in dense reports. I’ve seen stakeholders glaze over when handed 30-page documents full of jargon. When key takeaways aren’t crystal clear, decision-makers can’t quickly act on your findings. Organizational silos can make communication worse. Marketing might have valuable insights that product managers never see, or designers may share findings that customer support doesn’t know how to use. Without a way to bridge those gaps, research lives in a vacuum. Implementation Challenges Great insights require a champion. Without a clear owner, research often lives with the person who ran it, and no one else feels responsible. Stakeholder skepticism also plays a role. Some teams doubt the methods or worry the findings don’t apply to real customers. Even if there is momentum, insufficient follow-up or progress tracking can stall things. I’ve heard teams say, “We started down that path but ran out of time.” Without regular check-ins, good ideas fade away. Policy And Cultural Barriers Legal, compliance, or tech constraints can limit what you propose. I once suggested a redesign to comply with new accessibility standards, but the existing technical stack couldn’t support it. Resistance due to established culture is also common. If a company’s used to launching fast and iterating later, they might see research-driven change as slowing them down. Now that we understand what stands in the way of effective research implementation, let’s explore practical solutions to overcome these challenges and drive real organizational change. Ensuring Strategic Alignment When research ties directly to business goals, it becomes impossible to ignore. Here’s how to do it. Early Stakeholder Engagement Invite key decision-makers into the research planning phase. I like to host a kickoff session where we map research objectives to specific KPIs, like increasing conversions by 10% or reducing support tickets by 20%. When your stakeholders help shape those objectives, they’re more invested in the results. Research Objectives Aligned With Business KPIs While UX designers often focus on user metrics like satisfaction scores or task completion rates, it’s crucial to connect our research to business outcomes that matter to stakeholders. Start by identifying the key business metrics that will demonstrate the value of your research: Identify which metrics matter most to the organization (e.g., conversion rate, churn, average order value). Frame research questions to directly address those metrics. Make preliminary hypotheses about how insights may affect the bottom line. Develop Stakeholder-Specific Value Propositions When presenting user research to groups, it’s easy to fall into the trap of delivering a one-size-fits-all message that fails to truly resonate with anyone. Instead, we need to carefully consider how different stakeholders will receive and act on our findings. The real power of user research emerges when we can connect our insights directly to what matters most for each specific audience: For the product team: Show how insights can reduce development time by eliminating guesswork. For marketing: Demonstrate how understanding user language can boost ad copy effectiveness. For executives: Highlight potential cost savings or revenue gains. ROI Framework Development Stakeholders want to see real numbers. Develop simple templates to estimate potential cost savings or revenue gains. For example, if you uncover a usability issue that’s causing a 5% drop-off in the signup flow, translate that into lost revenue per month. I also recommend documenting success stories from similar projects within your own organization or from case studies. When a stakeholder sees that another company boosted revenue by 15% after addressing a UX flaw, they’re more likely to pay attention. Research Pipeline Integration Integrate research tasks directly into your product roadmap. Schedule user interviews or usability tests just before major feature sprints. That way, findings land at the right moment — when teams are making critical decisions. Regular Touchpoints with Strategic Teams It’s essential to maintain consistent communication with strategic teams through regular research review meetings. These sessions provide a dedicated space to discuss new insights and findings. To keep everyone aligned, stakeholders should have access to a shared calendar that clearly marks key research milestones. Using collaborative tools like Trello boards or shared calendars ensures the entire team stays informed about the research plan and progress. Resource Optimization Research doesn’t have to be a massive, months-long effort each time. Build modular research plans that can scale. If you need quick, early feedback, run a five-user usability test rather than a full survey. For deeper analysis, you can add more participants later. Addressing Communication Issues Making research understandable is almost as important as the research itself. Let’s explore how to share insights so they stick. Create Research One-Pagers Condense key findings into a scannable one-pager. No more than a single sheet. Start with a brief summary of the problem, then highlight three to five top takeaways. Use bold headings and visual elements (charts, icons) to draw attention. Implement Progressive Disclosure Avoid dumping all details at once. Start with a high-level executive summary that anyone can read in 30 seconds. Then, link to a more detailed section for folks who want the full methodology or raw data. This layered approach helps different stakeholders absorb information at their own pace. Use Visual Storytelling Humans are wired to respond to stories. Transform data into a narrative by using journey maps, before/after scenarios, and user stories. For example, illustrate how a user feels at each step of a signup process, then show how proposed changes could improve their experience. Regular Stakeholder Updates Keep the conversation going. Schedule brief weekly or biweekly “research highlights” emails or meetings. These should be no more than five minutes and focus on one or two new insights. When stakeholders hear snippets of progress regularly, research stays top of mind. Interactive Presentations Take research readouts beyond slide decks. Host workshop-style sessions where stakeholders engage with findings hands-on. For instance, break them into small groups to discuss a specific persona and brainstorm solutions. When people physically interact with research (sticky notes, printed journey maps), they internalize it better. Overcome Implementation Challenges Now that stakeholders understand and value your research, let’s make sure they turn insights into action. Establish Clear Ownership Assign a dedicated owner for each major recommendation. Use a RACI matrix to clarify who’s Responsible, Accountable, Consulted, and Informed. I like to share a simple table listing each initiative, the person driving it, and key milestones. When everyone knows who’s accountable, progress is more likely. RACI Matrix Example Initiative Responsible Accountable Consulted Informed Redesign Signup Flow UX Lead Product Manager Engineering, Legal Marketing, Support Create One-Pager Templates UX Researcher Design Director Stakeholder Team All Departments Build Implementation Roadmaps Break recommendations down into phases. For example, Phase 1: Quick usability tweaks (1–2 weeks). Phase 2: Prototype new design (3–4 weeks). Phase 3: Launch A/B test (2–3 weeks). Each phase needs clear timelines, success metrics, and resources identified upfront. Address Stakeholder Skepticism Be transparent about your methods. Share your recruitment screeners, interview scripts, and a summary of analysis steps. Offer validation sessions where stakeholders can ask questions about how the data was collected and interpreted. When they understand the process, they trust the findings more. Create Support Systems Even when stakeholders agree, they need help executing. Establish mentorship or buddy programs where experienced researchers or designers guide implementation. Develop training materials, like short “how-to” guides on running usability tests or interpreting survey data. Set up feedback channels (Slack channels, shared docs) where teams can ask questions or share roadblocks. Monitor And Track Progress Establish regular progress reviews weekly or biweekly. Use dashboards to track metrics such as A/B test performance, error rates, or user satisfaction scores. Even a more complicated dashboard can be built using no-code tools and AI, so you no longer need to rely on developer support. Realign Policies and Culture Even the best strategic plans and communication tactics can stumble if policies and culture aren’t supportive. Here’s how to address systemic barriers. Create a Policy Evolution Framework First, audit existing policies for anything that blocks research-driven changes. Maybe your data security policy requires months of legal review before you can recruit participants. Document those barriers and work with legal or compliance teams to create flexible guidelines. Develop a process for policy exception requests — so if you need a faster path for a small study, you know how to get approval without massive delays. Technical Infrastructure Adaptation Technology can be a silent killer of good ideas. Before proposing changes, work with IT to understand current limitations. Document technical requirements clearly so teams know what’s feasible. Propose a phased approach to any necessary infrastructure updates. Start with small changes that have an immediate impact, then plan for larger upgrades over time. Build Cultural Buy-In Culture shift doesn’t happen overnight. Share quick wins and success stories from early adopters in your organization. Recognize and reward change pioneers. Send a team-wide shout-out when someone successfully implements a research-driven improvement. Create a champions network across departments, so each area has at least one advocate who can spread best practices and encourage others. Develop a Change Management Strategy Change management is about clear, consistent communication. Develop tailored communication plans for different stakeholder groups. For example, executives might get a one-page impact summary, while developers get technical documentation and staging environments to test new designs. Establish feedback channels so teams can voice concerns or suggestions. Finally, provide change management training for team leaders so they can guide their direct reports through transitions. Measure Cultural Impact Culture can be hard to quantify, but simple pulse surveys go a long way. Ask employees how they feel about recent changes and whether they are more confident using data to make decisions. Track employee engagement metrics like survey participation or forum activity in research channels. Monitor resistance patterns (e.g., repeated delays or rejections) and address the root causes proactively. Conclusions Transforming user research into organizational change requires a holistic approach. Here’s what matters most: Strategic Alignment: Involve stakeholders early, tie research to KPIs, and integrate research into decision cycles. Effective Communication: Use one-pagers, progressive disclosure, visual storytelling, regular updates, and interactive presentations to keep research alive. Implementation Frameworks: Assign clear ownership, build phased roadmaps, address skepticism, offer support systems, and track progress. Culture and Policy: Audit and update policies, adapt infrastructure gradually, foster cultural buy-in, and employ change management techniques. When you bring all of these elements together, research stops being an isolated exercise and becomes a driving force for real, measurable improvements. Keep in mind: Early stakeholder engagement drives buy-in. Clear research-to-ROI frameworks get attention. Ongoing, digestible communication keeps momentum. Dedicated ownership and phased roadmaps prevent stalls. Policy flexibility and cultural support enable lasting change. This is an iterative, ongoing process. Each success builds trust and opens doors for more ambitious research efforts. Be patient, stay persistent, and keep adapting. When your organization sees research as a core driver of decisions, you’ll know you’ve truly succeeded.
Never Stop Exploring (July 2025 Wallpapers Edition)
July is just around the corner, and that means it’s time for a new collection of desktop wallpapers. Created with love by artists and designers from across the globe, they are bound to bring some good vibes to your screen. Enjoy!
For many of us, July is the epitome of summer. The time for spending every free minute outside to enjoy the sun and those seemingly endless summer days, whether it’s in a nearby park, by a lake, or on a trip exploring new places. So why not bring a bit of that summer joy to your desktop, too? For this wallpapers post, artists and designers from across the globe once again tickled their creativity and designed desktop wallpapers that capture that very special July feeling — just like it has been a monthly tradition here at Smashing Magazine for more then 14 years already. You’ll find their artworks compiled below, along with a selection of summery favorites from our wallpapers archives that are just too good to be forgotten. A huge thank-you to everyone who shared their designs with us this month — this post wouldn’t exist without you! If you, too, would like to get featured in one of our upcoming wallpapers posts, please don’t hesitate to submit your design. We can’t wait to see what you’ll come up with! Happy July! You can click on every image to see a larger preview. We respect and carefully consider the ideas and motivation behind each and every artist’s work. This is why we give all artists the full freedom to explore their creativity and express emotions and experience through their works. This is also why the themes of the wallpapers weren’t anyhow influenced by us but rather designed from scratch by the artists themselves. Stamped In Summer “Moments of July marked in sunlight, sea breeze, and sky — a quiet snapshot of summer, worn at the edges like a well-traveled postcard.” — Designed by Libra Fire from Serbia. preview with calendar: 1024x768, 1024x1024, 1152x864, 1280x720, 1280x800, 1280x960, 1280x1024, 1366x768, 1400x1050, 1440x900, 1600x1200, 1680x1050, 1680x1200, 1920x1080, 1920x1200, 1920x1440, 2560x1440 without calendar: 1024x768, 1024x1024, 1152x864, 1280x720, 1280x800, 1280x960, 1280x1024, 1366x768, 1400x1050, 1440x900, 1600x1200, 1680x1050, 1680x1200, 1920x1080, 1920x1200, 1920x1440, 2560x1440 Fried To Perfection “This egg knows what July is all about. Soaking up the sun, relaxing without a care, and letting the warmth do its magic. Whether it’s a full vacation or just a quiet afternoon, take a moment to pause and recharge. You deserve it.” — Designed by Ginger IT Solutions from Serbia. preview with calendar: 320x480, 640x480, 800x480, 800x600, 1024x768, 1024x1024, 1152x864, 1280x720, 1280x800, 1280x960, 1280x1024, 1400x1050, 1440x900, 1600x1200, 1680x1050, 1680x1200, 1920x1080, 1920x1200, 1920x1440, 2560x1440 without calendar: 320x480, 640x480, 800x480, 800x600, 1024x768, 1024x1024, 1152x864, 1280x720, 1280x800, 1280x960, 1280x1024, 1400x1050, 1440x900, 1600x1200, 1680x1050, 1680x1200, 1920x1080, 1920x1200, 1920x1440, 2560x1440 Attack Of The Summer Snack Designed by Ricardo Gimenes from Spain. preview with calendar: 640x480, 800x480, 800x600, 1024x768, 1024x1024, 1152x864, 1280x720, 1280x800, 1280x960, 1280x1024, 1366x768, 1400x1050, 1440x900, 1600x1200, 1680x1050, 1680x1200, 1920x1080, 1920x1200, 1920x1440, 2560x1440, 3840x2160 without calendar: 640x480, 800x480, 800x600, 1024x768, 1024x1024, 1152x864, 1280x720, 1280x800, 1280x960, 1280x1024, 1366x768, 1400x1050, 1440x900, 1600x1200, 1680x1050, 1680x1200, 1920x1080, 1920x1200, 1920x1440, 2560x1440, 3840x2160 Not For Messy Desks “Before going on holidays, let’s clean up your desk! Choose this wallpaper with shapes in disorder, and then you will have to reorder your desktop shortcuts.” — Designed by Philippe Brouard from France. preview with calendar: 1024x768, 1366x768, 1600x1200, 1920x1080, 1920x1200, 1920x1440, 2560x1440, 2560x1600, 2880x1800, 3840x2160 without calendar: 1024x768, 1366x768, 1600x1200, 1920x1080, 1920x1200, 1920x1440, 2560x1440, 2560x1600, 2880x1800, 3840x2160 The Tiny Mermaid Designed by Ricardo Gimenes from Spain. preview with calendar: 640x480, 800x480, 800x600, 1024x768, 1024x1024, 1152x864, 1280x720, 1280x800, 1280x960, 1280x1024, 1366x768, 1400x1050, 1440x900, 1600x1200, 1680x1050, 1680x1200, 1920x1080, 1920x1200, 1920x1440, 2560x1440, 3840x2160 without calendar: 640x480, 800x480, 800x600, 1024x768, 1024x1024, 1152x864, 1280x720, 1280x800, 1280x960, 1280x1024, 1366x768, 1400x1050, 1440x900, 1600x1200, 1680x1050, 1680x1200, 1920x1080, 1920x1200, 1920x1440, 2560x1440, 3840x2160 Coastal Summer “I was inspired by the Italian summer aesthetic when creating this wallpaper.” — Designed by Dylan Pugh from the United States. preview with calendar: 320x480, 640x480, 800x480, 800x600, 1024x768, 1024x1024, 1152x864, 1280x720, 1280x800, 1280x960, 1280x1024, 1400x1050, 1440x900, 1600x1200, 1680x1050, 1680x1200, 1920x1200, 1920x1440, 2560x1440 without calendar: 320x480, 640x480, 800x480, 800x600, 1024x768, 1024x1024, 1152x864, 1280x720, 1280x800, 1280x960, 1280x1024, 1400x1050, 1440x900, 1600x1200, 1680x1050, 1680x1200, 1920x1200, 1920x1440, 2560x1440 Enjoy The Little Things “Sometimes the smallest things take up the most room in your heart — pause, notice, and smile.” — Designed by Hitesh Puri from Delhi, India. preview with calendar: 1024x1024, 1152x864, 1280x720, 1280x800, 1280x960, 1280x1024, 1400x1050, 1440x900, 1680x1200, 1920x1080, 1920x1440, 2560x1440, 3840x2160 without calendar: 1024x1024, 1152x864, 1280x720, 1280x800, 1280x960, 1280x1024, 1400x1050, 1440x900, 1680x1200, 1920x1080, 1920x1440, 2560x1440, 3840x2160 Summer With Virginia “Summer is here, and this month we share it with Virginia Apgar, a great woman who, thanks to her famous Apgar test applied to newborns, has reduced infant mortality worldwide.” — Designed by Veronica Valenzuela from Spain. preview with calendar: 640x480, 800x480, 1024x768, 1280x720, 1280x800, 1440x900, 1600x1200, 1920x1080, 1920x1440, 2560x1440 without calendar: 640x480, 800x480, 1024x768, 1280x720, 1280x800, 1440x900, 1600x1200, 1920x1080, 1920x1440, 2560x1440 Birdie July Designed by Lívi Lénárt from Hungary. preview without calendar: 800x600, 1024x1024, 1152x864, 1280x960, 1280x1024, 1600x1200, 1920x1080, 2560x1440 Diving Among Corals “The long-awaited vacation is coming closer. After working all year, we find ourselves with months that, although we don’t stop completely, are lived differently. We enjoy the days and nights more, and if we can, the beach will keep us company. Therefore, we’ll spend this month in Australia, enjoying the coral reefs and diving without limits.” — Designed by Veronica Valenzuela from Spain. preview without calendar: 640x480, 800x480, 1024x768, 1280x720, 1280x800, 1440x900, 1600x1200, 1920x1080, 1920x1440, 2560x1440 Summer Cannonball “Summer is coming in the northern hemisphere and what better way to enjoy it than with watermelons and cannonballs.” — Designed by Maria Keller from Mexico. preview without calendar: 320x480, 640x480, 640x1136, 750x1334, 800x480, 800x600, 1024x768, 1024x1024, 1152x864, 1242x2208, 1280x720, 1280x800, 1280x960, 1280x1024, 1366x768, 1400x1050, 1440x900, 1600x1200, 1680x1050, 1680x1200, 1920x1080, 1920x1200, 1920x1440, 2560x1440, 2880x1800 Day Turns To Night Designed by Xenia Latii from Germany. preview without calendar: 320x480, 640x480, 800x480, 800x600, 1024x768, 1152x864, 1280x720, 1280x800, 1280x960, 1280x1024, 1366x768, 1400x1050, 1440x900, 1600x1200, 1680x1050, 1680x1200, 1920x1080, 1920x1200, 1920x1440, 2560x1440 A Flamboyance Of Flamingos “July in South Africa is dreary and wintery so we give all the southern hemisphere dwellers a bit of color for those gray days. And for the northern hemisphere dwellers a bit of pop for their summer!” — Designed by Wonderland Collective from South Africa. preview without calendar: 320x480, 800x600, 1024x768, 1280x960, 1680x1050, 1920x1200, 2560x1440 In Space Designed by Lieke Dol from the Netherlands. preview without calendar: 1280x800, 1280x960, 1280x1024, 1400x1050, 1440x900, 1600x1200, 1680x1050, 1680x1200, 1920x1080, 1920x1200, 1920x1440, 2560x1440 Eternal Summer “And once you let your imagination go, you find yourself surrounded by eternal summer, unexplored worlds, and all-pervading warmth, where there are no rules of physics and colors tint the sky under your feet.” — Designed by Ana Masnikosa from Belgrade, Serbia. preview without calendar: 320x480, 640x480, 800x480, 800x600, 1024x768, 1024x1024, 1152x864, 1280x720, 1280x800, 1280x960, 1280x1024, 1400x1050, 1440x900, 1600x1200, 1680x1050, 1680x1200, 1920x1080, 1920x1200, 1920x1440, 2560x1440 Road Trip In July “July is the middle of summer, when most of us go on road trips, so I designed a calendar inspired by my love of traveling and summer holidays.” — Designed by Patricia Coroi from Romania. preview without calendar: 640x1136, 1024x768, 1280x800, 1280x1024, 1366x768, 1920x1080, 1920x1200, 2560x1440 DJ Little Bird Designed by Ricardo Gimenes from Spain. preview without calendar: 640x480, 800x480, 800x600, 1024x768, 1024x1024, 1152x864, 1280x720, 1280x800, 1280x960, 1280x1024, 1366x768, 1400x1050, 1440x900, 1600x1200, 1680x1050, 1680x1200, 1920x1080, 1920x1200, 1920x1440, 2560x1440, 3840x2160 July Flavor Designed by Natalia Szendzielorz from Poland. preview without calendar: 540x960, 600x800, 1366x768, 1440x900, 1600x1200, 1920x1080, 1920x1200, 2560x1440, 2880x1800 Heated Mountains “Warm summer weather inspired the color palette.” — Designed by Marijana Pivac from Croatia. preview without calendar: 320x480, 640x480, 800x480, 800x600, 1024x768, 1024x1024, 1152x864, 1280x720, 1280x800, 1280x960, 1280x1024, 1366x768, 1400x1050, 1440x900, 1600x1200, 1680x1050, 1680x1200, 1920x1080, 1920x1200, 1920x1440, 2560x1440 Hotdog Designed by Ricardo Gimenes from Spain. preview without calendar: 640x480, 800x480, 800x600, 1024x768, 1024x1024, 1152x864, 1280x720, 1280x800, 1280x960, 1280x1024, 1366x768, 1400x1050, 1440x900, 1600x1200, 1680x1050, 1680x1200, 1920x1080, 1920x1200, 1920x1440, 2560x1440, 3840x2160 Sweet Summer “In summer, everything inspires me.” — Designed by Maria Karapaunova from Bulgaria. preview without calendar: 320x480, 640x480, 800x480, 800x600, 1024x768, 1024x1024, 1152x864, 1280x720, 1280x800, 1280x960, 1280x1024, 1366x768, 1440x900, 1440x1050, 1600x1200, 1680x1050, 1680x1200, 1920x1080, 1920x1200, 1920x1440, 2560x1440 The Ancient Device Designed by Ricardo Gimenes from Spain. preview without calendar: 640x480, 800x480, 800x600, 1024x768, 1024x1024, 1152x864, 1280x720, 1280x800, 1280x960, 1280x1024, 1366x768, 1400x1050, 1440x900, 1600x1200, 1680x1050, 1680x1200, 1920x1080, 1920x1200, 1920x1440, 2560x1440, 3840x2160 Riding In The Drizzle “Rain has come, showering the existence with new seeds of life. Everywhere life is blooming, as if they were asleep and the falling music of raindrops have awakened them. Feel the drops of rain. Feel this beautiful mystery of life. Listen to its music, melt into it.” — Designed by DMS Software from India. preview without calendar: 320x480, 640x480, 800x480, 800x600, 1024x768, 1024x1024, 1152x864, 1280x720, 1280x800, 1280x960, 1280x1024, 1366x768, 1400x1050, 1440x900, 1600x1200, 1680x1050, 1680x1200, 1920x1080, 1920x1200, 1920x1440, 2560x1440 Taste Like Summer “In times of clean eating and the world of superfoods there is one vegetable missing. An old, forgotten one. A flower actually. Rare and special. Once it had a royal reputation (I cheated a bit with the blue). The artichocke — this is my superhero in the garden! I am a food lover — you too? Enjoy it, dip it!” — Designed by Alexandra Tamgnoué from Germany. preview without calendar: 320x480, 640x480, 800x600, 1024x768, 1152x864, 1280x720, 1280x800, 1280x960, 1280x1024, 1440x900, 1440x1050, 1600x1200, 1680x1050, 1680x1200, 1920x1080, 1920x1200, 1920x1440, 2560x1440 Island River “Make sure you have a refreshing source of ideas, plans, and hopes this July. Especially if you are to escape from urban life for a while.” — Designed by Igor Izhik from Canada. preview without calendar: 1024x768, 1024x1024, 1152x864, 1280x720, 1280x800, 1280x960, 1280x1024, 1400x1050, 1440x900, 1600x1200, 1680x1050, 1680x1200, 1920x1080, 1920x1200, 1920x1440, 2560x1440 Captain Amphicar “My son and I are obsessed with the Amphicar right now, so why not have a little fun with it?” — Designed by 3 Bicycles Creative from the United States. preview without calendar: 1280x720, 1280x800, 1280x960, 1280x1024, 1400x1050, 1440x900, 1600x1200, 1680x1050, 1680x1200, 1920x1080, 1920x1200, 1920x1440, 2560x1440 An Intrusion Of Cockroaches “Ever watched Joe’s Apartment when you were a kid? Well, that movie left a soft spot in my heart for the little critters. Don’t get me wrong: I won’t invite them over for dinner, but I won’t grab my flip flop and bring the wrath upon them when I see one running in the house. So there you have it… three roaches… bringing the smack down on that pesky human… ZZZZZZZAP!!” — Designed by Wonderland Collective from South Africa. preview without calendar: 320x480, 800x600, 1024x768, 1280x960, 1680x1050, 1920x1200, 2560x1440 Tropical Lilies “I enjoy creating tropical designs. They fuel my wanderlust and passion for the exotic, instantaneously transporting me to a tropical destination.” — Designed by Tamsin Raslan from the United States. preview without calendar: 320x480, 640x480, 800x480, 800x600, 1024x768, 1024x1024, 1152x864, 1280x720, 1280x800, 1280x960, 1280x1024, 1440x900, 1440x1050, 1600x1200, 1680x1050, 1680x1200, 1920x1080, 1920x1200, 1920x1440, 2560x1440 Frogs In The Night “July is coming and the nights are warmer. Frogs look at the moon while they talk about their day.” — Designed by Veronica Valenzuela from Spain. preview without calendar: 640x480, 800x480, 1024x768, 1280x720, 1280x800, 1440x900, 1600x1200, 1920x1080, 1920x1440, 2560x1440 Summer Never Ends “July is a very special month to me — it’s the month of my birthday and of the best cherries.” — Designed by Igor Izhik from Canada. preview without calendar: 320x480, 640x480, 800x480, 800x600, 1024x768, 1024x1024, 1152x864, 1280x720, 1280x800, 1280x960, 1280x1024, 1400x1050, 1440x900, 1600x1200, 1680x1050, 1680x1200, 1920x1080, 1920x1200, 1920x1440, 2560x1440 Fire Camp “What’s better than a starry summer night with an (unexpected) friend around a fire camp with some marshmallows? Happy July!” — Designed by Etienne Mansard from the UK. preview without calendar: 320x480, 640x480, 800x480, 800x600, 1024x768, 1024x1024, 1152x864, 1280x720, 1280x800, 1280x960, 1280x1024, 1366x768, 1440x900, 1440x1050, 1600x1200, 1680x1050, 1680x1200, 1920x1080, 1920x1200, 1920x1440, 2048x1536, 2560x1440 Cactus Hug Designed by Ilaria Bagnasco from Italy. preview without calendar: 320x480, 800x600, 1024x1024, 1280x800, 1280x1024, 1366x768, 1440x900, 1600x1200, 1680x1050, 1920x1080, 1920x1200, 2560x1440, 2560x1600 Melting July “July often brings summer heat and we all wish for something cold to take it away… If you take a closer look, you will see an ice cream melting from the sunset. Bon appetit!” — Designed by PopArt Studio from Serbia. preview without calendar: 320x480, 640x480, 800x480, 800x600, 1024x768, 1024x1024, 1152x864, 1280x720, 1280x800, 1280x960, 1280x1024, 1366x768, 1400x1050, 1440x900, 1600x1200, 1680x1050, 1680x1200, 1920x1080, 1920x1200, 1920x1440, 2560x1440 Summer Essentials “A few essential items for the summertime weather at the beach, park, and everywhere in-between.” — Designed by Zach Vandehey from the United States. preview without calendar: 1440x900, 1600x1200, 1920x1200, 2560x1440
Can Good UX Protect Older Users From Digital Scams?
As online scams become more sophisticated, Carrie Webster explores whether good UX can serve as a frontline defense, particularly for non-tech-savvy older users navigating today’s digital world.
A few years ago, my mum, who is in her 80s and not tech-savvy, almost got scammed. She received an email from what appeared to be her bank. It looked convincing, with a professional logo, clean formatting, and no obvious typos. The message said there was a suspicious charge on her account and presented a link asking her to “verify immediately.” She wasn’t sure what to do. So she called me. That hesitation saved her. The email was fake, and if she’d clicked on the link, she would’ve landed on a counterfeit login page, handing over her password details without knowing it. That incident shook me. I design digital experiences for a living. And yet, someone I love almost got caught simply because a bad actor knew how to design well. That raised a question I haven’t stopped thinking about since: Can good UX protect people from online scams? Quite apart from this incident, I see my Mum struggle with most apps on her phone. For example, navigating around her WhatsApp and YouTube apps seems to be very awkward for her. She is not used to accessing the standard app navigation at the bottom of the screen. What’s “intuitive” for many users is simply not understood by older, non-tech users. Brief Overview Of How Scams Are Evolving Online Online scams are becoming increasingly sophisticated, leveraging advanced technologies like artificial intelligence and deepfake videos to create more convincing yet fraudulent content. Scammers are also exploiting new digital platforms, including social media and messaging apps, to reach victims more directly and personally. Phishing schemes have become more targeted, often using personal information taken from social media to craft customised attacks. Additionally, scammers are using crypto schemes and fake investment opportunities to lure those seeking quick financial gains, making online scams more convincing, diverse, and harder to detect. The Rise In Fraud Targeting Older, Less Tech-savvy Users In 2021, there were more than 90,000 older victims of fraud, according to the FBI. These cases resulted in US$1.7 billion in losses, a 74% increase compared with 2020. Even so, that may be a significant undercount since embarrassment or lack of awareness keeps some victims from reporting. In Australia, the ACCC’s 2023 “Targeting Scams” report revealed that Australians aged 65 and over were the only age group to experience an increase in scam losses compared to the previous year. Their losses rose by 13.3% to $120 million, often following contact with scammers on social media platforms. In the UK, nearly three in five (61%) people aged over 65 have been the target of fraud or a scam. On average, older people who have been scammed have lost nearly £4,000 each. According to global consumer protection agencies, people over 60 are more likely to lose money to online scams than any other group. That’s a glaring sign: we need to rethink how we’re designing experiences for them. Older users are disproportionately targeted by scammers for several reasons: They’re perceived as having more savings or assets. They’re less likely to be digital natives, so they may not spot the red flags others do. They tend to trust authority figures and brands, especially when messages appear “official.” Scammers exploit trust. They impersonate banks, government agencies, health providers, and even family members. The one that scares me the most is the ability to use AI to mimic a loved one’s voice — anyone can be tricked by this. Cognitive Load And Decision Fatigue In Older Users Imagine navigating a confusing mobile app after a long day. Now imagine you’re in your 70s or 80s; your eyesight isn’t as sharp, your finger tapping isn’t as accurate, and every new screen feels like a puzzle. As people age, they may experience slower processing speeds, reduced working memory, and lower tolerance for complexity. That means: Multistep processes are harder to follow. Unexpected changes in layout or behaviour can cause anxiety. Vague language increases confusion. Decision fatigue hits harder, too. If a user has already made five choices on an app, they may click the 6th button without fully understanding what it does, especially if it seems to be part of the flow. Scammers rely on these factors. However, good UX can help to reduce it. The Digital Literacy Gap And Common Pain Points There’s a big difference between someone who grew up with the internet and someone who started using it in their 60s. Older users often struggle with: Recognising safe vs. suspicious links; Differentiating between ads and actual content; Knowing how to verify sources; Understanding terms like “multi-factor authentication” or “phishing”. They may also be more likely to blame themselves when something goes wrong, leading to underreporting and repeat victimization. Design can help to bridge some of that gap. But only if we build with their experience in mind. The Role UX Designers Can Play In Preventing Harm As UX designers, we focus on making things easy, intuitive, and accessible. But we can also shape how people understand risk. Every choice, from wording to layout to colour, can affect how users interpret safety cues. When we design for the right cues, we help users avoid mistakes. When we get them wrong or ignore them altogether, we leave people vulnerable. The good news? We have tools. We have influence. And in a world where digital scams are rising, we can use both to design for protection, not just productivity. UX As The First Line Of Defence The list below describes some UX design improvements that we can consider as designers: 1. Clear, Simple Design As A Defence Mechanism Simple interfaces reduce user errors and scam risks. Use linear flows, fewer input fields, and clear, consistent instructions. Helps users feel confident and spot unusual activity. 2. Make Security Cues Obvious And Consistent Users rely on visible indicators: padlocks, HTTPS, and verification badges. Provide clear warnings for risky actions and unambiguous button labels. 3. Prioritize Clarity In Language Use plain, direct language for critical actions (e.g., “Confirm $400 transfer”). Avoid vague CTAs like “Continue” or playful labels like “Let’s go!” Clear language reduces uncertainty, especially for older users. 4. Focus On Accessibility And Readability Use minimum 16px fonts and high-contrast colour schemes. Provide clear spacing and headings to improve scanning. Accessibility benefits everyone, not just older users. 5. Use Friction To Protect, Not Hinder Intentional friction (e.g., verification steps or warnings) can prevent mistakes. Thoughtfully applied, it enhances safety without frustrating users. 6. Embed Contextual Education Include just-in-time tips, tooltips, and passive alerts. Help users understand risks within the flow, not after the fact. What Can’t UX Fix? Let’s be realistic: UX isn’t magic. We can’t stop phishing emails from landing in someone’s inbox. We can’t rewrite bad policies, and we can’t always prevent users from clicking on a well-disguised trap. I personally think that even good UX may be limited in helping people like my mother, who will never be tech-savvy. To help those like her, ultimately, additional elements like support contact numbers, face-to-face courses on how to stay safe on your phone, and, of course, help from family members as required. These are all about human contact touch points, which can never be replaced by any kind of digital or AI support that may be available. What we can do as designers is build systems that make hesitation feel natural. We can provide visual clarity, reduce ambiguity, and inject small moments of friction that nudge users to double-check before proceeding, especially in financial and banking apps and websites. That hesitation might be the safeguard we need. Other Key Tips To Help Seniors Avoid Online Scams 1. Be Skeptical Of Unsolicited Communications Scammers often pose as trusted entities like banks, government agencies, or tech support to trick individuals into revealing personal information. Avoid clicking on links or downloading attachments from unknown sources, and never share personal details like your Medicare number, passwords, or banking information unless you’ve verified the request independently. 2. Use Strong, Unique Passwords And Enable Two-Factor Authentication Create complex passwords that combine letters, numbers, and symbols, and avoid reusing passwords across different accounts. Whenever possible, enable two-factor authentication (2FA) to add an extra layer of security to your online accounts. 3. Stay Informed About Common Scams Educate yourself on prevalent scams targeting seniors, such as phishing emails, romance scams, tech support fraud, and investment schemes. Regularly consult trusted resources like the NCOA and Age UK for updates on new scam tactics and prevention strategies. 4. Verify Before You Act If you receive a request for money or personal information, especially if it's urgent, take a moment to verify its legitimacy. Contact the organization directly using official contact information, not the details provided in the suspicious message. Be particularly cautious with unexpected requests from supposed family members or friends. 5. Report Suspected Scams Promptly If you believe you've encountered a scam, report it to the appropriate authorities. Reporting helps protect others and contributes to broader efforts to combat fraud. For more comprehensive information and resources, consider exploring the following: National Council on Aging: 22 Tips for Seniors to Avoid Scams Age UK: Avoiding Scams Information Guide eSafety Commissioner: Online Scams for Seniors Examples Of Good Alert/Warning UX In Banking Platforms I recall my mother not recognising a transaction in her banking app, and she thought that money was being taken from her account. It turns out that it was a legitimate transaction made in a local cafe, but the head office was located in a suburb she was not familiar with, which caused her to think it was fraudulent. This kind of scenario could easily be addressed with a feature I have seen in the ING banking app (International Netherlands Group). You tap on the transaction to view more information about your transaction. ING bank: You can now select a transaction to get more information on the business. ING Banking App: click on the transaction to view more details. (Source: ING Help Hub) Banking apps like NAB (National Australia Bank) now interrupt suspicious transfers with messages like, “Have you spoken to this person on the phone? Scammers often pose as trusted contacts.” NAB said that December was the biggest month in 2024 for abandoned payments, with customers scrapping $26 million worth of payments after receiving a payment alert. Macquarie Bank has introduced additional prompts for bank transactions to confirm the user’s approval of all transactions. Monzo Bank has added three security elements to reduce online fraud for banking transactions: Verified Locations: Sending or moving large amounts of money from locations that the account holder has marked as safe. This helps block fraudsters from accessing funds if they’re not near these trusted places. Trusted Approvers: For large transactions, a trusted contact must give the green light. This adds protection if their phone is stolen or if they want to safeguard someone who may be more vulnerable. Secure QR Codes: Account holders can generate a special QR code and keep it stored in a safe place. They scan it when needed to unlock extra layers of security. Email platforms like Gmail highlight spoofed addresses or impersonation attempts with yellow banners and caution icons. These interventions are not aimed at stopping users, but they can give them one last chance to rethink their transactions. That’s powerful. Finally, here’s an example of clear UX cues that streamline the experience and guide users through their journey with greater confidence and clarity. Conclusion Added security features in banking apps, like the examples above, aren’t just about preventing fraud; they’re examples of thoughtful UX design. These features are built to feel natural, not burdensome, helping users stay safe without getting overwhelmed. As UX professionals, we have a responsibility to design with protection in mind, anticipating threats and creating experiences that guide users away from risky actions. Good UX in financial products isn’t just seamless; it’s about security by design. And in a world where digital deception is on the rise, protection is usability. Designers have the power and the responsibility to make interfaces that support safer choices, especially for older users, whose lives and life savings may depend on a single click. Let’s stop thinking of security as a backend concern or someone else’s job. Let’s design systems that are scam-resistant, age-inclusive, and intentionally clear. And don’t forget to reach out with the additional human touch to help your older family members. When it comes down to it, good UX isn’t just helpful — it can be life-changing.
Decoding The SVG <code>path</code> Element: Curve And Arc Commands
On her quest to teach you how to code vectors by hand, Myriam Frisano’s second installment of a `path` deep dive explores the most complex aspects of SVG’s most powerful element. She’ll help you understand the underlying rules and function of how curves and arcs are constructed. By the end of it, your toolkit is ready to tackle all types of tasks required to draw with code — even if some of the lines twist and turn.
In the first part of decoding the SVG path pair, we mostly dealt with converting things from semantic tags (line, polyline, polygon) into the path command syntax, but the path element didn’t really offer us any new shape options. This will change in this article as we’re learning how to draw curves and arcs, which just refer to parts of an ellipse. TL;DR On Previous Articles If this is your first meeting with this series, I recommend you familiarize yourself with the basics of hand-coding SVG, as well as how the <marker> works and have a basic understanding of animate, as this guide doesn’t explain them. I also recommend knowing about the M/m command within the <path> d attribute (I wrote the aforementioned article on path line commands to help). Note: This article will solely focus on the syntax of curve and arc commands and not offer an introduction to path as an element. Before we get started, I want to do a quick recap of how I code SVG, which is by using JavaScript. I don’t like dealing with numbers and math, and reading SVG code that has numbers filled into every attribute makes me lose all understanding of it. By giving coordinates names and having all my math easy to parse and all written out, I have a much better time with this type of code, and I think you will, too. As the goal of this article is about understanding path syntax and not about doing placement or how to leverage loops and other more basic things, I will not run you through the entire setup of each example. I’ll share some snippets of the code, but please note that it may be slightly adjusted from the CodePen or simplified to make the article easier to read. However, if there are specific questions about code not part of the text that’s in the CodePen demos — the comment section is open, as always. To keep this all framework-agnostic, the code is written in vanilla JavaScript, though, in practice, TypeScript comes highly recommended when dealing with complex images. Drawing Bézier Curves Being able to draw lines, polygons, polylines, and compounded versions of them is all fun and nice, but path can also do more than just offer more cryptic implementations of basic semantic SVG tags. One of those additional types is Bézier curves. There are multiple different curve commands. And this is where the idea of points and control points comes in. Bézier math plotting is out of scope for this article. But, there is a visually gorgeous video by Freya Holmér called The Beauty of Bézier Curves which gets into the construction of cubic and quadratic bézier curves that features beautiful animation and the math becomes a lot easier to digest. Luckily, SVG allows us to draw quadratic curves with one control point and cubic curves with two control points without having to do any additional math. So, what is a control point? A control point is the position of the handle that controls the curve. It is not a point that is drawn. I found the best way to understand these path commands is to render them like a GUI, like Affinity and Illustrator would. Then, draw the “handles” and draw a few random curves with different properties, and see how they affect the curve. Seeing that animation also really helps to see the mechanics of these commands. This is what I’ll be using markers and animation for in the following visuals. You will notice that the markers I use are rectangles and circles, and since they are connected to lines, I can make use of marker and then save myself a lot of animation time because these additional elements are rigged to the system. (And animating a single d command instead of x and y attributes separately makes the SVG code also much shorter.) Quadratic Bézier Curves: Q & T Commands The Q command is used to draw quadratic béziers. It takes two arguments: the control point and the end point. So, for a simple curve, we would start with M to move to the start point, then Q to draw the curve. const path = M${start.x} ${start.y} Q${control.x} ${control.y} ${end.x} ${end.y}; Since we have the Control Point, the Start Point, and the End Point, it’s actually quite simple to render the singular handle path like a graphics program would. Funny enough, you probably have never interacted with a quadratic Bézier curve like with a cubic one in most common GUIs! Most of the common programs will convert this curve to a cubic curve with two handles and control points as soon as you want to play with it. For the drawing, I created a couple of markers, and I’m drawing the handle in red to make it stand out a bit better. I also stroked the main path with a gradient and gave it a crosshatch pattern fill. (We looked at pattern in my first article, linearGradient is fairly similar. They’re both def elements you can refer to via id.) I like seeing the fill, but if you find it distracting, you can modify the variable for it. I encourage you to look at the example with and without the rendering of the handle to see some of the nuance that happens around the points as the control points get closer to them. See the Pen SVG Path Quadratic Bézier Curve Visual [forked] by Myriam. Quadratic Béziers are the “less-bendy” ones. These curves always remain somewhat related to “u” or “n” shapes and can’t be manipulated to be contorted. They can be squished, though. Connected Bézier curves are called “Splines”. And there is an additional command when chaining multiple quadratic curves, which is the T command. The T command is used to draw a curve that is connected to the previous curve, so it always has to follow a Q command (or another T command). It only takes one argument, which is the endpoint of the curve. const path = M${p1.x} ${p1.y} Q${cP.x} ${cP.y} ${p2.x} ${p2.y} T${p3.x} ${p3.y} The T command will actually use information about our control Point cP within the Q command. To see how I created the following example. Notice that the inferred handles are drawn in green, while our specified controls are still rendered in red. See the Pen SVG Path Quadratic Curve T Command [forked] by Myriam. OK, so the top curve takes two Q commands, which means, in total, there are three control points. Using a separate control point to create the scallop makes sense, but the third control point is just a reflection of the second control point through the preceding point. This is what the T command does. It infers control points by reflecting them through the end point of the preceding Q (or T) command. You can see how the system all links up in the animation below, where all I’ve manipulated is the position of the main points and the first control points. The inferred control points follow along. See the Pen SVG Path Quadratic Bézier Spline T Command Visual [forked] by Myriam. The q and t commands also exist, so they will use relative coordinates. Before I go on, if you do want to interact with a cubic curve, SVG Path Editor allows you to edit all path commands very nicely. Cubic Bézier Curves: C And S Cubic Bézier curves work basically like quadratic ones, but instead of having one control point, they have two. This is probably the curve you are most familiar with. The order is that you start with the first control point, then the second, and then the end point. const path = M${p1.x} ${p1.y} C${cP1.x} ${cP1.y} ${cP2.x} ${cP2.y} ${p2.x} ${p2.y}; Let’s look at a visual to see it in action. See the Pen SVG Path Cubic Bézier Curve Animation [forked] by Myriam. Cubic Bézier curves are contortionists. Unlike the quadratic curve, this one can curl up and form loops and take on completely different shapes than any other SVG element. It can split the filled area into two parts, while the quadratic curve can not. Just like with the T command, a reflecting command is available for cubic curves S. When using it, we get the first control point through the reflection, while we can define the new end control point and then the end point. Like before, this requires a spline, so at least one preceding C (or S) command. const path = ` M ${p0.x} ${p0.y} C ${c0.x} ${c0.y} ${c1.x} ${c1.y} ${p1.x} ${p1.y} S ${c2.x} ${c2.y} ${p2.x} ${p2.y} `; I created a living visual for that as well. See the Pen SVG Path Cubic Bézier Spline S Command Visual [forked] by Myriam. When to use T and S: The big advantage of using these chaining reflecting commands is if you want to draw waves or just absolutely ensure that your spline connection is smooth. If you can’t use a reflection but want to have a nice, smooth connection, make sure your control points form a straight line. If you have a kink in the handles, your spline will get one, too. Arcs: A Command Finally, the last type of path command is to create arcs. Arcs are sections of circles or ellipses. It’s my least favorite command because there are so many elements to it. But it is the secret to drawing a proper donut chart, so I have a bit of time spent with it under my belt. Let’s look at it. Like with any other path command, lowercase implies relative coordinates. So, just as there is an A command, there’s also an a. So, an arc path looks like this: const path = M${start.x} ${start.y} A${radius.x} ${radius.y} ${xAxisRotation} ${largeArcFlag} ${sweepFlag} ${end.x} ${end.y}; And what the heck are xAxisRotation, largeArcFlag, and sweepFlag supposed to be? In short: xAxisRotation is the rotation of the underlying ellipse’s axes in degrees. largeArcFlag is a boolean value that determines if the arc is greater than 180°. sweepFlag is also a boolean and determines the arc direction, so does it go clockwise or counter-clockwise? To better understand these concepts, I created this visual. See the Pen SVG Path Arc Command Visuals [forked] by Myriam. Radius Size You’ll notice in that CodePen that there are ellipses drawn for each command. In the top row, they are overlapping, while in the bottom row, they are stacked up. Both rows actually use the same radius.x and radius.y values in their arc definitions, while the distance between the start and end points increases for the second row. The reason why the stacking happens is that the radius size is only taken into consideration if the start and end points fit within the specified ellipse. That behavior surprised me, and thus, I dug into the specs and found the following information on how the arc works: “Arbitrary numerical values are permitted for all elliptical arc parameters (other than the boolean flags), but user agents must make the following adjustments for invalid values when rendering curves or calculating their geometry: If the endpoint (x, y) of the segment is identical to the current point (e.g., the endpoint of the previous segment), then this is equivalent to omitting the elliptical arc segment entirely. If either rx or ry is 0, then this arc is treated as a straight line segment (a “lineto”) joining the endpoints. If either rx or ry have negative signs, these are dropped; the absolute value is used instead. If rx, ry and x-axis-rotation are such that there is no solution (basically, the ellipse is not big enough to reach from the current point to the new endpoint) then the ellipse is scaled up uniformly until there is exactly one solution (until the ellipse is just big enough). See the appendix section Correction of out-of-range radii for the mathematical formula for this scaling operation.” — 9.5.1 Out-of-range elliptical arc parameters So, really, that stacking is just nice and graceful error-handling and not how it was intended. Because the top row is how arcs should be used. When plugging in logical values, the underlying ellipses and the two points give us four drawing options for how we could connect the two points along an elliptical path. That’s what the boolean values are for. xAxisRotation Before we get to the booleans, the crosshatch pattern shows the xAxisrotation. The ellipse is rotated around its center, with the degree value being in relation to the x-direction of the SVG. So, if you work with a circular ellipse, the rotation won’t have any effect on the arc (except if you use it in a pattern like I did there). Sweep Flag Notice the little arrow marker to show the arc drawing direction. If the value is 0, the arc is drawn clockwise. If the value is 1, the arc is drawn counterclockwise. Large Arc Flag The large Arc Flag tells the path if you want the smaller or the larger arc from the ellipse. If we have a scaled case, we get exactly 180° of our ellipse. Arcs usually require a lot more annoying circular number-wrangling than I am happy doing (As soon as radians come to play, I tend to spiral into rabbit holes where I have to relearn too much math I happily forget.) They are more reliant on values being related to each other for the outcome to be as expected and there’s just so much information going in. But — and that’s a bit but — arcs are wonderfully powerful! Conclusion Alright, that was a lot! However, I do hope that you are starting to see how path commands can be helpful. I find them extremely useful to illustrate data. Once you know how easy it is to set up stuff like grids, boxes, and curves, it doesn’t take many more steps to create visualizations that are a bit more unique than what the standard data visualization libraries offer. With everything you’ve learned in this series of articles, you’re basically fully equipped to render all different types of charts — or other types of visualizations. Like, how about visualizing the underlying cubic-bezier of something like transition-timing-function: ease; in CSS? That’s the thing I made to figure out how I could turn those transition-timing-functions into something an <animate> tag understands. See the Pen CSS Cubic Beziers as SVG Animations & CSS Transition Comparisons [forked] by Myriam. SVG is fun and quirky, and the path element may be the holder of the most overwhelming string of symbols you’ve ever laid eyes on during code inspection. However, if you take the time to understand the underlying logic, it all transforms into one beautifully simple and extremely powerful syntax. I hope with this pair of path decoding articles, I managed to expose the underlying mechanics of how path plots work. If you want even more resources that don’t require you to dive through specs, try the MDN tutorial about paths. It’s short and compact, and was the main resource for me to learn all of this. However, since I wrote my deep dive on the topic, I stumbled into the beautiful svg-tutorial.com, which does a wonderful job visualizing SVG coding as a whole but mostly features my favorite arc visual of them all in the Arc Editor. And if you have a path that you’d like properly decoded without having to store all of the information in these two articles, there’s SVG Path Visualizer, which breaks down path information super nicely. And now: Go forth and have fun playing in the matrix.
Meet Accessible UX Research, A Brand-New Smashing Book
Meet “Accessible UX Research,” our upcoming book to make your UX research inclusive. Learn how to recruit, plan, and design with disabled participants in mind. Print shipping in August 2025. eBook available for download later this summer. Pre-order the book.
UX research can take so much of the guesswork out of the design process! But it’s easy to forget just how different people are and how their needs and preferences can vary. We can’t predict the needs of every user, but we shouldn’t expect different people using the product in roughly the same way. That’s how we end up with an incomplete, inaccurate, or simply wrong picture of our customers. There is no shortage of accessibility checklists and guidelines. But accessibility isn’t a checklist. It doesn’t happen by accident. It’s a dedicated effort to include and consider and understand different needs of different users to make sure everyone can use our products successfully. That’s why we’ve teamed up with Michele A. Williams on a shiny new book around just that. Meet Accessible UX Research, your guide to making UX research more inclusive of participants with different needs — from planning and recruiting to facilitation, asking better questions, avoiding bias, and building trust. Pre-order the book. About The Book The book isn’t a checklist for you to complete as a part of your accessibility work. It’s a practical guide to inclusive UX research, from start to finish. If you’ve ever felt unsure how to include disabled participants, or worried about “getting it wrong,” this book is for you. You’ll get clear, practical strategies to make your research more inclusive, effective, and reliable. Inside, you’ll learn how to: Plan research that includes disabled participants from the start, Recruit participants with disabilities, Facilitate sessions that work for a range of access needs, Ask better questions and avoid unintentionally biased research methods, Build trust and confidence in your team around accessibility and inclusion. The book also challenges common assumptions about disability and urges readers to rethink what inclusion really means in UX research and beyond. Let’s move beyond compliance and start doing research that reflects the full diversity of your users. Whether you’re in industry or academia, this book gives you the tools — and the mindset — to make it happen. High-quality hardcover. Written by Dr. Michele A. Williams. Cover art by Espen Brunborg. Print shipping in August 2025. eBook available for download later this summer. Pre-order the book. Contents Disability mindset: For inclusive research to succeed, we must first confront our mindset about disability, typically influenced by ableism. Diversity of disability: Accessibility is not solely about blind screen reader users; disability categories help us unpack and process the diversity of disabled users. Disability in the stages of UX research: Disabled participants can and should be part of every research phase — formative, prototype, and summative. Recruiting disabled participants: Recruiting disabled participants is not always easy, but that simply means we need to learn strategies on where to look. Designing your research: While our goal is to influence accessible products, our research execution must also be accessible. Facilitating an accessible study: Preparation and communication with your participants can ensure your study logistics run smoothly. Analyzing and reporting with accuracy and impact: How you communicate your findings is just as important as gathering them in the first place — so prepare to be a storyteller, educator, and advocate. Disability in the UX research field: Inclusion isn’t just for research participants, it’s important for our colleagues as well, as explained by blind UX Researcher Dr. Cynthia Bennett. Who This Book Is For Whether a UX professional who conducts research in industry or academia, or more broadly part of an engineering, product, or design function, you’ll want to read this book if… You have been tasked to improve accessibility of your product, but need to know where to start to facilitate this successfully. You want to establish a culture for accessibility in your company, but not sure how to make it work. You want to move from WCAG/EAA compliance to established accessibility practices and inclusion in research practices and beyond. You want to improve your overall accessibility knowledge and be viewed as an Accessibility Specialist for your organization. About the Author Dr. Michele A. Williams is owner of M.A.W. Consulting, LLC - Making Accessibility Work. Her 20+ years of experience include influencing top tech companies as a Senior User Experience (UX) Researcher and Accessibility Specialist and obtaining a PhD in Human-Centered Computing focused on accessibility. An international speaker, published academic author, and patented inventor, she is passionate about educating and advising on technology that does not exclude disabled users. Testimonials “Accessible UX Research stands as a vital and necessary resource. In addressing disability at the User Experience Research layer, it helps to set an equal and equitable tone for products and features that resonates through the rest of the creation process. The book provides a solid framework for all aspects of conducting research efforts, including not only process considerations, but also importantly the mindset required to approach the work. This is the book I wish I had when I was first getting started with my accessibility journey. It is a gift, and I feel so fortunate that Michele has chosen to share it with us all.” Eric Bailey, Accessibility Advocate “User research in accessibility is non-negotiable for actually meeting users’ needs, and this book is a critical piece in the puzzle of actually doing and integrating that research into accessibility work day to day.” Devon Pershing, Author of The Accessibility Operations Guidebook “Our decisions as developers and designers are often based on recommendations, assumptions, and biases. Usually, this doesn’t work, because checking off lists or working solely from our own perspective can never truly represent the depth of human experience. Michele’s book provides you with the strategies you need to conduct UX research with diverse groups of people, challenge your assumptions, and create truly great products.” Manuel Matuzović, Author of the Web Accessibility Cookbook “This book is a vital resource on inclusive research. Michele Williams expertly breaks down key concepts, guiding readers through disability models, language, and etiquette. A strong focus on real-world application equips readers to conduct impactful, inclusive research sessions. By emphasizing diverse perspectives and proactive inclusion, the book makes a compelling case for accessibility as a core principle rather than an afterthought. It is a must-read for researchers, product-makers, and advocates!” Anna E. Cook, Accessibility and Inclusive Design Specialist Technical Details ISBN: 978-3-910835-03-0 (print) Quality hardcover, stitched binding, ribbon page marker. Free worldwide airmail shipping from Germany starting in August 2025. eBook available for download as PDF, ePUB, and Amazon Kindle later this summer. Pre-order the book. Community Matters ❤️ Producing a book takes quite a bit of time, and we couldn’t pull it off without the support of our wonderful community. A huge shout-out to Smashing Members for the kind, ongoing support. The eBook is and always will be free for Smashing Members as soon as it’s out. Plus, Members get a friendly discount when purchasing their printed copy. Just sayin’! ;-) More Smashing Books & Goodies Promoting best practices and providing you with practical tips to master your daily coding and design challenges has always been (and will be) at the core of everything we do at Smashing. In the past few years, we were very lucky to have worked together with some talented, caring people from the web community to publish their wealth of experience as printed books that stand the test of time. Addy, Heather, and Steven are three of these people. Have you checked out their books already? Success at Scale A deep dive into how production sites of different sizes tackle performance, accessibility, capabilities, and developer experience at scale. Add to cart $44 Understanding Privacy Everything you need to know to put your users first and make a better web. Add to cart $44 Touch Design for Mobile Interfaces Learn how touchscreen devices really work — and how people really use them. Add to cart $44
CSS Cascade Layers Vs. BEM Vs. Utility Classes: Specificity Control
CSS can be unpredictable — and specificity is often the culprit. Victor Ayomipo breaks down how and why your styles might not behave as expected, and why understanding specificity is better than relying on `!important`.
CSS is wild, really wild. And tricky. But let’s talk specifically about specificity. When writing CSS, it’s close to impossible that you haven’t faced the frustration of styles not applying as expected — that’s specificity. You applied a style, it worked, and later, you try to override it with a different style and… nothing, it just ignores you. Again, specificity. Sure, there’s the option of resorting to !important flags, but like all developers before us, it’s always risky and discouraged. It’s way better to fully understand specificity than go down that route because otherwise you wind up fighting your own important styles. Specificity 101 Lots of developers understand the concept of specificity in different ways. The core idea of specificity is that the CSS Cascade algorithm used by browsers determines which style declaration is applied when two or more rules match the same element. Think about it. As a project expands, so do the specificity challenges. Let’s say Developer A adds .cart-button, then maybe the button style looks good to be used on the sidebar, but with a little tweak. Then, later, Developer B adds .cart-button .sidebar, and from there, any future changes applied to .cart-button might get overridden by .cart-button .sidebar, and just like that, the specificity war begins. I’ve written CSS long enough to witness different strategies that developers have used to manage the specificity battles that come with CSS. /* Traditional approach */ #header .nav li a.active { color: blue; } /* BEM approach */ .header__nav-item--active { color: blue; } /* Utility classes approach */ .text-blue { color: blue; } /* Cascade Layers approach */ @layer components { .nav-link.active { color: blue; } } All these methods reflect different strategies on how to control or at least maintain CSS specificity: BEM: tries to simplify specificity by being explicit. Utility-first CSS: tries to bypass specificity by keeping it all atomic. CSS Cascade Layers: manage specificity by organizing styles in layered groups. We’re going to put all three side by side and look at how they handle specificity. My Relationship With Specificity I actually used to think that I got the whole picture of CSS specificity. Like the usual inline greater than ID greater than class greater than tag. But, reading the MDN docs on how the CSS Cascade truly works was an eye-opener. There’s a code I worked on in an old codebase provided by a client, which looked something like this: /* Legacy code */ #main-content .product-grid button.add-to-cart { background-color: #3a86ff; color: white; padding: 10px 15px; border-radius: 4px; } /* 100 lines of other code here */ /* My new CSS */ .btn-primary { background-color: #4361ee; /* New brand color */ color: white; padding: 12px 20px; border-radius: 4px; box-shadow: 0 2px 5px rgba(0,0,0,0.1); } Looking at this code, no way that the .btn-primary class stands a chance against whatever specificity chain of selectors was previously written. As far as specification goes, CSS gives the first selector a specificity score of 1, 2, 1: one point for the ID, two points for the two classes, and one point for the element selector. Meanwhile, the second selector is scored as 0, 1, 0 since it only consists of a single class selector. Sure, I had some options: I could use !important on the properties in .btn-primary to override the ones declared in the stronger selector, but the moment that happens, be prepared to use it everywhere. So, I’d rather avoid it. I could try going more specific, but personally, that’s just being cruel to the next developer (who might even be me). I could change the styles of the existing code, but that’s adding to the specificity problem: #main-content .product-grid .btn-primary { /* edit styles directly */ } Eventually, I ended up writing the whole CSS from scratch. When nesting was introduced, I tried it to control specificity that way: .profile-widget { // ... other styles .header { // ... header styles .user-avatar { border: 2px solid blue; &.is-admin { border-color: gold; // This becomes .profile-widget .header .user-avatar.is-admin } } } } And just like that, I have unintentionally created high-specificity rules. That’s how easily and naturally we can drift toward specificity complexities. So, to save myself a lot of these issues, I have one principle I always abide by: keep specificity as low as possible. And if the selector complexity is becoming a complex chain, I rethink the whole thing. BEM: The OG System The Block-Element-Modifier (BEM, for short) has been around the block (pun intended) for a long time. It is a methodological system for writing CSS that forces you to make every style hierarchy explicit. /* Block */ .panel {} /* Element that depends on the Block */ .panel__header {} .panel__content {} .panel__footer {} /* Modifier that changes the style of the Block */ .panel--highlighted {} .panel__button--secondary {} When I first experienced BEM, I thought it was amazing, despite contrary opinions that it looked ugly. I had no problems with the double hyphens or underscores because they made my CSS predictable and simplified. How BEM Handles Specificity Take a look at these examples. Without BEM: /* Specificity: 0, 3, 0 */ .site-header .main-nav .nav-link { color: #472EFE; text-decoration: none; } /* Specificity: 0, 2, 0 */ .nav-link.special { color: #FF5733; } With BEM: /* Specificity: 0, 1, 0 */ .main-nav__link { color: #472EFE; text-decoration: none; } /* Specificity: 0, 1, 0 */ .main-nav__link--special { color: #FF5733; } You see how BEM makes the code look predictable as all selectors are created equal, thus making the code easier to maintain and extend. And if I want to add a button to .main-nav, I just add .main-nav__btn, and if I need a disabled button (modifier), .main-nav__btn--disabled. Specificity is low, as I don’t have to increase it or fight the cascade; I just write a new class. BEM’s naming principle made sure components lived in isolation, which, for a part of CSS, the specificity part, it worked, i.e, .card__title class will never accidentally clash with a .menu__title class. Where BEM Falls Short I like the idea of BEM, but it is not perfect, and a lot of people noticed it: The class names can get really long. <div class="product-carousel__slide--featured product-carousel__slide--on-sale"> <!-- yikes --> </div> Reusability might not be prioritized, which somewhat contradicts the native CSS ideology. Should a button inside a card be .card__button or reuse a global .button class? With the former, styles are being duplicated, and with the latter, the BEM strict model is being broken. One of the core pains in software development starts becoming a reality — naming things. I’m sure you know the frustration of that already. BEM is good, but sometimes you may need to be flexible with it. A hybrid system (maybe using BEM for core components but simpler classes elsewhere) can still keep specificity as low as needed. /* Base button without BEM */ .button { /* Button styles */ } /* Component-specific button with BEM */ .card__footer .button { /* Minor overrides */ } Utility Classes: Specificity By Avoidance This is also called Atomic CSS. And in its entirety, it avoids specificity. <button class="bg-red-300 hover:bg-red-500 text-white py-2 px-4 rounded"> A button </button> The idea behind utility-first classes is that every utility class has the same specificity, which is one class selector. Each class is a tiny CSS property with a single purpose. p-2? Padding, nothing more. text-red? Color red for text. text-center? Text alignment. It’s like how LEGOs work, but for styling. You stack classes on top of each other until you get your desired appearance. How Utility Classes Handle Specificity Utility classes do not solve specificity, but rather, they take the BEM ideology of low specificity to the extreme. Almost all utility classes have the same lowest possible specificity level of (0, 1, 0). And because of this, overrides become easy; if more padding is needed, bump .p-2 to .p-4. Another example: <button class="bg-orange-300 hover:bg-orange-700"> This can be hovered </button> If another class, hover:bg-red-500, is added, the order matters for CSS to determine which to use. So, even though the utility classes avoid specificity, the other parts of the CSS Cascade come in, which is the order of appearance, with the last matching selector declared being the winner. Utility Class Trade-Offs The most common issue with utility classes is that they make the code look ugly. And frankly, I agree. But being able to picture what a component looks like without seeing it rendered is just priceless. There’s also the argument of reusability, that you repeat yourself every single time. But once one finds a repetition happening, just turn that part into a reusable component. It also has its genuine limitations when it comes to specificity: If your brand color changes, which is a global change, and you’re deep in the codebase, you can’t just change one and have others follow like native CSS. The parent-child relationship that happens naturally in native CSS is out the window due to how atomic utility classes behave. Some argue the HTML part should be left as markup and the CSS part for styling. Because now, there’s more markup to scan, and if you decide to clean up: <!-- Too long --> <div class="p-4 bg-yellow-100 border border-yellow-300 text-yellow-800 rounded"> <!-- Better? --> <div class="alert-warning"> Just like that, we’ve ended up writing CSS. Circle of life. In my experience with utility classes, they work best for: Speed Writing the markup, styling it, and seeing the result swiftly. Predictability A utility class does exactly what it says it does. Cascade Layers: Specificity By Design Now, this is where it gets interesting. BEM offers structure, utility classes gain speed, and CSS Cascade Layers give us something paramount: control. Anyways, Cascade Layers (@layers) groups styles and declares what order the groups should be, regardless of the specificity scores of those rules. Looking at a set of independent rulesets: button { background-color: orange; /* Specificity: 0, 0, 1 */ } .button { background-color: blue; //* Specificity: 0, 1, 0*/ } #button { background-color: red; /* Specificity: 1, 0, 0 */ } /* No matter what, the button is red */ But with @layer, let’s say, I want to prioritize the .button class selector. I can shape how the specificity order should go: @layer utilities, defaults, components; @layer defaults { button { background-color: orange; /* Specificity: 0, 0, 1 */ } } @layer components { .button { background-color: blue; //* Specificity: 0, 1, 0*/ } } @layer utilities { #button { background-color: red; /* Specificity: 1, 0, 0 */ } } Due to how @layer works, .button would win because the components layer is the highest priority, even though #button has higher specificity. Thus, before CSS could even check the usual specificity rules, the layer order would first be respected. You just have to respect the folks over at W3C, because now one can purposely override an ID selector with a simple class, without even using !important. Fascinating. Cascade Layers Nuances Here are some things that are worth calling out when we’re talking about CSS Cascade Layers: Specificity is still part of the game. !important acts differently than expected in @layer (they work in reverse!). @layers aren’t selector-specific but rather style-property-specific. @layer base { .button { background-color: blue; color: white; } } @layer theme { .button { background-color: red; /* No color property here, so white from base layer still applies */ } } @layer can easily be abused. I’m sure there’s a developer out there with over 20+ layer declarations that’s grown into a monstrosity. Comparing All Three Now, for the TL;DR folks out there, here’s a side-by-side comparison of the three: BEM, utility classes, and CSS Cascade Layers. Feature BEM Utility Classes Cascade Layers Core Idea Namespace components Single purpose classes Control cascade order Specificity Control Low and flat Avoids entirely Absolute control due to Layer supremacy Code Readability Clear structure due to naming Unclear if unfamiliar with the class names Clear if layer structure is followed HTML Verbosity Moderate class names (can get long) Many small classes that adds up quickly No direct impact, stays only in CSS CSS Organization By component By property By priority order Learning Curve Requires understanding conventions Requires knowing the utility names Easy to pick up, but requires a deep understanding of CSS Tools Dependency Pure CSS Often depends of third-party e.g Tailwind Native CSS Refactoring Ease High Medium Low Best Use Case Design Systems Fast builds Legacy code or third-party codes that need overrides Browser Support All All All (except IE) Among the three, each has its sweet spot: BEM is best when: There’s a clear design system that needs to be consistent, There’s a team with different philosophies about CSS (BEM can be the middle ground), and Styles are less likely to leak between components. Utility classes work best when: You need to build fast, like prototypes or MVPs, and Using a component-based JavaScript framework like React. Cascade Layers are most effective when: Working on legacy codebases where you need full specificity control, You need to integrate third-party libraries or styles from different sources, and Working on a large, complex application or projects with long-term maintenance. If I had to choose or rank them, I’d go for utility classes with Cascade Layers over using BEM. But that’s just me! Where They Intersect (How They Can Work Together) Among the three, Cascade Layers should be seen as an orchestrator, as it can work with the other two strategies. @layer is a fundamental tenet of the CSS Cascade’s architecture, unlike BEM and utility classes, which are methodologies for controlling the Cascade’s behavior. /* Cascade Layers + BEM */ @layer components { .card__title { font-size: 1.5rem; font-weight: bold; } } /* Cascade Layers + Utility Classes */ @layer utilities { .text-xl { font-size: 1.25rem; } .font-bold { font-weight: 700; } } On the other hand, using BEM with utility classes would just end up clashing: <!-- This feels wrong --> <div class="card__container p-4 flex items-center"> <p class="card__title text-xl font-bold">Something seems wrong</p> </div> I’m putting all my cards on the table: I’m a utility-first developer. And most utility class frameworks use @layer behind the scenes (e.g., Tailwind). So, those two are already together in the bag. But, do I dislike BEM? Not at all! I’ve used it a lot and still would, if necessary. I just find naming things to be an exhausting exercise. That said, we’re all different, and you might have opposing thoughts about what you think feels best. It truly doesn’t matter, and that’s the beauty of this web development space. Multiple routes can lead to the same destination. Conclusion So, when it comes to comparing BEM, utility classes, and CSS Cascade Layers, is there a true “winning” approach for controlling specificity in the Cascade? First of all, CSS Cascade Layers are arguably the most powerful CSS feature that we’ve gotten in years. They shouldn’t be confused with BEM or utility classes, which are strategies rather than part of the CSS feature set. That’s why I like the idea of combining either BEM with Cascade Layers or utility classes with Cascade Layers. Either way, the idea is to keep specificity low and leverage Cascade Layers to set priorities on those styles.
What I Wish Someone Told Me When I Was Getting Into ARIA
[Accessible Rich Internet Applications (ARIA)](https://www.w3.org/WAI/standards-guidelines/aria/) is an inevitability when working on web accessibility. That said, it’s everyone’s first time learning about ARIA at some point.
If you haven’t encountered ARIA before, great! It’s a chance to learn something new and exciting. If you have heard of ARIA before, this might help you better understand it or maybe even teach you something new! These are all things I wish someone had told me when I was getting started on my web accessibility journey. This post will: Provide a mindset for how to approach ARIA as a concept, Debunk some common misconceptions, and Provide some guiding thoughts to help you better understand and work with it. It is my hope that in doing so, this post will help make an oft-overlooked yet vital corner of web design and development easier to approach. What This Post Is Not This is not a recipe book for how to use ARIA to build accessible websites and web apps. It is also not a guide for how to remediate an inaccessible experience. A lot of accessibility work is highly contextual. I do not know the specific needs of your project or organization, so trying to give advice here could easily do more harm than good. Instead, think of this post as a “know before you go” guide. I’m hoping to give you a good headspace to approach ARIA, as well as highlight things to watch out for when you undertake your journey. So, with that out of the way, let’s dive in! So, What Is ARIA? ARIA is what you turn to if there is not a native HTML element or attribute that is better suited for the job of communicating interactivity, purpose, and state. Think of it like a spice that you sprinkle into your markup to enhance things. Adding ARIA to your HTML markup is a way of providing additional information to a website or web app for screen readers and voice control software. Interactivity means the content can be activated or manipulated. An example of this is navigating to a link’s destination. Purpose means what something is used for. An example of this is a text input used to collect someone’s name. State means the current status content has been placed in and controlled by states, properties, and values. An example of this is an accordion panel that can either be expanded or collapsed. Here is an illustration to help communicate what I mean by this: The presence of HTML’s button element will instruct assistive technology to report it as a button, letting someone know that it can be activated to perform a predefined action. The presence of the text string “Mute” will be reported by assistive technology to clue the person into what the button is used for. The presence of aria-pressed="true" means that someone or something has previously activated the button, and it is now in a “pushed in” state that sustains its action. This overall pattern will let people who use assistive technology know: If something is interactive, What kind of interactive behavior it performs, and Its current state. ARIA’s History ARIA has been around for a long time, with the first version published on September 26th, 2006. ARIA was created to provide a bridge between the limitations of HTML and the need for making interactive experiences understandable by assistive technology. The latest version of ARIA is version 1.2, published on June 6th, 2023. Version 1.3 is slated to be released relatively soon, and you can read more about it in this excellent article by Craig Abbott. You may also see it referred to as WAI-ARIA, where WAI stands for “Web Accessibility Initiative.” The WAI is part of the W3C, the organization that sets standards for the web. That said, most accessibility practitioners I know call it “ARIA” in written and verbal communication and leave out the “WAI-” part. The Spirit Of ARIA Reflects The Era In Which It Was Created The reason for this is simple: The web was a lot less mature in the past than it is now. The most popular operating system in 2006 was Windows XP. The iPhone didn’t exist yet; it was released a year later. From a very high level, ARIA is a snapshot of the operating system interaction paradigms of this time period. This is because ARIA recreates them. The Mindset Smartphones with features like tappable, swipeable, and draggable surfaces were far less commonplace. Single Page Application “web app” experiences were also rare, with Ajax)-based approaches being the most popular. This means that we have to build the experiences of today using the technology of 2006. In a way, this is a good thing. It forces us to take new and novel experiences and interrogate them. Interactions that cannot be broken down into smaller, more focused pieces that map to ARIA patterns are most likely inaccessible. This is because they won’t be able to be operated by assistive technology or function on older or less popular devices. I may be biased, but I also think these sorts of novel interactions that can’t translate also serve as a warning that a general audience will find them to be confusing and, therefore, unusable. This belief is important to consider given that the internet serves: An unknown number of people, Using an unknown number of devices, Each with an unknown amount of personal customizations, Who have their own unique needs and circumstances and Have unknown motivational factors. Interaction Expectations Contemporary expectations for keyboard-based interaction for web content — checkboxes, radios, modals, accordions, and so on — are sourced from Windows XP and its predecessor operating systems. These interaction models are carried forward as muscle memory for older people who use assistive technology. Younger people who rely on assistive technology also learn these de facto standards, thus continuing the cycle. What does this mean for you? Someone using a keyboard to interact with your website or web app will most likely try these Windows OS-based keyboard shortcuts first. This means things like pressing: Enter to navigate to a link’s destination, Space to activate buttons, Home and End to jump to the start or end of a list of items, and so on. It’s Also A Living Document This is not to say that ARIA has stagnated. It is constantly being worked on with new additions, removals, and clarifications. Remember, it is now at version 1.2, with version 1.3 arriving soon. In parallel, HTML as a language also reflects this evolution. Elements were originally created to support a document-oriented web and have been gradually evolving to support more dynamic, app-like experiences. The great bit here is that this is all conducted in the open and is something you can contribute to if you feel motivated to do so. ARIA Has Rules For Using It There are five rules included in ARIA’s documentation to help steer how you approach it: Use a native element whenever possible. An example would be using an anchor element (<a>) for a link rather than a div with a click handler and a role of link. Don’t adjust a native element’s semantics if at all possible. An example would be trying to use a heading element as a tab rather than wrapping the heading in a semantically neutral div. Anything interactive has to be keyboard operable. If you can’t use it with a keyboard, it isn’t accessible. Full stop. Do not use role="presentation" or aria-hidden="true" on a focusable element. This makes something intended to be interactive unable to be used by assistive technology. Interactive elements must be named. An example of this is using the text string “Print” for a button element. Observing these five rules will do a lot to help you out. The following is more context to provide even more support. ARIA Has A Taxonomy There is a structured grammar to ARIA, and it is centered around roles, as well as states and properties. Roles A Role is what assistive technology reads and then announces. A lot of people refer to this in shorthand as semantics. HTML elements have implied roles, which is why an anchor element will be announced as a link by screen readers with no additional work. Implied roles are almost always better to use if the use case calls for them. Recall the first rule of ARIA here. This is usually what digital accessibility practitioners refer to when they say, “Just use semantic HTML.” There are many reasons for favoring implied roles. The main consideration is better guarantees of support across an unknown number of operating systems, browsers, and assistive technology combinations. Roles have categories, each with its own purpose. The Abstract role category is notable in that it is an organizing supercategory not intended to be used by authors: Abstract roles are used for the ontology. Authors MUST NOT use abstract roles in content. <!-- This won't work, don't do it --> <h2 role="sectionhead"> Anatomy and physiology </h2> <!-- Do this instead --> <section aria-labeledby="anatomy-and-physiology"> <h2 id="anatomy-and-physiology"> Anatomy and physiology </h2> </section> Additionally, in the same way, you can only declare ARIA on certain things, you can only declare some ARIA as children of other ARIA declarations. An example of this is the the listitem role, which requires a role of list to be present on its parent element. So, what’s the best way to determine if a role requires a parent declaration? The answer is to review the official definition. States And Properties States and properties are the other two main parts of ARIA‘s overall taxonomy. Implicit roles are provided by semantic HTML, and explicit roles are provided by ARIA. Both describe what an element is. States describe that element’s characteristics in a way that assistive technology can understand. This is done via property declarations and their companion values. ARIA states can change quickly or slowly, both as a result of human interaction as well as application state. When the state is changed as a result of human interaction, it is considered an “unmanaged state.” Here, a developer must supply the underlying JavaScript logic to control the interaction. When the state changes as a result of the application (e.g., operating system, web browser, and so on), this is considered “managed state.” Here, the application automatically supplies the underlying logic. How To Declare ARIA Think of ARIA as an extension of HTML attributes, a suite of name/value pairs. Some values are predefined, while others are author-supplied: For the examples in the previous graphic, the polite value for aria-live is one of the three predefined values (off, polite, and assertive). For aria-label, “Save” is a text string manually supplied by the author. You declare ARIA on HTML elements the same way you declare other attributes: <!-- Applies an id value of "carrot" to the div --> <div id="carrot"></div> <!-- Hides the content of this paragraph element from assistive technology --> <p aria-hidden="true"> Assistive technology can't read this </p> <!-- Provides an accessible name of "Stop", and also communicates that the button is currently pressed. A type property with a value of "button" prevents browser form submission. --> <button aria-label="Stop" aria-pressed="true" type="button"> <!-- SVG icon --> </button> Other usage notes: You can place more than one ARIA declaration on an HTML element. The order of placement of ARIA when declared on an HTML element does not matter. There is no limit to how many ARIA declarations can be placed on an element. Be aware that the more you add, the more complexity you introduce, and more complexity means a larger chance things may break or not function as expected. You can declare ARIA on an HTML element and also have other non-ARIA declarations, such as class or id. The order of declarations does not matter here, either. It might also be helpful to know that boolean attributes are treated a little differently in ARIA when compared to HTML. Hidde de Vries writes about this in his post, “Boolean attributes in HTML and ARIA: what's the difference?”. Not A Whole Lot Of ARIA Is “Hardcoded” In this context, “hardcoding” means directly writing a static attribute or value declaration into your component, view, or page. A lot of ARIA is designed to be applied or conditionally modified dynamically based on application state or as a response to someone’s action. An example of this is a show-and-hide disclosure pattern: ARIA’s aria-expanded attribute is toggled from false to true to communicate if the disclosure is in an expanded or collapsed state. HTML’s hidden attribute is conditionally removed or added in tandem to show or hide the disclosure’s full content area. <div class="disclosure-container"> <button aria-expanded="false" class="disclosure-toggle" type="button"> How we protect your personal information </button> <div hidden class="disclosure-content"> <ul> <li>Fast, accurate, thorough and non-stop protection from cyber attacks</li> <li>Patching practices that address vulnerabilities that attackers try to exploit</li> <li>Data loss prevention practices help to ensure data doesn't fall into the wrong hands</li> <li>Supply risk management practices help ensure our suppliers adhere to our expectations</li> </ul> <p> <a href="/security/">Learn more about our security best practices</a>. </p> </div> </div> A common example of a hardcoded ARIA declaration you’ll encounter on the web is making an SVG icon inside a button decorative: <button type="button> <svg aria-hidden="true"> <!-- SVG code --> </svg> Save </button> Here, the string “Save” is what is required for someone to understand what the button will do when they activate it. The accompanying icon helps that understanding visually but is considered redundant and therefore decorative. Declaring An Aria Role On Something That Already Uses That Role Implicitly Does Not Make It “Extra” Accessible An implied role is all you need if you’re using semantic HTML. Explicitly declaring its role via ARIA does not confer any additional advantages. <!-- You don't need to declare role="button" here. Using the <button> element will make assistive technology announce it as a button. The role="button" declaration is redundant. --> <button role="button"> Save </button> You might occasionally run into these redundant declarations on HTML sectioning elements, such as <main role="main">, or <footer role="contentinfo">. This isn’t needed anymore, and you can just use the <main> or <footer> elements. The reason for this is historic. These declarations were done for support reasons, in that it was a stop-gap technique for assistive technology that needed to be updated to support these new-at-the-time HTML elements. Contemporary assistive technology does not need these redundant declarations. Think of it the same way that we don’t have to use vendor prefixes for the CSS border-radius property anymore. Note: There is an exception to this guidance. There are circumstances where certain complex and complicated markup patterns don’t work as expected for assistive technology. In these cases, we want to hardcode the implicit role as explicit ARIA to ensure it works. This assistive technology support concern is covered in more detail later in this post. You Don’t Need To Say What A Control Is; That Is What Roles Are For Both implicit and explicit roles are announced by screen readers. You don’t need to include that part for things like the interactive element’s text string or an aria-label. <!-- Don't do this --> <button aria-label="Save button" type="button"> <!-- Icon SVG --> </button> <!-- Do this instead --> <button aria-label="Save" type="button"> <!-- Icon SVG --> </button> Had we used the string value of “Save button” for our Save button, a screen reader would announce it along the lines of, “Save button, button.” That’s redundant and confusing. ARIA Roles Have Very Specific Meanings We sometimes refer to website and web app navigation colloquially as menus, especially if it’s an e-commerce-style mega menu. In ARIA, menus mean something very specific. Don’t think of global or in-page navigation or the like. Think of menus in this context as what appears when you click the Edit menu button on your application’s menubar. Using a role improperly because its name seems like an appropriate fit at first glance creates confusion for people who do not have the context of the visual UI. Their expectations will be set with the announcement of the role, then subverted when it does not act the way it is supposed to. Imagine if you click on a link, and instead of taking you to another webpage, it sends something completely unrelated to your printer instead. It’s sort of like that. Declaring role="menu" is a common example of a misapplied role, but there are others. The best way to know what a role is used for? Go straight to the source and read up on it. Certain Roles Are Forbidden From Having Accessible Names These roles are caption, code, deletion, emphasis, generic, insertion, paragraph, presentation, strong, subscript, and superscript. This means you can try and provide an accessible name for one of these elements — say via aria-label — but it won’t work because it’s disallowed by the rules of ARIA’s grammar. <!-- This won't work--> <strong aria-label="A 35% discount!"> $39.95 </strong> <!-- Neither will this --> <code title="let JavaScript example"> let submitButton = document.querySelector('button[type="submit"]'); </code> For these examples, recall that the role is implicit, sourced from the declared HTML element. Note here that sometimes a browser will make an attempt regardless and overwrite the author-specified string value. This overriding is a confusing act for all involved, which led to the rule being established in the first place. You Can’t Make Up ARIA And Expect It To Work I’ve witnessed some developers guess-adding CSS classes, such as .background-red or .text-white, to their markup and being rewarded if the design visually updates correctly. The reason this works is that someone previously added those classes to the project. With ARIA, the people who add the content we can use are the Accessible Rich Internet Applications Working Group. This means each new version of ARIA has a predefined set of properties and values. Assistive technology is then updated to parse those attributes and values, although this isn’t always a guarantee. Declaring ARIA, which isn’t part of that predefined set, means assistive technology won’t know what it is and consequently won’t announce it. <!-- There is no "selectpanel" role in ARIA. Because of this, this code will be announced as a button and not as a select panel. --> <button role="selectpanel" type="button"> Choose resources </button> ARIA Fails Silently This speaks to the previous section, where ARIA won’t understand words spoken to it that exist outside its limited vocabulary. There are no console errors for malformed ARIA. There’s also no alert dialog, beeping sound, or flashing light for your operating system, browser, or assistive technology. This fact is yet another reason why it is so important to test with actual assistive technology. You don’t have to be an expert here, either. There is a good chance your code needs updating if you set something to announce as a specific state and assistive technology in its default configuration does not announce that state. ARIA Only Exposes The Presence Of Something To Assistive Technology Applying ARIA to something does not automatically “unlock” capabilities. It only sends a hint to assistive technology about how the interactive content should behave. For assistive technology like screen readers, that hint could be for how to announce something. For assistive technology like refreshable Braille displays, it could be for how it raises and lowers its pins. For example, declaring role="button" on a div element does not automatically make it clickable. You will still need to: Target the div element in JavaScript, Tie it to a click event, Author the interactive logic that it performs when clicked, and then Accommodate all the other expected behaviors. This all makes me wonder why you can’t save yourself some work and use a button element in the first place, but that is a different story for a different day. Additionally, adjusting an element’s role via ARIA does not modify the element’s native functionality. For example, you can declare role="image" on a div element. However, attempting to declare the alt or src attributes on the div won’t work. This is because alt and src are not supported attributes for div. Declaring an ARIA Role On Something Will Override Its Semantics, But Not Its Behavior This speaks to the previous section on ARIA only exposing something’s presence. Don’t forget that certain HTML elements have primary and secondary interactive capabilities built into them. For example, an anchor element’s primary capability is navigating to whatever URL value is provided for its href attribute. Secondary capabilities for an anchor element include copying the URL value, opening it in a new tab or incognito window, and so on. These secondary capabilities are still preserved. However, it may not be apparent to someone that they can use them — or use them in the way that they’d expect — depending on what is announced. The opposite is also true. When an element has no capabilities, having its role adjusted does not grant it any new abilities. Remember, ARIA only announces. This is why that div with a role of button assigned to it won’t do anything when clicked if no companion JavaScript logic is also present. You Will Need To Declare ARIA To Make Certain Interactions Accessible A lot of the previous content may make it seem like ARIA is something you should avoid using altogether. This isn’t true. Know that this guidance is written to help steer you to situations where HTML does not offer the capability to describe an interaction out of the box. This space is where you want to use ARIA. Knowing how to identify this area requires spending some time learning what HTML elements there are, as well as what they are and are not used for. I quite like HTML5 Doctor’s Element Index for upskilling on this. Certain ARIA States Require Certain ARIA Roles To Be Present This is analogous to how HTML has both global attributes and attributes that can only be used on a per-element basis. For example, aria-describedby can be used on any HTML element or role. However, aria-posinset can only be used with article, comment, listitem, menuitem, option, radio, row, and tab roles. Remember here that these roles can be provided by either HTML or ARIA. Learning what states require which roles can be achieved by reading the official reference. Check for the “Used in Roles” portion of each entry’s characteristics: Automated code scanners — like axe, WAVE, ARC Toolkit, Pa11y, equal-access, and so on — can catch this sort of thing if they are written in error. I’m a big fan of implementing these sorts of checks as part of a continuous integration strategy, as it makes it a code quality concern shared across the whole team. ARIA Is More Than Web Browsers Speaking of technology that listens, it is helpful to know that the ARIA you declare instructs the browser to speak to the operating system the browser is installed on. Assistive technology then listens to what the operating system reports. It then communicates that to the person using the computer, tablet, smartphone, and so on. A person can then instruct assistive technology to request the operating system to take action on the web content displayed in the browser. This interaction model is by design. It is done to make interaction from assistive technology indistinguishable from interaction performed without assistive technology. There are a few reasons for this approach. The most important one is it helps preserve the privacy and autonomy of the people who rely on assistive technologies. Just Because It Exists In The ARIA Spec Does Not Mean Assistive Technology Will Support It This support issue was touched on earlier and is a difficult fact to come to terms with. Contemporary developers enjoy the hard-fought, hard-won benefits of the web standards movement. This means you can declare HTML and know that it will work with every major browser out there. ARIA does not have this. Each assistive technology vendor has its own interpretation of the ARIA specification. Oftentimes, these interpretations are convergent. Sometimes, they’re not. Assistive technology vendors also have support roadmaps for their products. Some assistive technology vendors: Will eventually add support, May never, and some Might do so in a way that contradicts how other vendors choose to implement things. There is also the operating system layer to contend with, which I’ll cover in more detail in a little bit. Here, the mechanisms used to communicate with assistive technology are dusty, oft-neglected areas of software development. With these layers comes a scenario where the assistive technology can support the ARIA declared, but the operating system itself cannot communicate the ARIA’s presence, or vice-versa. The reasons for this are varied but ultimately boil down to a historic lack of support, prioritization, and resources. However, I am optimistic that this is changing. Additionally, there is no equivalent to Caniuse, Baseline, or Web Platform Status for assistive technology. The closest analog we have to support checking resources is a11ysupport.io, but know that it is the painstaking work of a single individual. Its content may not be up-to-date, as the work is both Herculean in its scale and Sisyphean in its scope. Because of this, I must re-stress the importance of manually testing with assistive technology to determine if the ARIA you use works as intended. How To Determine ARIA Support There are three main layers to determine if something is supported: Operating system and version. Assistive technology and version, Browser and browser version. 1. Operating System And Version Each operating system (e.g., Windows, macOS, Linux) has its own way of communicating what content is present to assistive technology. Each piece of assistive technology has to accommodate how to parse that communication. Some assistive technology is incompatible with certain operating systems. An example of this is not being able to use VoiceOver with Windows, or JAWS with macOS. Furthermore, each version of each operating system has slight variations in what is reported and how. Sometimes, the operating system needs to be updated to “teach” it the updated AIRA vocabulary. Also, do not forget that things like bugs and regressions can occur. 2. Assistive Technology And Version There is no “one true way” to make assistive technology. Each one is built to address different access needs and wants and is done so in an opinionated way — think how different web browsers have different features and UI. Each piece of assistive technology that consumes web content has its own way of communicating this information, and this is by design. It works with what the operating system reports, filtered through things like heuristics and preferences. Like operating systems, assistive technology also has different versions with what each version is capable of supporting. They can also be susceptible to bugs and regressions. Another two factors worth pointing out here are upgrade hesitancy and lack of financial resources. Some people who rely on assistive technology are hesitant to upgrade it. This is based on a very understandable fear of breaking an important mechanism they use to interact with the world. This, in turn, translates to scenarios like holding off on updates until absolutely necessary, as well as disabling auto-updating functionality altogether. Lack of financial resources is sometimes referred to as the disability or crip tax. Employment rates tend to be lower for disabled populations, and with that comes less money to spend on acquiring new technology and updating it. This concern can and does apply to operating systems, browsers, and assistive technology. 3. Browser And Browser Version Some assistive technology works better with one browser compared to another. This is due to the underlying mechanics of how the browser reports its content to assistive technology. Using Firefox with NVDA is an example of this. Additionally, the support for this reporting sometimes only gets added for newer versions. Unfortunately, it also means support can sometimes accidentally regress, and people don’t notice before releasing the browser update — again, this is due to a historic lack of resources and prioritization. The Less Commonly-Used The ARIA You Declare, The Greater The Chance You’ll Need To Test It Common ARIA declarations you’ll come across include, but are not limited to: aria-label, aria-labelledby, aria-describedby, aria-hidden, aria-live. These are more common because they’re more supported. They are more supported because many of these declarations have been around for a while. Recall the previous section that discussed actual assistive technology support compared to what the ARIA specification supplies. Newer, more esoteric ARIA, or historically deprioritized declarations, may not have that support yet or may never. An example of how complicated this can get is aria-controls. aria-controls is a part of ARIA that has been around for a while. JAWS had support for aria-controls, but then removed it after user feedback. Meanwhile, every other screen reader I’m aware of never bothered to add support. What does that mean for us? Determining support, or lack thereof, is best accomplished by manual testing with assistive technology. The More ARIA You Add To Something, The Greater The Chance Something Will Behave Unexpectedly This fact takes into consideration the complexities in preferences, different levels of support, bugs, regressions, and other concerns that come with ARIA’s usage. Philosophically, it’s a lot like adding more interactive complexity to your website or web app via JavaScript. The larger the surface area your code covers, the bigger the chance something unintended happens. Consider the amount of ARIA added to a component or discrete part of your experience. The more of it there is declared nested into the Document Object Model (DOM), the more it interacts with parent ARIA declarations. This is because assistive technology reads what the DOM exposes to help determine intent. A lot of contemporary development efforts are isolated, feature-based work that focuses on one small portion of the overall experience. Because of this, they may not take this holistic nesting situation into account. This is another reason why — you guessed it — manual testing is so important. Anecdotally, WebAIM’s annual Millions report — an accessibility evaluation of the top 1,000,000 websites — touches on this phenomenon: Increased ARIA usage on pages was associated with higher detected errors. The more ARIA attributes that were present, the more detected accessibility errors could be expected. This does not necessarily mean that ARIA introduced these errors (these pages are more complex), but pages typically had significantly more errors when ARIA was present. Assistive Technology May Support Your Invalid ARIA Declaration There is a chance that ARIA, which is authored inaccurately, will actually function as intended with assistive technology. While I do not recommend betting on this fact to do your work, I do think it is worth mentioning when it comes to things like debugging. This is due to the wide range of familiarity there is with people who author ARIA. Some of the more mature assistive technology vendors try to accommodate the lower end of this familiarity. This is done in order to better enable the people who use their software to actually get what they need. There isn’t an exhaustive list of what accommodations each piece of assistive technology has. Think of it like the forgiving nature of a browser’s HTML parser, where the ultimate goal is to render content for humans. aria-label Is Tricky aria-label is one of the most common ARIA declarations you’ll run across. It’s also one of the most misused. aria-label can’t be applied to non-interactive HTML elements, but oftentimes is. It can’t always be translated and is oftentimes overlooked for localization efforts. Additionally, it can make things frustrating to operate for people who use voice control software, where the visible label differs from what the underlying code uses. Another problem is when it overrides an interactive element’s pre-existing accessible name. For example: <!-- Don't do this --> <a aria-label="Our services" href="/services/"> Services </a> This is a violation of WCAG Success Criterion 2.5.3: Label in Name, pure and simple. I have also seen it used as a way to provide a control hint. This is also a WCAG failure, in addition to being an antipattern: <!-- Also don't do this --> <a aria-label="Click this link to learn more about our unique and valuable services" href="/services/"> Services </a> These factors — along with other considerations — are why I consider aria-label a code smell. aria-live Is Even Trickier Live region announcements are powered by aria-live and are an important part of communicating updates to an experience to people who use screen readers. Believe me when I say that getting aria-live to work properly is tricky, even under the best of scenarios. I won’t belabor the specifics here. Instead, I’ll point you to “Why are my live regions not working?”, a fantastic and comprehensive article published by TetraLogical. The ARIA Authoring Practices Guide Can Lead You Astray Also referred to as the APG, the ARIA Authoring Practices Guide should be treated with a decent amount of caution. The Downsides The guide was originally authored to help demonstrate ARIA’s capabilities. As a result, its code examples near-exclusively, overwhelmingly, and disproportionately favor ARIA. Unfortunately, the APG’s latest redesign also makes it far more approachable-looking than its surrounding W3C documentation. This is coupled with demonstrating UI patterns in a way that signals it’s a self-serve resource whose code can be used out of the box. These factors create a scenario where people assume everything can be used as presented. This is not true. Recall that just because ARIA is listed in the spec does not necessarily guarantee it is supported. Adrian Roselli writes about this in detail in his post, “No, APG’s Support Charts Are Not ‘Can I Use’ for ARIA”. Also, remember the first rule of ARIA and know that an ARIA-first approach is counter to the specification’s core philosophy of use. In my experience, this has led to developers assuming they can copy-paste code examples or reference how it’s structured in their own efforts, and everything will just work. This leads to mass frustration: Digital accessibility practitioners have to explain that “doing the right thing” isn’t going to work as intended. Developers then have to revisit their work to update it. Most importantly, people who rely on assistive technology risk not being able to use something. This is to say nothing about things like timelines and resourcing, working relationships, reputation, and brand perception. The Upside The APG’s main strength is highlighting what keyboard keypresses people will expect to work on each pattern. Consider the listbox pattern. It details keypresses you may expect (arrow keys, Space, and Enter), as well as less-common ones (typeahead selection and making multiple selections). Here, we need to remember that ARIA is based on the Windows XP era. The keyboard-based interaction the APG suggests is built from the muscle memory established from the UI patterns used on this operating system. While your tree view component may look visually different from the one on your operating system, people will expect it to be keyboard operable in the same way. Honoring this expectation will go a long way to ensuring your experiences are not only accessible but also intuitive and efficient to use. Another strength of the APG is giving standardized, centralized names to UI patterns. Is it a dropdown? A listbox? A combobox? A select menu? Something else? When it comes to digital accessibility, these terms all have specific meanings, as well as expectations that come with them. Having a common vocabulary when discussing how an experience should work goes a long way to ensuring everyone will be on the same page when it comes time to make and maintain things. macOS VoiceOver Can Also Lead You Astray VoiceOver on macOS has been experiencing a lot of problems over the last few years. If I could wager a guess as to why this is, as an outsider, it is that Apple’s priorities are focused elsewhere. The bulk of web development efforts are conducted on macOS. This means that well-intentioned developers will reach for VoiceOver, as it comes bundled with macOS and is therefore more convenient. However, macOS VoiceOver usage has a drastic minority share for desktops and laptops. It is under 10% of usage, with Windows-based JAWS and NVDA occupying a combined 78.2% majority share: The Problem The sad, sorry truth of the matter is that macOS VoiceOver, in its current state, has a lot of problems. It should only be used to confirm that it can operate the experience the way Windows-based screen readers can. This means testing on Windows with NVDA or JAWS will create an experience that is far more accurate to what most people who use screen readers on a laptop or desktop will experience. Dealing With The Problem Because of this situation, I heavily encourage a workflow that involves: Creating an experience’s underlying markup, Testing it with NVDA or JAWS to set up baseline expectations, Testing it with macOS VoiceOver to identify what doesn’t work as expected. Most of the time, I find myself having to declare redundant ARIA on the semantic HTML I write in order to address missed expected announcements for macOS VoiceOver. macOS VoiceOver testing is still important to do, as it is not the fault of the person who uses macOS VoiceOver to get what they need, and we should ensure they can still have access. You can use apps like VirtualBox and Windows evaluation Virtual Machines to use Windows in your macOS development environment. Services like AssistivLabs also make on-demand, preconfigured testing easy. What About iOS VoiceOver? Despite sharing the same name, VoiceOver on iOS is a completely different animal. As software, it is separate from its desktop equivalent and also enjoys a whopping 70.6% usage share. With this knowledge, know that it’s also important to test the ARIA you write on mobile to make sure it works as intended. You Can Style ARIA ARIA attributes can be targeted via CSS the way other HTML attributes can. Consider this HTML markup for the main navigation portion of a small e-commerce site: <nav aria-label="Main"> <ul> <li> <a href="/home/">Home</a> <a href="/products/">Products</a> <a aria-current="true" href="/about-us/">About Us</a> <a href="/contact/">Contact</a> </li> </ul> </nav> The presence of aria-current="true" on the “About Us” link will tell assistive technology to announce that it is the current part of the site someone is on if they are navigating through the main site navigation. We can also tie that indicator of being the current part of the site into something that is shown visually. Here’s how you can target the attribute in CSS: nav[aria-label="Main"] [aria-current="true"] { border-bottom: 2px solid #ffffff; } This is an incredibly powerful way to tie application state to user-facing state. Combine it with modern CSS like :has() and view transitions and you have the ability to create robust, sophisticated UI with less reliance on JavaScript. You Can Also Use ARIA When Writing UI Tests Tests are great. They help guarantee that the code you work on will continue to do what you intended it to do. A lot of web UI-based testing will use the presence of classes (e.g., .is-expanded) or data attributes (ex, data-expanded) to verify a UI’s existence, position and states. These types of selectors also have a far greater likelihood to be changed as time goes on when compared to semantic code and ARIA declarations. This is something my coworker Cam McHenry touches on in his great post, “How I write accessible Playwright tests”. Consider this piece of Playwright code, which checks for the presence of a button that toggles open an edit menu: // Selects an element with a role of button // that has an accessible name of "Edit" const editMenuButton = await page.getByRole('button', { name: "Edit" }); // Requires the edit button to have a property // of aria-haspopup with a value of true expect(editMenuButton).toHaveAttribute('aria-haspopup', 'true'); The test selects UI based on outcome rather than appearance. That’s a far more reliable way to target things in the long-term. This all helps to create a virtuous feedback cycle. It enshrines semantic HTML and ARIA’s presence in your front-end UI code, which helps to guarantee accessible experiences don’t regress. Combining this with styling, you have a powerful, self-contained system for building robust, accessible experiences. ARIA Is Ultimately About Caring About People Web accessibility can be about enabling important things like scheduling medical appointments. It is also about fun things like chatting with your friends. It’s also used for every web experience that lives in between. Using semantic HTML — supplemented with a judicious application of ARIA — helps you enable these experiences. To sum things up, ARIA: Has been around for a long time, and its spirit reflects the era in which it was first created; Has a governing taxonomy, vocabulary, and rules for use and is declared in the same way HTML attributes are; Is mostly used for dynamically updating things, controlled via JavaScript; Has highly specific use cases in mind for each of its roles; Fails silently if mis-authored; Only exposes the presence of something to assistive technology and does not confer interactivity; Requires input from the web browser, but also the operating system, in order for assistive technology to use it; Has a range of actual support, complicated by the more of it you use; Has some things to watch out for, namely aria-label, the ARIA Authoring Practices Guide, and macOS VoiceOver support; Can also be used for things like visual styling and writing resilient tests; Is best evaluated by using actual assistive technology. Viewed one way, ARIA is arcane, full of misconceptions, and fraught with potential missteps. Viewed another, ARIA is a beautiful and elegant way to programmatically communicate the interactivity and state of a user interface. I choose the second view. At the end of the day, using ARIA helps to ensure that disabled people can use a web experience the same way everyone else can. Thank you to Adrian Roselli and Jan Maarten for their feedback. Further Reading “What the Heck is ARIA? A Beginner’s Guide to ARIA for Accessibility,” Kat Shaw “Accessibility APIs: A Key To Web Accessibility,” Léonie Watson & Chaals McCathie Nevile “Semantics to Screen Readers,” Melanie Richards “What ARIA does not do,” Steve Faulkner “What ARIA still does not do,” stevef “APG support tables — why they matter,” Michael Fairchild “ARIA vs HTML,” Adrian Roselli
Creating The “Moving Highlight” Navigation Bar With JavaScript And CSS
In this tutorial, Blake Lundquist walks us through two methods of creating the “moving-highlight” navigation pattern using only plain JavaScript and CSS. The first technique uses the `getBoundingClientRect` method to explicitly animate the border between navigation bar items when they are clicked. The second approach achieves the same functionality using the new View Transition API.
I recently came across an old jQuery tutorial demonstrating a “moving highlight” navigation bar and decided the concept was due for a modern upgrade. With this pattern, the border around the active navigation item animates directly from one element to another as the user clicks on menu items. In 2025, we have much better tools to manipulate the DOM via vanilla JavaScript. New features like the View Transition API make progressive enhancement more easily achievable and handle a lot of the animation minutiae. (Large preview) In this tutorial, I will demonstrate two methods of creating the “moving highlight” navigation bar using plain JavaScript and CSS. The first example uses the getBoundingClientRect method to explicitly animate the border between navigation bar items when they are clicked. The second example achieves the same functionality using the new View Transition API. The Initial Markup Let’s assume that we have a single-page application where content changes without the page being reloaded. The starting HTML and CSS are your standard navigation bar with an additional div element containing an id of #highlight. We give the first navigation item a class of .active. See the Pen Moving Highlight Navbar Starting Markup [forked] by Blake Lundquist. For this version, we will position the #highlight element around the element with the .active class to create a border. We can utilize absolute positioning and animate the element across the navigation bar to create the desired effect. We’ll hide it off-screen initially by adding left: -200px and include transition styles for all properties so that any changes in the position and size of the element will happen gradually. #highlight { z-index: 0; position: absolute; height: 100%; width: 100px; left: -200px; border: 2px solid green; box-sizing: border-box; transition: all 0.2s ease; } Add A Boilerplate Event Handler For Click Interactions We want the highlight element to animate when a user changes the .active navigation item. Let’s add a click event handler to the nav element, then filter for events caused only by elements matching our desired selector. In this case, we only want to change the .active nav item if the user clicks on a link that does not already have the .active class. Initially, we can call console.log to ensure the handler fires only when expected: const navbar = document.querySelector('nav'); navbar.addEventListener('click', function (event) { // return if the clicked element doesn't have the correct selector if (!event.target.matches('nav a:not(active)')) { return; } console.log('click'); }); Open your browser console and try clicking different items in the navigation bar. You should only see "click" being logged when you select a new item in the navigation bar. Now that we know our event handler is working on the correct elements let’s add code to move the .active class to the navigation item that was clicked. We can use the object passed into the event handler to find the element that initialized the event and give that element a class of .active after removing it from the previously active item. const navbar = document.querySelector('nav'); navbar.addEventListener('click', function (event) { // return if the clicked element doesn't have the correct selector if (!event.target.matches('nav a:not(active)')) { return; } - console.log('click'); + document.querySelector('nav a.active').classList.remove('active'); + event.target.classList.add('active'); }); Our #highlight element needs to move across the navigation bar and position itself around the active item. Let’s write a function to calculate a new position and width. Since the #highlight selector has transition styles applied, it will move gradually when its position changes. Using getBoundingClientRect, we can get information about the position and size of an element. We calculate the width of the active navigation item and its offset from the left boundary of the parent element. Then, we assign styles to the highlight element so that its size and position match. // handler for moving the highlight const moveHighlight = () => { const activeNavItem = document.querySelector('a.active'); const highlighterElement = document.querySelector('#highlight'); const width = activeNavItem.offsetWidth; const itemPos = activeNavItem.getBoundingClientRect(); const navbarPos = navbar.getBoundingClientRect() const relativePosX = itemPos.left - navbarPos.left; const styles = { left: ${relativePosX}px, width: ${width}px, }; Object.assign(highlighterElement.style, styles); } Let’s call our new function when the click event fires: navbar.addEventListener('click', function (event) { // return if the clicked element doesn't have the correct selector if (!event.target.matches('nav a:not(active)')) { return; } document.querySelector('nav a.active').classList.remove('active'); event.target.classList.add('active'); + moveHighlight(); }); Finally, let’s also call the function immediately so that the border moves behind our initial active item when the page first loads: // handler for moving the highlight const moveHighlight = () => { // ... } // display the highlight when the page loads moveHighlight(); Now, the border moves across the navigation bar when a new item is selected. Try clicking the different navigation links to animate the navigation bar. See the Pen Moving Highlight Navbar [forked] by Blake Lundquist. That only took a few lines of vanilla JavaScript and could easily be extended to account for other interactions, like mouseover events. In the next section, we will explore refactoring this feature using the View Transition API. Using The View Transition API The View Transition API provides functionality to create animated transitions between website views. Under the hood, the API creates snapshots of “before” and “after” views and then handles transitioning between them. View transitions are useful for creating animations between documents, providing the native-app-like user experience featured in frameworks like Astro. However, the API also provides handlers meant for SPA-style applications. We will use it to reduce the JavaScript needed in our implementation and more easily create fallback functionality. For this approach, we no longer need a separate #highlight element. Instead, we can style the .active navigation item directly using pseudo-selectors and let the View Transition API handle the animation between the before-and-after UI states when a new navigation item is clicked. We’ll start by getting rid of the #highlight element and its associated CSS and replacing it with styles for the nav a::after pseudo-selector: <nav> - <div id="highlight"></div> <a href="#" class="active">Home</a> <a href="#services">Services</a> <a href="#about">About</a> <a href="#contact">Contact</a> </nav> - #highlight { - z-index: 0; - position: absolute; - height: 100%; - width: 0; - left: 0; - box-sizing: border-box; - transition: all 0.2s ease; - } + nav a::after { + content: " "; + position: absolute; + left: 0; + top: 0; + width: 100%; + height: 100%; + border: none; + box-sizing: border-box; + } For the .active class, we include the view-transition-name property, thus unlocking the magic of the View Transition API. Once we trigger the view transition and change the location of the .active navigation item in the DOM, “before” and “after” snapshots will be taken, and the browser will animate the border across the bar. We’ll give our view transition the name of highlight, but we could theoretically give it any name. nav a.active::after { border: 2px solid green; view-transition-name: highlight; } Once we have a selector that contains a view-transition-name property, the only remaining step is to trigger the transition using the startViewTransition method and pass in a callback function. const navbar = document.querySelector('nav'); // Change the active nav item on click navbar.addEventListener('click', async function (event) { if (!event.target.matches('nav a:not(.active)')) { return; } document.startViewTransition(() => { document.querySelector('nav a.active').classList.remove('active'); event.target.classList.add('active'); }); }); Above is a revised version of the click handler. Instead of doing all the calculations for the size and position of the moving border ourselves, the View Transition API handles all of it for us. We only need to call document.startViewTransition and pass in a callback function to change the item that has the .active class! Adjusting The View Transition At this point, when clicking on a navigation link, you’ll notice that the transition works, but some strange sizing issues are visible. (Large preview) This sizing inconsistency is caused by aspect ratio changes during the course of the view transition. We won’t go into detail here, but Jake Archibald has a detailed explanation you can read for more information. In short, to ensure the height of the border stays uniform throughout the transition, we need to declare an explicit height for the ::view-transition-old and ::view-transition-new pseudo-selectors representing a static snapshot of the old and new view, respectively. ::view-transition-old(highlight) { height: 100%; } ::view-transition-new(highlight) { height: 100%; } Let’s do some final refactoring to tidy up our code by moving the callback to a separate function and adding a fallback for when view transitions aren’t supported: const navbar = document.querySelector('nav'); // change the item that has the .active class applied const setActiveElement = (elem) => { document.querySelector('nav a.active').classList.remove('active'); elem.classList.add('active'); } // Start view transition and pass in a callback on click navbar.addEventListener('click', async function (event) { if (!event.target.matches('nav a:not(.active)')) { return; } // Fallback for browsers that don't support View Transitions: if (!document.startViewTransition) { setActiveElement(event.target); return; } document.startViewTransition(() => setActiveElement(event.target)); }); Here’s our view transition-powered navigation bar! Observe the smooth transition when you click on the different links. See the Pen Moving Highlight Navbar with View Transition [forked] by Blake Lundquist. Conclusion Animations and transitions between website UI states used to require many kilobytes of external libraries, along with verbose, confusing, and error-prone code, but vanilla JavaScript and CSS have since incorporated features to achieve native-app-like interactions without breaking the bank. We demonstrated this by implementing the “moving highlight” navigation pattern using two approaches: CSS transitions combined with the getBoundingClientRect() method and the View Transition API. Resources getBoundingClientRect() method documentation View Transition API documentation “View Transitions: Handling Aspect Ratio Changes” by Jake Archibald
Decoding The SVG <code>path</code> Element: Line Commands
SVG is easy — until you meet `path`. However, it’s not as confusing as it initially looks. In this first installment of a pair of articles, Myriam Frisano aims to teach you the basics of `` and its sometimes mystifying commands. With simple examples and visualizations, she’ll help you understand the easy syntax and underlying rules of SVG’s most powerful element so that by the end, you’re fully able to translate SVG semantic tags into a language `path` understands.
In a previous article, we looked at some practical examples of how to code SVG by hand. In that guide, we covered the basics of the SVG elements rect, circle, ellipse, line, polyline, and polygon (and also g). This time around, we are going to tackle a more advanced topic, the absolute powerhouse of SVG elements: path. Don’t get me wrong; I still stand by my point that image paths are better drawn in vector programs than coded (unless you’re the type of creative who makes non-logical visual art in code — then go forth and create awe-inspiring wonders; you’re probably not the audience of this article). But when it comes to technical drawings and data visualizations, the path element unlocks a wide array of possibilities and opens up the world of hand-coded SVGs. The path syntax can be really complex. We’re going to tackle it in two separate parts. In this first installment, we’re learning all about straight and angular paths. In the second part, we’ll make lines bend, twist, and turn. Required Knowledge And Guide Structure Note: If you are unfamiliar with the basics of SVG, such as the subject of viewBox and the basic syntax of the simple elements (rect, line, g, and so on), I recommend reading my guide before diving into this one. You should also familiarize yourself with <text> if you want to understand each line of code in the examples. Before we get started, I want to quickly recap how I code SVG using JavaScript. I don’t like dealing with numbers and math, and reading SVG Code with numbers filled into every attribute makes me lose all understanding of it. By giving coordinates names and having all my math easy to parse and write out, I have a much better time with this type of code, and I think you will, too. The goal of this article is more about understanding path syntax than it is about doing placement or how to leverage loops and other more basic things. So, I will not run you through the entire setup of each example. I’ll instead share snippets of the code, but they may be slightly adjusted from the CodePen or simplified to make this article easier to read. However, if there are specific questions about code that are not part of the text in the CodePen demos, the comment section is open. To keep this all framework-agnostic, the code is written in vanilla JavaScript (though, really, TypeScript is your friend the more complicated your SVG becomes, and I missed it when writing some of these). Setting Up For Success As the path element relies on our understanding of some of the coordinates we plug into the commands, I think it is a lot easier if we have a bit of visual orientation. So, all of the examples will be coded on top of a visual representation of a traditional viewBox setup with the origin in the top-left corner (so, values in the shape of 0 0 ${width} ${height}. I added text labels as well to make it easier to point you to specific areas within the grid. Please note that I recommend being careful when adding text within the <text> element in SVG if you want your text to be accessible. If the graphic relies on text scaling like the rest of your website, it would be better to have it rendered through HTML. But for our examples here, it should be sufficient. So, this is what we’ll be plotting on top of: See the Pen SVG Viewbox Grid Visual [forked] by Myriam. Alright, we now have a ViewBox Visualizing Grid. I think we’re ready for our first session with the beast. Enter path And The All-Powerful d Attribute The <path> element has a d attribute, which speaks its own language. So, within d, you’re talking in terms of “commands”. When I think of non-path versus path elements, I like to think that the reason why we have to write much more complex drawing instructions is this: All non-path elements are just dumber paths. In the background, they have one pre-drawn path shape that they will always render based on a few parameters you pass in. But path has no default shape. The shape logic has to be exposed to you, while it can be neatly hidden away for all other elements. Let’s learn about those commands. Where It All Begins: M The first, which is where each path begins, is the M command, which moves the pen to a point. This command places your starting point, but it does not draw a single thing. A path with just an M command is an auto-delete when cleaning up SVG files. It takes two arguments: the x and y coordinates of your start position. const uselessPathCommand = `M${start.x} ${start.y}`; Basic Line Commands: M , L, H, V These are fun and easy: L, H, and V, all draw a line from the current point to the point specified. L takes two arguments, the x and y positions of the point you want to draw to. const pathCommandL = `M${start.x} ${start.y} L${end.x} ${end.y}`; H and V, on the other hand, only take one argument because they are only drawing a line in one direction. For H, you specify the x position, and for V, you specify the y position. The other value is implied. const pathCommandH = `M${start.x} ${start.y} H${end.x}`; const pathCommandV = `M${start.x} ${start.y} V${end.y}`; To visualize how this works, I created a function that draws the path, as well as points with labels on them, so we can see what happens. See the Pen Simple Lines with path [forked] by Myriam. We have three lines in that image. The L command is used for the red path. It starts with M at (10,10), then moves diagonally down to (100,100). The command is: M10 10 L100 100. The blue line is horizontal. It starts at (10,55) and should end at (100, 55). We could use the L command, but we’d have to write 55 again. So, instead, we write M10 55 H100, and then SVG knows to look back at the y value of M for the y value of H. It’s the same thing for the green line, but when we use the V command, SVG knows to refer back to the x value of M for the x value of V. If we compare the resulting horizontal path with the same implementation in a <line> element, we may Notice how much more efficient path can be, and Remove quite a bit of meaning for anyone who doesn’t speak path. Because, as we look at these strings, one of them is called “line”. And while the rest doesn’t mean anything out of context, the line definitely conjures a specific image in our heads. <path d="M 10 55 H 100" /> <line x1="10" y1="55" x2="100" y2="55" /> Making Polygons And Polylines With Z In the previous section, we learned how path can behave like <line>, which is pretty cool. But it can do more. It can also act like polyline and polygon. Remember, how those two basically work the same, but polygon connects the first and last point, while polyline does not? The path element can do the same thing. There is a separate command to close the path with a line, which is the Z command. const polyline2Points = M${start.x} ${start.y} L${p1.x} ${p1.y} L${p2.x} ${p2.y}; const polygon2Points = M${start.x} ${start.y} L${p1.x} ${p1.y} L${p2.x} ${p2.y} Z; So, let’s see this in action and create a repeating triangle shape. Every odd time, it’s open, and every even time, it’s closed. Pretty neat! See the Pen Alternating Triangles [forked] by Myriam. When it comes to comparing path versus polygon and polyline, the other tags tell us about their names, but I would argue that fewer people know what a polygon is versus what a line is (and probably even fewer know what a polyline is. Heck, even the program I’m writing this article in tells me polyline is not a valid word). The argument to use these two tags over path for legibility is weak, in my opinion, and I guess you’d probably agree that this looks like equal levels of meaningless string given to an SVG element. <path d="M0 0 L86.6 50 L0 100 Z" /> <polygon points="0,0 86.6,50 0,100" /> <path d="M0 0 L86.6 50 L0 100" /> <polyline points="0,0 86.6,50 0,100" /> Relative Commands: m, l, h, v All of the line commands exist in absolute and relative versions. The difference is that the relative commands are lowercase, e.g., m, l, h, and v. The relative commands are always relative to the last point, so instead of declaring an x value, you’re declaring a dx value, saying this is how many units you’re moving. Before we look at the example visually, I want you to look at the following three-line commands. Try not to look at the CodePen beforehand. const lines = [ { d: `M10 10 L 10 30 L 30 30`, color: "var(--_red)" }, { d: `M40 10 l 0 20 l 20 0`, color: "var(--_blue)" }, { d: `M70 10 l 0 20 L 90 30`, color: "var(--_green)" } ]; As I mentioned, I hate looking at numbers without meaning, but there is one number whose meaning is pretty constant in most contexts: 0. Seeing a 0 in combination with a command I just learned means relative manages to instantly tell me that nothing is happening. Seeing l 0 20 by itself tells me that this line only moves along one axis instead of two. And looking at that entire blue path command, the repeated 20 value gives me a sense that the shape might have some regularity to it. The first path does a bit of that by repeating 10 and 30. But the third? As someone who can’t do math in my head, that third string gives me nothing. Now, you might be surprised, but they all draw the same shape, just in different places. See the Pen SVG Compound Paths [forked] by Myriam. So, how valuable is it that we can recognize the regularity in the blue path? Not very, in my opinion. In some cases, going with the relative value is easier than an absolute one. In other cases, the absolute is king. Neither is better nor worse. And, in all cases, that previous example would be much more efficient if it were set up with a variable for the gap, a variable for the shape size, and a function to generate the path definition that’s called from within a loop so it can take in the index to properly calculate the start point. Jumping Points: How To Make Compound Paths Another very useful thing is something you don’t see visually in the previous CodePen, but it relates to the grid and its code. I snuck in a grid drawing update. With the method used in earlier examples, using line to draw the grid, the above CodePen would’ve rendered the grid with 14 separate elements. If you go and inspect the final code of that last CodePen, you’ll notice that there is just a single path element within the .grid group. It looks like this, which is not fun to look at but holds the secret to how it’s possible: <path d="M0 0 H110 M0 10 H110 M0 20 H110 M0 30 H110 M0 0 V45 M10 0 V45 M20 0 V45 M30 0 V45 M40 0 V45 M50 0 V45 M60 0 V45 M70 0 V45 M80 0 V45 M90 0 V45" stroke="currentColor" stroke-width="0.2" fill="none"></path> If we take a close look, we may notice that there are multiple M commands. This is the magic of compound paths. Since the M/m commands don’t actually draw and just place the cursor, a path can have jumps. So, whenever we have multiple paths that share common styling and don’t need to have separate interactions, we can just chain them together to make our code shorter. Coming Up Next Armed with this knowledge, we’re now able to replace line, polyline, and polygon with path commands and combine them in compound paths. But there is so much more to uncover because path doesn’t just offer foreign-language versions of lines but also gives us the option to code circles and ellipses that have open space and can sometimes also bend, twist, and turn. We’ll refer to those as curves and arcs, and discuss them more explicitly in the next article. Further Reading On SmashingMag “Mastering SVG Arcs,” Akshay Gupta “Accessible SVGs: Perfect Patterns For Screen Reader Users,” Carie Fisher “Easy SVG Customization And Animation: A Practical Guide,” Adrian Bece “Magical SVG Techniques,” Cosima Mielke
Collaboration: The Most Underrated UX Skill No One Talks About
We often spotlight wireframes, research, or tools like Figma, but none of that moves the needle if we can’t collaborate well. Great UX doesn’t happen in isolation. It takes conversations with engineers, alignment with product, sales, and other stakeholders, and the ability to listen, adapt, and co-create. That’s where design becomes a team sport, and when your ability to capture the outcomes multiplies the UX impact.
When people talk about UX, it’s usually about the things they can see and interact with, like wireframes and prototypes, smart interactions, and design tools like Figma, Miro, or Maze. Some of the outputs are even glamorized, like design systems, research reports, and pixel-perfect UI designs. But here’s the truth I’ve seen again and again in over two decades of working in UX: none of that moves the needle if there is no collaboration. Great UX doesn’t happen in isolation. It happens through conversations with engineers, product managers, customer-facing teams, and the customer support teams who manage support tickets. Amazing UX ideas come alive in messy Miro sessions, cross-functional workshops, and those online chats (e.g., Slack or Teams) where people align, adapt, and co-create. Some of the most impactful moments in my career weren’t when I was “designing” in the traditional sense. They have been gaining incredible insights when discussing problems with teammates who have varied experiences, brainstorming, and coming up with ideas that I never could have come up with on my own. As I always say, ten minds in a room will come up with ten times as many ideas as one mind. Often, many ideas are the most useful outcome. There have been times when a team has helped to reframe a problem in a workshop, taken vague and conflicting feedback, and clarified a path forward, or I’ve sat with a sales rep and heard the same user complaint show up in multiple conversations. This is when design becomes a team sport, and when your ability to capture the outcomes multiplies the UX impact. Why This Article Matters Now The reason collaboration feels so urgent now is that the way we work since COVID has changed, according to a study published by the US Department of Labor. Teams are more cross-functional, often remote, and increasingly complex. Silos are easier to fall into, due to distance or lack of face-to-face contact, and yet alignment has never been more important. We can’t afford to see collaboration as a “nice to have” anymore. It’s a core skill, especially in UX, where our work touches so many parts of an organisation. Let’s break down what collaboration in UX really means, and why it deserves way more attention than it gets. What Is Collaboration In UX, Really? Let’s start by clearing up a misconception. Collaboration is not the same as cooperation. Cooperation: “You do your thing, I’ll do mine, and we’ll check in later.” Collaboration: “Let’s figure this out together and co-own the outcome.” Collaboration, as defined in the book Communication Concepts, published by Deakin University, involves working with others to produce outputs and/or achieve shared goals. The outcome of collaboration is typically a tangible product or a measurable achievement, such as solving a problem or making a decision. Here’s an example from a recent project: Recently, I worked on a fraud alert platform for a fintech business. It was a six-month project, and we had zero access to users, as the product had not yet hit the market. Also, the users were highly specialised in the B2B finance space and were difficult to find. Additionally, the team members I needed to collaborate with were based in Malaysia and Melbourne, while I am located in Sydney. Instead of treating that as a dead end, we turned inward: collaborating with subject matter experts, professional services consultants, compliance specialists, and customer support team members who had deep knowledge of fraud patterns and customer pain points. Through bi-weekly workshops using a Miro board, iterative feedback loops, and sketching sessions, we worked on design solution options. I even asked them to present their own design version as part of the process. After months of iterating on the fraud investigation platform through these collaboration sessions, I ended up with two different design frameworks for the investigator’s dashboard. Instead of just presenting the “best one” and hoping for buy-in, I ran a voting exercise with PMs, engineers, SMEs, and customer support. Everyone had a voice. The winning design was created and validated with the input of the team, resulting in an outcome that solved many problems for the end user and was owned by the entire team. That’s collaboration! It is definitely one of the most satisfying projects of my career. On the other hand, I recently caught up with an old colleague who now serves as a product owner. Her story was a cautionary tale: the design team had gone ahead with a major redesign of an app without looping her in until late in the game. Not surprisingly, the new design missed several key product constraints and business goals. It had to be scrapped and redone, with her now at the table. That experience reinforced what we all know deep down: your best work rarely happens in isolation. As illustrated in my experience, true collaboration can span many roles. It’s not just between designers and PMs. It can also include QA testers who identify real-world issues, content strategists who ensure our language is clear and inclusive, sales representatives who interact with customers on a daily basis, marketers who understand the brand’s voice, and, of course, customer support agents who are often the first to hear when something goes wrong. The best outcomes arrive when we’re open to different perspectives and inputs. Why Collaboration Is So Overlooked? If collaboration is so powerful, why don’t we talk about it more? In my experience, one reason is the myth of the “lone UX hero”. Many of us entered the field inspired by stories of design geniuses revolutionising products on their own. Our portfolios often reflect that as well. We showcase our solo work, our processes, and our wins. Job descriptions often reinforce the idea of the solo UX designer, listing tool proficiency and deliverables more than soft skills and team dynamics. And then there’s the team culture within many organisations of “just get the work done”, which often leads to fewer meetings and tighter deadlines. As a result, a sense of collaboration is inefficient and wasted. I have also experienced working with some designers where perfectionism and territoriality creep in — “This is my design” — which kills the open, communal spirit that collaboration needs. When Collaboration Is The User Research In an ideal world, we’d always have direct access to users. But let’s be real. Sometimes that just doesn’t happen. Whether it’s due to budget constraints, time limitations, or layers of bureaucracy, talking to end users isn’t always possible. That’s where collaboration with team members becomes even more crucial. The next best thing to talking to users? Talking to the people who talk to users. Sales teams, customer success reps, tech support, and field engineers. They’re all user researchers in disguise! On another B2C project, the end users were having trouble completing the key task. My role was to redesign the onboarding experience for an online identity capture tool for end users. I was unable to schedule interviews with end users due to budget and time constraints, so I turned to the sales and tech support teams. I conducted multiple mini-workshops to identify the most common onboarding issues they had heard directly from our customers. This led to a huge “aha” moment: most users dropped off before the document capture process. They may have been struggling with a lack of instruction, not knowing the required time, or not understanding the steps involved in completing the onboarding process. That insight reframed my approach, and we ultimately redesigned the flow to prioritize orientation and clear instructions before proceeding to the setup steps. Below is an example of one of the screen designs, including some of the instructions we added. This kind of collaboration is user research. It’s not a substitute for talking to users directly, but it’s a powerful proxy when you have limited options. But What About Using AI? Glad you asked! Even AI tools, which are increasingly being used for idea generation, pattern recognition, or rapid prototyping, don’t replace collaboration; they just change the shape of it. AI can help you explore design patterns, draft user flows, or generate multiple variations of a layout in seconds. It’s fantastic for getting past creative blocks or pressure-testing your assumptions. But let’s be clear: these tools are accelerators, not oracles. As an innovation and strategy consultant Nathan Waterhouse points out, AI can point you in a direction, but it can’t tell you which direction is the right one in your specific context. That still requires human judgment, empathy, and an understanding of the messy realities of users and business goals. You still need people, especially those closest to your users, to validate, challenge, and evolve any AI-generated idea. For instance, you might use ChatGPT to brainstorm onboarding flows for a SaaS tool, but if you’re not involving customer support reps who regularly hear “I didn’t know where to start” or “I couldn’t even log in,” you’re just working with assumptions. The same applies to engineers who know what is technically feasible or PMs who understand where the business is headed. AI can generate ideas, but only collaboration turns those ideas into something usable, valuable, and real. Think of it as a powerful ingredient, but not the whole recipe. How To Strengthen Your UX Collaboration Skills? If collaboration doesn’t come naturally or hasn’t been a focus, that’s okay. Like any skill, it can be practiced and improved. Here are a few ways to level up: Cultivate curiosity about your teammates. Ask engineers what keeps them up at night. Learn what metrics your PMs care about. Understand the types of tickets the support team handles most frequently. The more you care about their challenges, the more they'll care about yours. Get comfortable facilitating. You don’t need to be a certified Design Sprint master, but learning how to run a structured conversation, align stakeholders, or synthesize different points of view is hugely valuable. Even a simple “What’s working? What’s not?” retro can be an amazing starting point in identifying where you need to focus next. Share early, share often. Don’t wait until your designs are polished to get input. Messy sketches and rough prototypes invite collaboration. When others feel like they’ve helped shape the work, they’re more invested in its success. Practice active listening. When someone critiques your work, don’t immediately defend. Pause. Ask follow-up questions. Reframe the feedback. Collaboration isn’t about consensus; it’s about finding a shared direction that can honour multiple truths. Co-own the outcome. Let go of your ego. The best UX work isn’t “your” work. It’s the result of many voices, skill sets, and conversations converging toward a solution that helps users. It’s not “I”, it’s “we” that will solve this problem together. Conclusion: UX Is A Team Sport Great design doesn’t emerge from a vacuum. It comes from open dialogue, cross-functional understanding, and a shared commitment to solving real problems for real people. If there’s one thing I wish every early-career designer knew, it’s this: Collaboration is not a side skill. It’s the engine behind every meaningful design outcome. And for seasoned professionals, it’s the superpower that turns good teams into great ones. So next time you’re tempted to go heads-down and just “crank out a design,” pause to reflect. Ask who else should be in the room. And invite them in, not just to review your work, but to help create it. Because in the end, the best UX isn’t just what you make. It’s what you make together. Further Reading On SmashingMag “Presenting UX Research And Design To Stakeholders: The Power Of Persuasion,” Victor Yocco “Transforming The Relationship Between Designers And Developers,” Chris Day “Effective Communication For Everyday Meetings,” Andrii Zhdan “Preventing Bad UX Through Integrated Design Workflows,” Ceara Crawshaw
Smashing Animations Part 4: Optimising SVGs
What’s the best way to make your SVGs faster, simpler, and more manageable? In this article, pioneering author and web designer Andy Clarke explains the process he relies on *to* prepare, optimise, and structure SVGs for animation and beyond.
SVG animations take me back to the Hanna-Barbera cartoons I watched as a kid. Shows like Wacky Races, The Perils of Penelope Pitstop, and, of course, Yogi Bear. They inspired me to lovingly recreate some classic Toon Titles using CSS, SVG, and SMIL animations. But getting animations to load quickly and work smoothly needs more than nostalgia. It takes clean design, lean code, and a process that makes complex SVGs easier to animate. Here’s how I do it. Start Clean And Design With Optimisation In Mind Keeping things simple is key to making SVGs that are optimised and ready to animate. Tools like Adobe Illustrator convert bitmap images to vectors, but the output often contains too many extraneous groups, layers, and masks. Instead, I start cleaning in Sketch, work from a reference image, and use the Pen tool to create paths. Tip: Affinity Designer (UK) and Sketch (Netherlands) are alternatives to Adobe Illustrator and Figma. Both are independent and based in Europe. Sketch has been my default design app since Adobe killed Fireworks. Beginning With Outlines For these Toon Titles illustrations, I first use the Pen tool to draw black outlines with as few anchor points as possible. The more points a shape has, the bigger a file becomes, so simplifying paths and reducing the number of points makes an SVG much smaller, often with no discernible visual difference. Bearing in mind that parts of this Yogi illustration will ultimately be animated, I keep outlines for this Bewitched Bear’s body, head, collar, and tie separate so that I can move them independently. The head might nod, the tie could flap, and, like in those classic cartoons, Yogi’s collar will hide the joins between them. Drawing Simple Background Shapes With the outlines in place, I use the Pen tool again to draw new shapes, which fill the areas with colour. These colours sit behind the outlines, so they don’t need to match them exactly. The fewer anchor points, the smaller the file size. Sadly, neither Affinity Designer nor Sketch has tools that can simplify paths, but if you have it, using Adobe Illustrator can shave a few extra kilobytes off these background shapes. Optimising The Code It’s not just metadata that makes SVG bulkier. The way you export from your design app also affects file size. Exporting just those simple background shapes from Adobe Illustrator includes unnecessary groups, masks, and bloated path data by default. Sketch’s code is barely any better, and there’s plenty of room for improvement, even in its SVGO Compressor code. I rely on Jake Archibald’s SVGOMG, which uses SVGO v3 and consistently delivers the best optimised SVGs. Layering SVG Elements My process for preparing SVGs for animation goes well beyond drawing vectors and optimising paths — it also includes how I structure the code itself. When every visual element is crammed into a single SVG file, even optimised code can be a nightmare to navigate. Locating a specific path or group often feels like searching for a needle in a haystack. That’s why I develop my SVGs in layers, exporting and optimising one set of elements at a time — always in the order they’ll appear in the final file. This lets me build the master SVG gradually by pasting it in each cleaned-up section. For example, I start with backgrounds like this gradient and title graphic. Instead of facing a wall of SVG code, I can now easily identify the background gradient’s path and its associated linearGradient, and see the group containing the title graphic. I take this opportunity to add a comment to the code, which will make editing and adding animations to it easier in the future: <svg ...> <defs> <!-- ... --> </defs> <path fill="url(#grad)" d="…"/> <!-- TITLE GRAPHIC --> <g> <path … /> <!-- ... --> </g> </svg> Next, I add the blurred trail from Yogi’s airborne broom. This includes defining a Gaussian Blur filter and placing its path between the background and title layers: <svg ...> <defs> <linearGradient id="grad" …>…</linearGradient> <filter id="trail" …>…</filter> </defs> <!-- GRADIENT --> <!-- TRAIL --> <path filter="url(#trail)" …/> <!-- TITLE GRAPHIC --> </svg> Then come the magical stars, added in the same sequential fashion: <svg ...> <!-- GRADIENT --> <!-- TRAIL --> <!-- STARS --> <!-- TITLE GRAPHIC --> </svg> To keep everything organised and animation-ready, I create an empty group that will hold all the parts of Yogi: <g id="yogi">...</g> Then I build Yogi from the ground up — starting with background props, like his broom: <g id="broom">...</g> Followed by grouped elements for his body, head, collar, and tie: <g id="yogi"> <g id="broom">…</g> <g id="body">…</g> <g id="head">…</g> <g id="collar">…</g> <g id="tie">…</g> </g> Since I export each layer from the same-sized artboard, I don’t need to worry about alignment or positioning issues later on — they’ll all slot into place automatically. I keep my code clean, readable, and ordered logically by layering elements this way. It also makes animating smoother, as each component is easier to identify. Reusing Elements With <use> When duplicate shapes get reused repeatedly, SVG files can get bulky fast. My recreation of the “Bewitched Bear” title card contains 80 stars in three sizes. Combining all those shapes into one optimised path would bring the file size down to 3KB. But I want to animate individual stars, which would almost double that to 5KB: <g id="stars"> <path class="star-small" fill="#eae3da" d="..."/> <path class="star-medium" fill="#eae3da" d="..."/> <path class="star-large" fill="#eae3da" d="..."/> <!-- ... --> </g> Moving the stars’ fill attribute values to their parent group reduces the overall weight a little: <g id="stars" fill="#eae3da"> <path class="star-small" d="…"/> <path class="star-medium" d="…"/> <path class="star-large" d="…"/> <!-- ... --> </g> But a more efficient and manageable option is to define each star size as a reusable template: <defs> <path id="star-large" fill="#eae3da" fill-rule="evenodd" d="…"/> <path id="star-medium" fill="#eae3da" fill-rule="evenodd" d="…"/> <path id="star-small" fill="#eae3da" fill-rule="evenodd" d="…"/> </defs> With this setup, changing a star’s design only means updating its template once, and every instance updates automatically. Then, I reference each one using <use> and position them with x and y attributes: <g id="stars"> <!-- Large stars --> <use href="#star-large" x="1575" y="495"/> <!-- ... --> <!-- Medium stars --> <use href="#star-medium" x="1453" y="696"/> <!-- ... --> <!-- Small stars --> <use href="#star-small" x="1287" y="741"/> <!-- ... --> </g> This approach makes the SVG easier to manage, lighter to load, and faster to iterate on, especially when working with dozens of repeating elements. Best of all, it keeps the markup clean without compromising on flexibility or performance. Adding Animations The stars trailing behind Yogi’s stolen broom bring so much personality to the animation. I wanted them to sparkle in a seemingly random pattern against the dark blue background, so I started by defining a keyframe animation that cycles through different opacity levels: @keyframes sparkle { 0%, 100% { opacity: .1; } 50% { opacity: 1; } } Next, I applied this looping animation to every use element inside my stars group: #stars use { animation: sparkle 10s ease-in-out infinite; } The secret to creating a convincing twinkle lies in variation. I staggered animation delays and durations across the stars using nth-child selectors, starting with the quickest and most frequent sparkle effects: /* Fast, frequent */ #stars use:nth-child(n + 1):nth-child(-n + 10) { animation-delay: .1s; animation-duration: 2s; } From there, I layered in additional timings to mix things up. Some stars sparkle slowly and dramatically, others more randomly, with a variety of rhythms and pauses: /* Medium */ #stars use:nth-child(n + 11):nth-child(-n + 20) { ... } /* Slow, dramatic */ #stars use:nth-child(n + 21):nth-child(-n + 30) { ... } /* Random */ #stars use:nth-child(3n + 2) { ... } /* Alternating */ #stars use:nth-child(4n + 1) { ... } /* Scattered */ #stars use:nth-child(n + 31) { ... } By thoughtfully structuring the SVG and reusing elements, I can build complex-looking animations without bloated code, making even a simple effect like changing opacity sparkle. Then, for added realism, I make Yogi’s head wobble: @keyframes headWobble { 0% { transform: rotate(-0.8deg) translateY(-0.5px); } 100% { transform: rotate(0.9deg) translateY(0.3px); } } #head { animation: headWobble 0.8s cubic-bezier(0.5, 0.15, 0.5, 0.85) infinite alternate; } His tie waves: @keyframes tieWave { 0%, 100% { transform: rotateZ(-4deg) rotateY(15deg) scaleX(0.96); } 33% { transform: rotateZ(5deg) rotateY(-10deg) scaleX(1.05); } 66% { transform: rotateZ(-2deg) rotateY(5deg) scaleX(0.98); } } #tie { transform-style: preserve-3d; animation: tieWave 10s cubic-bezier(0.68, -0.55, 0.27, 1.55) infinite; } His broom swings: @keyframes broomSwing { 0%, 20% { transform: rotate(-5deg); } 30% { transform: rotate(-4deg); } 50%, 70% { transform: rotate(5deg); } 80% { transform: rotate(4deg); } 100% { transform: rotate(-5deg); } } #broom { animation: broomSwing 4s cubic-bezier(0.5, 0.05, 0.5, 0.95) infinite; } And, finally, Yogi himself gently rotates as he flies on his magical broom: @keyframes yogiWobble { 0% { transform: rotate(-2.8deg) translateY(-0.8px) scale(0.998); } 30% { transform: rotate(1.5deg) translateY(0.3px); } 100% { transform: rotate(3.2deg) translateY(1.2px) scale(1.002); } } #yogi { animation: yogiWobble 3.5s cubic-bezier(.37, .14, .3, .86) infinite alternate; } All these subtle movements bring Yogi to life. By developing structured SVGs, I can create animations that feel full of character without writing a single line of JavaScript. Try this yourself: See the Pen Bewitched Bear CSS/SVG animation [forked] by Andy Clarke. Conclusion Whether you’re recreating a classic title card or animating icons for an interface, the principles are the same: Start clean, Optimise early, and Structure everything with animation in mind. SVGs offer incredible creative freedom, but only if kept lean and manageable. When you plan your process like a production cell — layer by layer, element by element — you’ll spend less time untangling code and more time bringing your work to life.
Why Designers Get Stuck In The Details And How To Stop
Designers love to craft, but polishing pixels before the problem is solved is a time-sink. This article pinpoints the five traps that lure us into premature detail — being afraid to show rough work, fixing symptoms instead of causes, solving the wrong problem, drowning in unactionable feedback, and plain fatigue — then hands you a four-step rescue plan to refocus on goals, ship faster, and keep your craft where it counts.
You’ve drawn fifty versions of the same screen — and you still hate every one of them. Begrudgingly, you pick three, show them to your product manager, and hear: “Looks cool, but the idea doesn’t work.” Sound familiar? In this article, I’ll unpack why designers fall into detail work at the wrong moment, examining both process pitfalls and the underlying psychological reasons, as understanding these traps is the first step to overcoming them. I’ll also share tactics I use to climb out of that trap. Reason #1 You’re Afraid To Show Rough Work We designers worship detail. We’re taught that true craft equals razor‑sharp typography, perfect grids, and pixel precision. So the minute a task arrives, we pop open Figma and start polishing long before polish is needed. I’ve skipped the sketch phase more times than I care to admit. I told myself it would be faster, yet I always ended up spending hours producing a tidy mock‑up when a scribbled thumbnail would have sparked a five‑minute chat with my product manager. Rough sketches felt “unprofessional,” so I hid them. The cost? Lost time, wasted energy — and, by the third redo, teammates were quietly wondering if I even understood the brief. The real problem here is the habit: we open Figma and start perfecting the UI before we’ve even solved the problem. So why do we hide these rough sketches? It’s not just a bad habit or plain silly. There are solid psychological reasons behind it. We often just call it perfectionism, but it’s deeper than wanting things neat. Digging into the psychology (like the research by Hewitt and Flett) shows there are a couple of flavors driving this: Socially prescribed perfectionism It’s that nagging feeling that everyone else expects perfect work from you, which makes showing anything rough feel like walking into the lion’s den. Self-oriented perfectionism Where you’re the one setting impossibly high standards for yourself, leading to brutal self-criticism if anything looks slightly off. Either way, the result’s the same: showing unfinished work feels wrong, and you miss out on that vital early feedback. Back to the design side, remember that clients rarely see architects’ first pencil sketches, but these sketches still exist; they guide structural choices before the 3D render. Treat your thumbnails the same way — artifacts meant to collapse uncertainty, not portfolio pieces. Once stakeholders see the upside, roughness becomes a badge of speed, not sloppiness. So, the key is to consciously make that shift: Treat early sketches as disposable tools for thinking and actively share them to get feedback faster. Reason #2: You Fix The Symptom, Not The Cause Before tackling any task, we need to understand what business outcome we’re aiming for. Product managers might come to us asking to enlarge the payment button in the shopping cart because users aren’t noticing it. The suggested solution itself isn’t necessarily bad, but before redesigning the button, we should ask, “What data suggests they aren’t noticing it?” Don’t get me wrong, I’m not saying you shouldn’t trust your product manager. On the contrary, these questions help ensure you’re on the same page and working with the same data. From my experience, here are several reasons why users might not be clicking that coveted button: Users don’t understand that this step is for payment. They understand it’s about payment but expect order confirmation first. Due to incorrect translation, users don’t understand what the button means. Lack of trust signals (no security icons, unclear seller information). Unexpected additional costs (hidden fees, shipping) that appear at this stage. Technical issues (inactive button, page freezing). Now, imagine you simply did what the manager suggested. Would you have solved the problem? Hardly. Moreover, the responsibility for the unresolved issue would fall on you, as the interface solution lies within the design domain. The product manager actually did their job correctly by identifying a problem: suspiciously, few users are clicking the button. Psychologically, taking on this bigger role isn’t easy. It means overcoming the fear of making mistakes and the discomfort of exploring unclear problems rather than just doing tasks. This shift means seeing ourselves as partners who create value — even if it means fighting a hesitation to question product managers (which might come from a fear of speaking up or a desire to avoid challenging authority) — and understanding that using our product logic expertise proactively is crucial for modern designers. There’s another critical reason why we, designers, need to be a bit like product managers: the rise of AI. I deliberately used a simple example about enlarging a button, but I’m confident that in the near future, AI will easily handle routine design tasks. This worries me, but at the same time, I’m already gladly stepping into the product manager’s territory: understanding product and business metrics, formulating hypotheses, conducting research, and so on. It might sound like I’m taking work away from PMs, but believe me, they undoubtedly have enough on their plates and are usually more than happy to delegate some responsibilities to designers. Reason #3: You’re Solving The Wrong Problem Before solving anything, ask whether the problem even deserves your attention. During a major home‑screen redesign, our goal was to drive more users into paid services. The initial hypothesis — making service buttons bigger and brighter might help returning users — seemed reasonable enough to test. However, even when A/B tests (a method of comparing two versions of a design to determine which performs better) showed minimal impact, we continued to tweak those buttons. Only later did it click: the home screen isn’t the place to sell; visitors open the app to start, not to buy. We removed that promo block, and nothing broke. Contextual entry points deeper into the journey performed brilliantly. Lesson learned: Without the right context, any visual tweak is lipstick on a pig. Why did we get stuck polishing buttons instead of stopping sooner? It’s easy to get tunnel vision. Psychologically, it’s likely the good old sunk cost fallacy kicking in: we’d already invested time in the buttons, so stopping felt like wasting that effort, even though the data wasn’t promising. It’s just easier to keep fiddling with something familiar than to admit we need a new plan. Perhaps the simple question I should have asked myself when results stalled was: “Are we optimizing the right thing or just polishing something that fundamentally doesn’t fit the user’s primary goal here?” That alone might have saved hours. Reason #4: You’re Drowning In Unactionable Feedback We all discuss our work with colleagues. But here’s a crucial point: what kind of question do you pose to kick off that discussion? If your go-to is “What do you think?” well, that question might lead you down a rabbit hole of personal opinions rather than actionable insights. While experienced colleagues will cut through the noise, others, unsure what to evaluate, might comment on anything and everything — fonts, button colors, even when you desperately need to discuss a user flow. What matters here are two things: The question you ask, The context you give. That means clearly stating the problem, what you’ve learned, and how your idea aims to fix it. For instance: “The problem is our payment conversion rate has dropped by X%. I’ve interviewed users and found they abandon payment because they don’t understand how the total amount is calculated. My solution is to show a detailed cost breakdown. Do you think this actually solves the problem for them?” Here, you’ve stated the problem (conversion drop), shared your insight (user confusion), explained your solution (cost breakdown), and asked a direct question. It’s even better if you prepare a list of specific sub-questions. For instance: “Are all items in the cost breakdown clear?” or “Does the placement of this breakdown feel intuitive within the payment flow?” Another good habit is to keep your rough sketches and previous iterations handy. Some of your colleagues’ suggestions might be things you’ve already tried. It’s great if you can discuss them immediately to either revisit those ideas or definitively set them aside. I’m not a psychologist, but experience tells me that, psychologically, the reluctance to be this specific often stems from a fear of our solution being rejected. We tend to internalize feedback: a seemingly innocent comment like, “Have you considered other ways to organize this section?” or “Perhaps explore a different structure for this part?” can instantly morph in our minds into “You completely messed up the structure. You’re a bad designer.” Imposter syndrome, in all its glory. So, to wrap up this point, here are two recommendations: Prepare for every design discussion. A couple of focused questions will yield far more valuable input than a vague “So, what do you think?”. Actively work on separating feedback on your design from your self-worth. If a mistake is pointed out, acknowledge it, learn from it, and you’ll be less likely to repeat it. This is often easier said than done. For me, it took years of working with a psychotherapist. If you struggle with this, I sincerely wish you strength in overcoming it. Reason #5 You’re Just Tired Sometimes, the issue isn’t strategic at all — it’s fatigue. Fussing over icon corners can feel like a cozy bunker when your brain is fried. There’s a name for this: decision fatigue. Basically, your brain’s battery for hard thinking is low, so it hides out in the easy, comfy zone of pixel-pushing. A striking example comes from a New York Times article titled “Do You Suffer From Decision Fatigue?.” It described how judges deciding on release requests were far more likely to grant release early in the day (about 70% of cases) compared to late in the day (less than 10%) simply because their decision-making energy was depleted. Luckily, designers rarely hold someone’s freedom in their hands, but the example dramatically shows how fatigue can impact our judgment and productivity. What helps here: Swap tasks. Trade tickets with another designer; novelty resets your focus. Talk to another designer. If NDA permits, ask peers outside the team for a sanity check. Step away. Even a ten‑minute walk can do more than a double‑shot espresso. By the way, I came up with these ideas while walking around my office. I was lucky to work near a river, and those short walks quickly turned into a helpful habit. And one more trick that helps me snap out of detail mode early: if I catch myself making around 20 little tweaks — changing font weight, color, border radius — I just stop. Over time, it turned into a habit. I have a similar one with Instagram: by the third reel, my brain quietly asks, “Wait, weren’t we working?” Funny how that kind of nudge saves a ton of time. Four Steps I Use to Avoid Drowning In Detail Knowing these potential traps, here’s the practical process I use to stay on track: 1. Define the Core Problem & Business Goal Before anything, dig deep: what’s the actual problem we’re solving, not just the requested task or a surface-level symptom? Ask ‘why’ repeatedly. What user pain or business need are we addressing? Then, state the clear business goal: “What metric am I moving, and do we have data to prove this is the right lever?” If retention is the goal, decide whether push reminders, gamification, or personalised content is the best route. The wrong lever, or tackling a symptom instead of the cause, dooms everything downstream. 2. Choose the Mechanic (Solution Principle) Once the core problem and goal are clear, lock the solution principle or ‘mechanic’ first. Going with a game layer? Decide if it’s leaderboards, streaks, or badges. Write it down. Then move on. No UI yet. This keeps the focus high-level before diving into pixels. 3. Wireframe the Flow & Get Focused Feedback Now open Figma. Map screens, layout, and transitions. Boxes and arrows are enough. Keep the fidelity low so the discussion stays on the flow, not colour. Crucially, when you share these early wires, ask specific questions and provide clear context (as discussed in ‘Reason #4’) to get actionable feedback, not just vague opinions. 4. Polish the Visuals (Mindfully) I only let myself tweak grids, type scales, and shadows after the flow is validated. If progress stalls, or before a major polish effort, I surface the work in a design critique — again using targeted questions and clear context — instead of hiding in version 47. This ensures detailing serves the now-validated solution. Even for something as small as a single button, running these four checkpoints takes about ten minutes and saves hours of decorative dithering. Wrapping Up Next time you feel the pull to vanish into mock‑ups before the problem is nailed down, pause and ask what you might be avoiding. Yes, that can expose an uncomfortable truth. But pausing to ask what you might be avoiding — maybe the fuzzy core problem, or just asking for tough feedback — gives you the power to face the real issue head-on. It keeps the project focused on solving the right problem, not just perfecting a flawed solution. Attention to detail is a superpower when used at the right moment. Obsessing over pixels too soon, though, is a bad habit and a warning light telling us the process needs a rethink.
Designing For Neurodiversity
Designing for neurodiversity means recognizing that people aren’t edge cases but individuals with varied ways of thinking and navigating the web. So, how can we create more inclusive experiences that work better for everyone?
This article is a sponsored by TetraLogical Neurodivergent needs are often considered as an edge case that doesn’t fit into common user journeys or flows. Neurodiversity tends to get overlooked in the design process. Or it is tackled late in the process, and only if there is enough time. But people aren’t edge cases. Every person is just a different person, performing tasks and navigating the web in a different way. So how can we design better, more inclusive experiences that cater to different needs and, ultimately, benefit everyone? Let’s take a closer look. Neurodiversity Or Neurodivergent? There is quite a bit of confusion about both terms on the web. Different people think and experience the world differently, and neurodiversity sees differences as natural variations, not deficits. It distinguishes between neurotypical and neurodivergent people. Neurotypical people see the world in a “typical” and widely perceived as expected way. Neurodivergent people experience the world differently, for example, people with ADHD, dyslexia, dyscalculia, synesthesia, and hyperlexia. According to various sources, around 15–40% of the population has neurodivergent traits. These traits can be innate (e.g., autism) or acquired (e.g., trauma). But they are always on a spectrum, and vary a lot. A person with autism is not neurodiverse — they are neurodivergent. One of the main strengths of neurodivergent people is how imaginative and creative they are, coming up with out-of-the-box ideas quickly. With exceptional levels of attention, strong long-term memory, a unique perspective, unbeatable accuracy, and a strong sense of justice and fairness. Being different in a world that, to some degree, still doesn’t accept these differences is exhausting. So unsurprisingly, neurodivergent people often bring along determination, resilience, and high levels of empathy. Design With People, Not For Them As a designer, I often see myself as a path-maker. I’m designing reliable paths for people to navigate to their goals comfortably. Without being blocked. Or confused. Or locked out. That means respecting the simple fact that people’s needs, tasks, and user journeys are all different, and that they evolve over time. And: most importantly, it means considering them very early in the process. Better accessibility is better for everyone. Instead of making decisions that need to be reverted or refined to be compliant, we can bring a diverse group of people — with accessibility needs, with neurodiversity, frequent and infrequent users, experts, newcomers — in the process, and design with them, rather than for them. Neurodiversity & Inclusive Design Resources A wonderful resource that helps us design for cognitive accessibility is Stéphanie Walter’s Neurodiversity and UX toolkit. It includes practical guidelines, tools, and resources to better understand and design for dyslexia, dyscalculia, autism, and ADHD. Another fantastic resource is Will Soward’s Neurodiversity Design System. It combines neurodiversity and user experience design into a set of design standards and principles that you can use to design accessible learning interfaces. Last but not least, I’ve been putting together a few summaries about neurodiversity and inclusive design over the last few years, so you might find them helpful, too: ADHD Autism Children Colorblindness Deafness Dyscalculia Dyslexia Legibility Left-Handed Users Mental Health Motivation Older Adults Screen Readers Teenagers A huge thank-you to everyone who has been writing, speaking, and sharing articles, resources, and toolkits on designing for diversity. The topic is often forgotten and overlooked, but it has an incredible impact. 👏🏼👏🏽👏🏾
Prelude To Summer (June 2025 Wallpapers Edition)
Let’s kick off June — and the beginning of summer — with some fresh inspiration! Artists and designers from across the globe once again tickled their creativity to welcome the new month with a new collection of desktop wallpapers. Enjoy!
There’s an artist in everyone. Some bring their ideas to life with digital tools, others capture the perfect moment with a camera or love to grab pen and paper to create little doodles or pieces of lettering. And even if you think you’re far from being an artist, well, why not explore it? It might just be hidden somewhere deep inside of you. For more than 14 years already our monthly wallpapers series has been the perfect opportunity to do just that: to break out of your daily routine and get fully immersed in a creative little project. This month is no exception, of course. For this post, artists and designers from across the globe once again put their creative skills to the test and designed beautiful, unique, and inspiring desktop wallpapers to accompany you through the new month. You’ll find their artworks compiled below, along with a selection of June favorites from our wallpapers archives that are just too good to be forgotten. A huge thank-you to everyone who shared their designs with us this time around — you’re smashing! If you, too, would like to get featured in one of our next wallpapers posts, please don’t hesitate to submit your design. We can’t wait to see what you’ll come up with! You can click on every image to see a larger preview. We respect and carefully consider the ideas and motivation behind each and every artist’s work. This is why we give all artists the full freedom to explore their creativity and express emotions and experience through their works. This is also why the themes of the wallpapers weren’t anyhow influenced by us but rather designed from scratch by the artists themselves. June Is For Nature “In this illustration, Earth is planting a little tree — taking care, smiling, doing its part. It’s a reminder that even small acts make a difference. Since World Environment Day falls in June, there’s no better time to give back to the planet.” — Designed by Ginger IT Solutions from Serbia. preview with calendar: 320x480, 640x480, 800x480, 800x600, 1024x768, 1024x1024, 1152x864, 1280x720, 1280x800, 1280x960, 1280x1020, 1400x1050, 1440x900, 1600x1200, 1680x1050, 1680x1200, 1920x1080, 1920x1200, 1920x1440, 2560x1440 without calendar: 320x480, 640x480, 800x480, 800x600, 1024x768, 1024x1024, 1152x864, 1280x720, 1280x800, 1280x960, 1280x1020, 1400x1050, 1440x900, 1600x1200, 1680x1050, 1680x1200, 1920x1080, 1920x1200, 1920x1440, 2560x1440 Tastes Of June “A vibrant June wallpaper featuring strawberries and fresh oranges, capturing the essence of early summer with bright colors and seasonal charm.” — Designed by Libra Fire from Serbia. preview with calendar: 320x480, 640x480, 800x480, 800x600, 1024x768, 1024x1024, 1152x864, 1280x720, 1280x800, 1280x960, 1280x1024, 1366x768, 1400x1050, 1440x900, 1600x1200, 1680x1050, 1680x1200, 1920x1080, 1920x1200, 1920x1440, 2560x1440 without calendar: 320x480, 640x480, 800x480, 800x600, 1024x768, 1024x1024, 1152x864, 1280x720, 1280x800, 1280x960, 1280x1024, 1366x768, 1400x1050, 1440x900, 1600x1200, 1680x1050, 1680x1200, 1920x1080, 1920x1200, 1920x1440, 2560x1440 A Bibliophile’s Shelf “Some of my favorite things to do are reading and listening to music. I know that there are a lot of people that also enjoy these hobbies, so I thought it would be a perfect thing to represent in my wallpaper.” — Designed by Cecelia Otis from the United States. preview with calendar: 320x480, 640x480, 800x480, 800x600, 1024x768, 1024x1024, 1152x864, 1280x720, 1280x800, 1280x960, 1280x1024, 1400x1050, 1440x900, 1600x1200, 1680x1050, 1680x1200, 1920x1200, 1920x1440, 2560x1440 without calendar: 320x480, 640x480, 800x480, 800x600, 1024x768, 1024x1024, 1152x864, 1280x720, 1280x800, 1280x960, 1280x1024, 1400x1050, 1440x900, 1600x1200, 1680x1050, 1680x1200, 1920x1200, 1920x1440, 2560x1440 Solana “Spanish origin, meaning ‘sunshine’.” — Designed by Bhabna Basak from India. preview with calendar: 1440x900, 1600x1200, 1680x1050, 1680x1200, 1920x1080, 1920x1200, 1920x1440, 2560x1440 without calendar: 1440x900, 1600x1200, 1680x1050, 1680x1200, 1920x1080, 1920x1200, 1920x1440, 2560x1440 Here Comes The Sun Designed by Ricardo Gimenes from Spain. preview with calendar: 640x480, 800x480, 800x600, 1024x768, 1024x1024, 1152x864, 1280x720, 1280x800, 1280x960, 1280x1024, 1366x768, 1400x1050, 1440x900, 1600x1200, 1680x1050, 1680x1200, 1920x1080, 1920x1200, 1920x1440, 2560x1440, 3840x2160 without calendar: 640x480, 800x480, 800x600, 1024x768, 1024x1024, 1152x864, 1280x720, 1280x800, 1280x960, 1280x1024, 1366x768, 1400x1050, 1440x900, 1600x1200, 1680x1050, 1680x1200, 1920x1080, 1920x1200, 1920x1440, 2560x1440, 3840x2160 Nature’s Melody “With eyes closed and music on, she blends into the rhythm of the earth, where every note breathes nature.” — Designed by Design Studio from India. preview with calendar: 800x600, 1280x1024, 1600x1200, 1680x1200, 1920x1080, 1920x1200, 1920x1440, 2560x1440 without calendar: 800x600, 1280x1024, 1600x1200, 1680x1200, 1920x1080, 1920x1200, 1920x1440, 2560x1440 Silent Glimmer “In the hush of shadows, a single amber eye pierces the dark — silent, watchful, eternal.” — Designed by Kasturi Palmal from India. preview with calendar: 800x600, 1280x1024, 1600x1200, 1680x1200, 1920x1080, 1920x1200, 1920x1440, 2560x1440 without calendar: 800x600, 1280x1024, 1600x1200, 1680x1200, 1920x1080, 1920x1200, 1920x1440, 2560x1440 Ice Cream “To me, ice cream is one of the most iconic symbols of summer. So, what better way to represent the first month of summer than through an iconic summer snack.” — Designed by Danielle May from Pennsylvania, United States. preview with calendar: 640x480, 800x480, 800x600, 1024x768, 1024x1024, 1152x864, 1280x720, 1280x800, 1280x960, 1280x1024, 1400x1050, 1440x900, 1600x1200, 1680x1050, 1680x1200, 1920x1080, 1920x1200, 1920x1440, 2560x1440 without calendar: 640x480, 800x480, 800x600, 1024x768, 1024x1024, 1152x864, 1280x720, 1280x800, 1280x960, 1280x1024, 1400x1050, 1440x900, 1600x1200, 1680x1050, 1680x1200, 1920x1080, 1920x1200, 1920x1440, 2560x1440 Silly Cats “I really loved the fun content aware effect and wanted to play around with it for this wallpaper with some cute cats.” — Designed by Italia Storey from the United States. preview with calendar: 320x480, 640x480, 800x480, 800x600, 1024x768, 1024x1024, 1152x864, 1280x720, 1280x800, 1280x960, 1280x1024, 1366x768, 1400x1050, 1440x900, 1600x1200, 1680x1050, 1680x1200, 1920x1080, 1920x1200, 1920x1440, 2560x1440 without calendar: 320x480, 640x480, 800x480, 800x600, 1024x768, 1024x1024, 1152x864, 1280x720, 1280x800, 1280x960, 1280x1024, 1366x768, 1400x1050, 1440x900, 1600x1200, 1680x1050, 1680x1200, 1920x1080, 1920x1200, 1920x1440, 2560x1440 In Case Of Nothing To Do Designed by Ricardo Gimenes from Spain. preview with calendar: 640x480, 800x480, 800x600, 1024x768, 1024x1024, 1152x864, 1280x720, 1280x800, 1280x960, 1280x1024, 1366x768, 1400x1050, 1440x900, 1600x1200, 1680x1050, 1680x1200, 1920x1080, 1920x1200, 1920x1440, 2560x1440, 3840x2160 without calendar: 640x480, 800x480, 800x600, 1024x768, 1024x1024, 1152x864, 1280x720, 1280x800, 1280x960, 1280x1024, 1366x768, 1400x1050, 1440x900, 1600x1200, 1680x1050, 1680x1200, 1920x1080, 1920x1200, 1920x1440, 2560x1440, 3840x2160 Pink Hours “With long-lasting days, it is pleasant to spend hours walking at dusk. This photo was taken in an illuminated garden.” — Designed by Philippe Brouard from France. preview with calendar: 1024x768, 1366x768, 1600x1200, 1920x1080, 1920x1200, 2560x1440, 2560x1600, 2880x1800 without calendar: 1024x768, 1366x768, 1600x1200, 1920x1080, 1920x1200, 2560x1440, 2560x1600, 2880x1800 What’s The Best That Could Happen? Designed by Grace DiNella from Doylestown, PA, United States. preview with calendar: 320x480, 640x480, 800x480, 1024x768, 1024x1024, 1152x864, 1280x720, 1280x800, 1280x960, 1280x1024, 1400x900, 1400x1050, 1680x1050, 1680x1200, 1920x1080, 1920x1200, 1920x1440, 2560x1440 without calendar: 320x480, 640x480, 800x480, 1024x768, 1024x1024, 1152x864, 1280x720, 1280x800, 1280x960, 1280x1024, 1400x900, 1400x1050, 1680x1050, 1680x1200, 1920x1080, 1920x1200, 1920x1440, 2560x1440 Purrsuit “Recently I have been indulging in fishing as a means of a hobby, and the combined peace and thrill of the activity inspires me. I also love cats, so I thought combining the two subjects would make a stellar wallpaper, especially considering that these two topics already fall hand in hand with each other!” — Designed by Lilianna Damian from Scranton, PA, United States. preview with calendar: 640x480, 800x480, 800x600, 1024x768, 1024x1024, 1152x864, 1280x720, 1280x800, 1280x960, 1280x1024, 1400x1050, 1440x900, 1600x1200, 1680x1050, 1680x1200, 1920x1080, 1920x1200, 1920x1440, 2560x1440 without calendar: 640x480, 800x480, 800x600, 1024x768, 1024x1024, 1152x864, 1280x720, 1280x800, 1280x960, 1280x1024, 1400x1050, 1440x900, 1600x1200, 1680x1050, 1680x1200, 1920x1080, 1920x1200, 1920x1440, 2560x1440 Happy Best Friends Day! “Today’s all about celebrating the ones who laugh with us, cry with us, and always have our backs — our best friends. Whether it’s been years or just a few months, every moment with them means something special. Tag your ride-or-die, your soul sibling, your partner in crime - and let them know just how much they mean to you.” — Designed by PopArt Studio from Serbia. preview with calendar: 320x480, 640x480, 800x480, 800x600, 1024x768, 1024x1024, 1152x864, 1280x720, 1280x800, 1280x960, 1280x1024, 1400x1050, 1440x900, 1600x1200, 1680x1050, 1680x1200, 1920x1080, 1920x1200, 1920x1440, 2560x1440 without calendar: 320x480, 640x480, 800x480, 800x600, 1024x768, 1024x1024, 1152x864, 1280x720, 1280x800, 1280x960, 1280x1024, 1400x1050, 1440x900, 1600x1200, 1680x1050, 1680x1200, 1920x1080, 1920x1200, 1920x1440, 2560x1440 Travel Time “June is our favorite time of the year because the keenly anticipated sunny weather inspires us to travel. Stuck at the airport, waiting for our flight but still excited about wayfaring, we often start dreaming about the new places we are going to visit. Where will you travel to this summer? Wherever you go, we wish you a pleasant journey!” — Designed by PopArt Studio from Serbia. preview without calendar: 320x480, 640x480, 800x480, 800x600, 1024x768, 1024x1024, 1152x864, 1280x720, 1280x800, 1280x960, 1280x1024, 1400x1050, 1440x900, 1600x1200, 1680x1050, 1680x1200, 1920x1080, 1920x1200, 1920x1440, 2560x1440 Summer Coziness “I’ve waited for this summer more than I waited for any other summer since I was a kid. I dream of watermelon, strawberries, and lots of colors.” — Designed by Kate Jameson from the United States. preview without calendar: 320x480, 1024x1024, 1280x720, 1680x1200, 1920x1080, 2560x1440 Deep Dive “Summer rains, sunny days, and a whole month to enjoy. Dive deep inside your passions and let them guide you.” — Designed by Ana Masnikosa from Belgrade, Serbia. preview without calendar: 320x480, 640x480, 800x480, 800x600, 1024x768, 1024x1024, 1152x864, 1280x720, 1280x800, 1280x960, 1280x1024, 1400x1050, 1440x900, 1600x1200, 1680x1050, 1680x1200, 1920x1080, 1920x1200, 1920x1440, 2560x1440 All-Seeing Eye Designed by Ricardo Gimenes from Spain. preview without calendar: 640x480, 800x480, 800x600, 1024x768, 1024x1024, 1152x864, 1280x720, 1280x800, 1280x960, 1280x1024, 1366x768, 1400x1050, 1440x900, 1600x1200, 1680x1050, 1680x1200, 1920x1080, 1920x1200, 1920x1440, 2560x1440, 3840x2160 Join The Wave “The month of warmth and nice weather is finally here. We found inspiration in the World Oceans Day which occurs on June 8th and celebrates the wave of change worldwide. Join the wave and dive in!” — Designed by PopArt Studio from Serbia. preview without calendar: 320x480, 640x480, 800x480, 800x600, 1024x768, 1024x1024, 1152x864, 1280x720, 1280x800, 1280x960, 1280x1024, 1366x768, 1400x1050, 1440x900, 1600x1200, 1680x1050, 1680x1200, 1920x1080, 1920x1200, 1920x1440, 2560x1440 Create Your Own Path “Nice weather has arrived! Clean the dust off your bike and explore your hometown from a different angle! Invite a friend or loved one and share the joy of cycling. Whether you decide to go for a city ride or a ride in nature, the time spent on a bicycle will make you feel free and happy. So don’t wait, take your bike and call your loved one because happiness is greater only when it is shared. Happy World Bike Day!” — Designed by PopArt Studio from Serbia. preview without calendar: 320x480, 640x480, 800x480, 800x600, 1024x768, 1024x1024, 1152x864, 1280x720, 1280x800, 1280x960, 1280x1024, 1366x768, 1400x1050, 1440x900, 1600x1200, 1680x1050, 1680x1200, 1920x1080, 1920x1200, 1920x1440, 2560x1440 Oh, The Places You Will Go! “In celebration of high school and college graduates ready to make their way in the world!” — Designed by Bri Loesch from the United States. preview without calendar: 320x480, 1024x768, 1280x1024, 1440x900, 1680x1050, 1680x1200, 1920x1440, 2560x1440 Merry-Go-Round Designed by Xenia Latii from Germany. preview without calendar: 320x480, 640x480, 800x480, 800x600, 1024x768, 1152x864, 1280x720, 1280x800, 1280x960, 1280x1024, 1366x768, 1400x1050, 1440x900, 1600x1200, 1680x1050, 1680x1200, 1920x1080, 1920x1200, 1920x1440, 2560x1440 Summer Surf “Summer vibes…” — Designed by Antun Hirsman from Croatia. preview without calendar: 640x480, 1152x864, 1280x1024, 1440x900, 1680x1050, 1920x1080, 1920x1440, 2650x1440 Expand Your Horizons “It’s summer! Go out, explore, expand your horizons!” — Designed by Dorvan Davoudi from Canada. preview without calendar: 800x480, 800x600, 1024x1024, 1152x864, 1280x720, 1280x800, 1280x960, 1280x1024, 1366x768, 1400x1050, 1440x900, 1600x1200, 1680x1050, 1680x1200, 1920x1080, 1920x1200, 1920x1440, 2560x1440 Gravity Designed by Elise Vanoorbeek from Belgium. preview without calendar: 1024x768, 1024x1024, 1152x864, 1280x720, 1280x800, 1280x960, 1280x1024, 1366x768, 1400x1050, 1440x900, 1600x1200, 1680x1050, 1680x1200, 1920x1080, 1920x1200, 1920x1440, 2560x1440 Yoga Is A Light, Which Once Lit, Will Never Dim “You cannot always control what goes on outside. You can always control what goes on inside. Breathe free, live and let your body feel the vibrations and positiveness that you possess inside you. Yoga can rejuvenate and refresh you and ensure that you are on the journey from self to the self. Happy International Yoga Day!” — Designed by Acodez IT Solutions from India. preview without calendar: 320x480, 640x480, 800x480, 800x600, 1024x768, 1024x1024, 1152x864, 1280x720, 1280x960, 1280x1024, 1366x768, 1400x1050, 1440x900, 1600x1200, 1680x1050, 1680x1200, 1920x1080, 1920x1200, 1920x1440, 2560x1440 Evolution “We’ve all grown to know the month of June through different life stages. From toddlers to adults with children, we’ve enjoyed the weather with rides on our bikes. As we evolve, so do our wheels!” — Designed by Jason Keist from the United States. preview without calendar: 320x480, 800x600, 768x1024, 1280x800, 1280x1024, 1440x900, 1920x1080, 2560x1440 Summer Party Designed by Ricardo Gimenes from Spain. preview without calendar: 640x480, 800x480, 800x600, 1024x768, 1024x1024, 1152x864, 1280x720, 1280x800, 1280x960, 1280x1024, 1366x768, 1400x1050, 1440x900, 1600x1200, 1680x1050, 1680x1200, 1920x1080, 1920x1200, 1920x1440, 2560x1440, 3840x2160 Splash Designed by Ricardo Gimenes from Spain. preview without calendar: 640x480, 800x480, 800x600, 1024x768, 1024x1024, 1152x864, 1280x720, 1280x800, 1280x960, 1280x1024, 1366x768, 1400x1050, 1440x900, 1600x1200, 1680x1050, 1680x1200, 1920x1080, 1920x1200, 1920x1440, 2560x1440, 3840x2160 Reef Days “June brings the start of summer full of bright colors, happy memories, and traveling. What better way to portray the goodness of summer than through an ocean folk art themed wallpaper. This statement wallpaper gives me feelings of summer and I hope to share that same feeling with others.” — Designed by Taylor Davidson from Kentucky. preview without calendar: 480x800, 1024x1024, 1242x2208, 1280x1024 Solstice Sunset “June 21 marks the longest day of the year for the Northern Hemisphere — and sunsets like these will be getting earlier and earlier after that!” — Designed by James Mitchell from the United Kingdom. preview without calendar: 1280x720, 1280x800, 1366x768, 1440x900, 1680x1050, 1920x1080, 1920x1200, 2560x1440, 2880x1800 Wildlife Revival “This planet is the home that we share with all other forms of life and it is our obligation and sacred duty to protect it.” — Designed by LibraFire from Serbia. preview without calendar: 320x480, 640x480, 800x480, 800x600, 1024x768, 1024x1024, 1152x864, 1280x720, 1280x800, 1280x960, 1280x1024, 1366x768, 1400x1050, 1440x900, 1600x1200, 1680x1050, 1680x1200, 1920x1080, 1920x1200, 1920x1440, 2560x1440 Pineapple Summer Pop “I love creating fun and feminine illustrations and designs. I was inspired by juicy tropical pineapples to celebrate the start of summer.” — Designed by Brooke Glaser from Honolulu, Hawaii. preview without calendar: 640x480, 800x600, 1024x768, 1152x720, 1280x720, 1280x800, 1280x960, 1366x768, 1440x900, 1680x1050, 1920x1080, 1920x1200, 1920x1440, 2560x1440 Handmade Pony Gone Wild “This piece was inspired by the My Little Pony cartoon series. Because those ponies irritated me so much as a kid, I always wanted to create a bad-ass pony.” — Designed by Zaheed Manuel from South Africa. preview without calendar: 800x600, 1024x768, 1280x960, 1280x1024, 1680x1050, 1920x1200, 2560x1440, 2880x1800 Window Of Opportunity “‘Look deep into nature and then you will understand everything better,’ A.E.” — Designed by Antun Hiršman from Croatia. preview without calendar: 1024x768, 1280x960, 1366x768, 1440x900, 1600x1200, 1680x1200, 1920x1080, 1920x1440, 2560x1440 Viking Meat War Designed by Ricardo Gimenes from Spain. preview without calendar: 320x480, 1024x768, 1024x1024, 1280x800, 1280x960, 1280x1024, 1366x768, 1400x1050, 1440x900, 1600x1050, 1600x1200, 1680x1050, 1680x1200, 1920x1080, 1920x1200, 1920x1440, 2560x1440, 2880x1800
Reliably Detecting Third-Party Cookie Blocking In 2025
The web is mired in a struggle to eliminate third-party cookies, with the World Wide Web Consortium Technical Architecture Group leading the charge. But there are obstacles preventing this from happening, and, as a result, many essential web features continue to rely on cookies to function properly. That’s why detecting third-party cookie blocking isn’t just good technical hygiene but a frontline defense for user experience.
The web is beginning to part ways with third-party cookies, a technology it once heavily relied on. Introduced in 1994 by Netscape to support features like virtual shopping carts, cookies have long been a staple of web functionality. However, concerns over privacy and security have led to a concerted effort to eliminate them. The World Wide Web Consortium Technical Architecture Group (W3C TAG) has been vocal in advocating for the complete removal of third-party cookies from the web platform. Major browsers (Chrome, Safari, Firefox, and Edge) are responding by phasing them out, though the transition is gradual. While this shift enhances user privacy, it also disrupts legitimate functionalities that rely on third-party cookies, such as single sign-on (SSO), fraud prevention, and embedded services. And because there is still no universal ban in place and many essential web features continue to depend on these cookies, developers must detect when third-party cookies are blocked so that applications can respond gracefully. Don’t Let Silent Failures Win: Why Cookie Detection Still Matters Yes, the ideal solution is to move away from third-party cookies altogether and redesign our integrations using privacy-first, purpose-built alternatives as soon as possible. But in reality, that migration can take months or even years, especially for legacy systems or third-party vendors. Meanwhile, users are already browsing with third-party cookies disabled and often have no idea that anything is missing. Imagine a travel booking platform that embeds an iframe from a third-party partner to display live train or flight schedules. This embedded service uses a cookie on its own domain to authenticate the user and personalize content, like showing saved trips or loyalty rewards. But when the browser blocks third-party cookies, the iframe cannot access that data. Instead of a seamless experience, the user sees an error, a blank screen, or a login prompt that doesn’t work. And while your team is still planning a long-term integration overhaul, this is already happening to real users. They don’t see a cookie policy; they just see a broken booking flow. Detecting third-party cookie blocking isn’t just good technical hygiene but a frontline defense for user experience. Why It’s Hard To Tell If Third-Party Cookies Are Blocked Detecting whether third-party cookies are supported isn’t as simple as calling navigator.cookieEnabled. Even a well-intentioned check like this one may look safe, but it still won’t tell you what you actually need to know: // DOES NOT detect third-party cookie blocking function areCookiesEnabled() { if (navigator.cookieEnabled === false) { return false; } try { document.cookie = "test_cookie=1; SameSite=None; Secure"; const hasCookie = document.cookie.includes("test_cookie=1"); document.cookie = "test_cookie=; Max-Age=0; SameSite=None; Secure"; return hasCookie; } catch (e) { return false; } } This function only confirms that cookies work in the current (first-party) context. It says nothing about third-party scenarios, like an iframe on another domain. Worse, it’s misleading: in some browsers, navigator.cookieEnabled may still return true inside a third-party iframe even when cookies are blocked. Others might behave differently, leading to inconsistent and unreliable detection. These cross-browser inconsistencies — combined with the limitations of document.cookie — make it clear that there is no shortcut for detection. To truly detect third-party cookie blocking, we need to understand how different browsers actually behave in embedded third-party contexts. How Modern Browsers Handle Third-Party Cookies The behavior of modern browsers directly affects which detection methods will work and which ones silently fail. Safari: Full Third-Party Cookie Blocking Since version 13.1, Safari blocks all third-party cookies by default, with no exceptions, even if the user previously interacted with the embedded domain. This policy is part of Intelligent Tracking Prevention (ITP). For embedded content (such as an SSO iframe) that requires cookie access, Safari exposes the Storage Access API, which requires a user gesture to grant storage permission. As a result, a test for third-party cookie support will nearly always fail in Safari unless the iframe explicitly requests access via this API. Firefox: Cookie Partitioning By Design Firefox’s Total Cookie Protection isolates cookies on a per-site basis. Third-party cookies can still be set and read, but they are partitioned by the top-level site, meaning a cookie set by the same third-party on siteA.com and siteB.com is stored separately and cannot be shared. As of Firefox 102, this behavior is enabled by default in the Standard (default) mode of Enhanced Tracking Protection. Unlike the Strict mode — which blocks third-party cookies entirely, similar to Safari — the Standard mode does not block them outright. Instead, it neutralizes their tracking capability by isolating them per site. As a result, even if a test shows that a third-party cookie was successfully set, it may be useless for cross-site logins or shared sessions due to this partitioning. Detection logic needs to account for that. Chrome: From Deprecation Plans To Privacy Sandbox (And Industry Pushback) Chromium-based browsers still allow third-party cookies by default — but the story is changing. Starting with Chrome 80, third-party cookies must be explicitly marked with SameSite=None; Secure, or they will be rejected. In January 2020, Google announced their intention to phase out third-party cookies by 2022. However, the timeline was updated multiple times, first in June 2021 when the company pushed the rollout to begin in mid-2023 and conclude by the end of that year. Additional postponements followed in July 2022, December 2023, and April 2024. In July 2024, Google has clarified that there is no plan to unilaterally deprecate third-party cookies or force users into a new model without consent. Instead, Chrome is shifting to a user-choice interface that will allow individuals to decide whether to block or allow third-party cookies globally. This change was influenced in part by substantial pushback from the advertising industry, as well as ongoing regulatory oversight, including scrutiny by the UK Competition and Markets Authority (CMA) into Google’s Privacy Sandbox initiative. The CMA confirmed in a 2025 update that there is no intention to force a deprecation or trigger automatic prompts for cookie blocking. As for now, third-party cookies remain enabled by default in Chrome. The new user-facing controls and the broader Privacy Sandbox ecosystem are still in various stages of experimentation and limited rollout. Edge (Chromium-Based): Tracker-Focused Blocking With User Configurability Edge (which is a Chromium-based browser) shares Chrome’s handling of third-party cookies, including the SameSite=None; Secure requirement. Additionally, Edge introduces Tracking Prevention modes: Basic, Balanced (default), and Strict. In Balanced mode, it blocks known third-party trackers using Microsoft’s maintained list but allows many third-party cookies that are not classified as trackers. Strict mode blocks more resource loads than Balanced, which may result in some websites not behaving as expected. Other Browsers: What About Them? Privacy-focused browsers, like Brave, block third-party cookies by default as part of their strong anti-tracking stance. Internet Explorer (IE) 11 allowed third-party cookies depending on user privacy settings and the presence of Platform for Privacy Preferences (P3P) headers. However, IE usage is now negligible. Notably, the default “Medium” privacy setting in IE could block third-party cookies unless a valid P3P policy was present. Older versions of Safari had partial third-party cookie restrictions (such as “Allow from websites I visit”), but, as mentioned before, this was replaced with full blocking via ITP. As of 2025, all major browsers either block or isolate third-party cookies by default, with the exception of Chrome, which still allows them in standard browsing mode pending the rollout of its new user-choice model. To account for these variations, your detection strategy must be grounded in real-world testing — specifically by reproducing a genuine third-party context such as loading your script within an iframe on a cross-origin domain — rather than relying on browser names or versions. Overview Of Detection Techniques Over the years, many techniques have been used to detect third-party cookie blocking. Most are unreliable or obsolete. Here’s a quick walkthrough of what doesn’t work (and why) and what does. Basic JavaScript API Checks (Misleading) As mentioned earlier, the navigator.cookieEnabled or setting document.cookie on the main page doesn’t reflect cross-site cookie status: In third-party iframes, navigator.cookieEnabled often returns true even when cookies are blocked. Setting document.cookie in the parent doesn’t test the third-party context. These checks are first-party only. Avoid using them for detection. Storage Hacks Via localStorage (Obsolete) Previously, some developers inferred cookie support by checking if window.localStorage worked inside a third-party iframe — which is especially useful against older Safari versions that blocked all third-party storage. Modern browsers often allow localStorage even when cookies are blocked. This leads to false positives and is no longer reliable. Server-Assisted Cookie Probe (Heavyweight) One classic method involves setting a cookie from a third-party domain via HTTP and then checking if it comes back: Load a script/image from a third-party server that sets a cookie. Immediately load another resource, and the server checks whether the cookie was sent. This works, but it: Requires custom server-side logic, Depends on HTTP caching, response headers, and cookie attributes (SameSite=None; Secure), and Adds development and infrastructure complexity. While this is technically valid, it is not suitable for a front-end-only approach, which is our focus here. Storage Access API (Supplemental Signal) The document.hasStorageAccess() method allows embedded third-party content to check if it has access to unpartitioned cookies: Chrome Supports hasStorageAccess() and requestStorageAccess() starting from version 119. Additionally, hasUnpartitionedCookieAccess() is available as an alias for hasStorageAccess() from version 125 onwards. Firefox Supports both hasStorageAccess() and requestStorageAccess() methods. Safari Supports the Storage Access API. However, access must always be triggered by a user interaction. For example, even calling requestStorageAccess() without a direct user gesture (like a click) is ignored. Chrome and Firefox also support the API, and in those browsers, it may work automatically or based on browser heuristics or site engagement. This API is particularly useful for detecting scenarios where cookies are present but partitioned (e.g., Firefox’s Total Cookie Protection), as it helps determine if the iframe has unrestricted cookie access. But for now, it’s still best used as a supplemental signal, rather than a standalone check. iFrame + postMessage (Best Practice) Despite the existence of the Storage Access API, at the time of writing, this remains the most reliable and browser-compatible method: Embed a hidden iframe from a third-party domain. Inside the iframe, attempt to set a test cookie. Use window.postMessage to report success or failure to the parent. This approach works across all major browsers (when properly configured), requires no server (kind of, more on that next), and simulates a real-world third-party scenario. We’ll implement this step-by-step next. Bonus: Sec-Fetch-Storage-Access Chrome (starting in version 133) is introducing Sec-Fetch-Storage-Access, an HTTP request header sent with cross-site requests to indicate whether the iframe has access to unpartitioned cookies. This header is only visible to servers and cannot be accessed via JavaScript. It’s useful for back-end analytics but not applicable for client-side cookie detection. As of May 2025, this feature is only implemented in Chrome and is not supported by other browsers. However, it’s still good to know that it’s part of the evolving ecosystem. Step-by-Step: Detecting Third-Party Cookies Via iFrame So, what did I mean when I said that the last method we looked at “requires no server”? While this method doesn’t require any back-end logic (like server-set cookies or response inspection), it does require access to a separate domain — or at least a cross-site subdomain — to simulate a third-party environment. This means the following: You must serve the test page from a different domain or public subdomain, e.g., example.com and cookietest.example.com, The domain needs HTTPS (for SameSite=None; Secure cookies to work), and You’ll need to host a simple static file (the test page), even if no server code is involved. Once that’s set up, the rest of the logic is fully client-side. Step 1: Create A Cookie Test Page (On A Third-Party Domain) Minimal version (e.g., https://cookietest.example.com/cookie-check.html): <!DOCTYPE html> <html> <body> <script> document.cookie = "thirdparty_test=1; SameSite=None; Secure; Path=/;"; const cookieFound = document.cookie.includes("thirdparty_test=1"); const sendResult = (status) => window.parent?.postMessage(status, "*"); if (cookieFound && document.hasStorageAccess instanceof Function) { document.hasStorageAccess().then((hasAccess) => { sendResult(hasAccess ? "TP_COOKIE_SUPPORTED" : "TP_COOKIE_BLOCKED"); }).catch(() => sendResult("TP_COOKIE_BLOCKED")); } else { sendResult(cookieFound ? "TP_COOKIE_SUPPORTED" : "TP_COOKIE_BLOCKED"); } </script> </body> </html> Make sure the page is served over HTTPS, and the cookie uses SameSite=None; Secure. Without these attributes, modern browsers will silently reject it. Step 2: Embed The iFrame And Listen For The Result On your main page: function checkThirdPartyCookies() { return new Promise((resolve) => { const iframe = document.createElement('iframe'); iframe.style.display = 'none'; iframe.src = "https://cookietest.example.com/cookie-check.html"; // your subdomain document.body.appendChild(iframe); let resolved = false; const cleanup = (result, timedOut = false) => { if (resolved) return; resolved = true; window.removeEventListener('message', onMessage); iframe.remove(); resolve({ thirdPartyCookiesEnabled: result, timedOut }); }; const onMessage = (event) => { if (["TP_COOKIE_SUPPORTED", "TP_COOKIE_BLOCKED"].includes(event.data)) { cleanup(event.data === "TP_COOKIE_SUPPORTED", false); } }; window.addEventListener('message', onMessage); setTimeout(() => cleanup(false, true), 1000); }); } Example usage: checkThirdPartyCookies().then(({ thirdPartyCookiesEnabled, timedOut }) => { if (!thirdPartyCookiesEnabled) { someCookiesBlockedCallback(); // Third-party cookies are blocked. if (timedOut) { // No response received (iframe possibly blocked). // Optional fallback UX goes here. someCookiesBlockedTimeoutCallback(); }; } }); Step 3: Enhance Detection With The Storage Access API In Safari, even when third-party cookies are blocked, users can manually grant access through the Storage Access API — but only in response to a user gesture. Here’s how you could implement that in your iframe test page: <button id="enable-cookies">This embedded content requires cookie access. Click below to continue.</button> <script> document.getElementById('enable-cookies')?.addEventListener('click', async () => { if (document.requestStorageAccess && typeof document.requestStorageAccess === 'function') { try { const granted = await document.requestStorageAccess(); if (granted !== false) { window.parent.postMessage("TP_STORAGE_ACCESS_GRANTED", "*"); } else { window.parent.postMessage("TP_STORAGE_ACCESS_DENIED", "*"); } } catch (e) { window.parent.postMessage("TP_STORAGE_ACCESS_FAILED", "*"); } } }); </script> Then, on the parent page, you can listen for this message and retry detection if needed: // Inside the same onMessage listener from before: if (event.data === "TP_STORAGE_ACCESS_GRANTED") { // Optionally: retry the cookie test, or reload iframe logic checkThirdPartyCookies().then(handleResultAgain); } (Bonus) A Purely Client-Side Fallback (Not Perfect, But Sometimes Necessary) In some situations, you might not have access to a second domain or can’t host third-party content under your control. That makes the iframe method unfeasible. When that’s the case, your best option is to combine multiple signals — basic cookie checks, hasStorageAccess(), localStorage fallbacks, and maybe even passive indicators like load failures or timeouts — to infer whether third-party cookies are likely blocked. The important caveat: This will never be 100% accurate. But, in constrained environments, “better something than nothing” may still improve the UX. Here’s a basic example: async function inferCookieSupportFallback() { let hasCookieAPI = navigator.cookieEnabled; let canSetCookie = false; let hasStorageAccess = false; try { document.cookie = "testfallback=1; SameSite=None; Secure; Path=/;"; canSetCookie = document.cookie.includes("test_fallback=1"); document.cookie = "test_fallback=; Max-Age=0; Path=/;"; } catch (_) { canSetCookie = false; } if (typeof document.hasStorageAccess === "function") { try { hasStorageAccess = await document.hasStorageAccess(); } catch (_) {} } return { inferredThirdPartyCookies: hasCookieAPI && canSetCookie && hasStorageAccess, raw: { hasCookieAPI, canSetCookie, hasStorageAccess } }; } Example usage: inferCookieSupportFallback().then(({ inferredThirdPartyCookies }) => { if (inferredThirdPartyCookies) { console.log("Cookies likely supported. Likely, yes."); } else { console.warn("Cookies may be blocked or partitioned."); // You could inform the user or adjust behavior accordingly } }); Use this fallback when: You’re building a JavaScript-only widget embedded on unknown sites, You don’t control a second domain (or the team refuses to add one), or You just need some visibility into user-side behavior (e.g., debugging UX issues). Don’t rely on it for security-critical logic (e.g., auth gating)! But it may help tailor the user experience, surface warnings, or decide whether to attempt a fallback SSO flow. Again, it’s better to have something rather than nothing. Fallback Strategies When Third-Party Cookies Are Blocked Detecting blocked cookies is only half the battle. Once you know they’re unavailable, what can you do? Here are some practical options that might be useful for you: Redirect-Based Flows For auth-related flows, switch from embedded iframes to top-level redirects. Let the user authenticate directly on the identity provider's site, then redirect back. It works in all browsers, but the UX might be less seamless. Request Storage Access Prompt the user using requestStorageAccess() after a clear UI gesture (Safari requires this). Use this to re-enable cookies without leaving the page. Token-Based Communication Pass session info directly from parent to iframe via: postMessage (with required origin); Query params (e.g., signed JWT in iframe URL). This avoids reliance on cookies entirely but requires coordination between both sides: // Parent const iframe = document.getElementById('my-iframe'); iframe.onload = () => { const token = getAccessTokenSomehow(); // JWT or anything else iframe.contentWindow.postMessage( { type: 'AUTH_TOKEN', token }, 'https://iframe.example.com' // Set the correct origin! ); }; // iframe window.addEventListener('message', (event) => { if (event.origin !== 'https://parent.example.com') return; const { type, token } = event.data; if (type === 'AUTH_TOKEN') { validateAndUseToken(token); // process JWT, init session, etc } }); Partitioned Cookies (CHIPS) Chrome (since version 114) and other Chromium-based browsers now support cookies with the Partitioned attribute (known as CHIPS), allowing per-top-site cookie isolation. This is useful for widgets like chat or embedded forms where cross-site identity isn’t needed. Note: Firefox and Safari don’t support the Partitioned cookie attribute. Firefox enforces cookie partitioning by default using a different mechanism (Total Cookie Protection), while Safari blocks third-party cookies entirely. But be careful, as they are treated as “blocked” by basic detection. Refine your logic if needed. Final Thought: Transparency, Transition, And The Path Forward Third-party cookies are disappearing, albeit gradually and unevenly. Until the transition is complete, your job as a developer is to bridge the gap between technical limitations and real-world user experience. That means: Keep an eye on the standards. APIs like FedCM and Privacy Sandbox features (Topics, Attribution Reporting, Fenced Frames) are reshaping how we handle identity and analytics without relying on cross-site cookies. Combine detection with graceful fallback. Whether it’s offering a redirect flow, using requestStorageAccess(), or falling back to token-based messaging — every small UX improvement adds up. Inform your users. Users shouldn't be left wondering why something worked in one browser but silently broke in another. Don’t let them feel like they did something wrong — just help them move forward. A clear, friendly message can prevent this confusion. The good news? You don’t need a perfect solution today, just a resilient one. By detecting issues early and handling them thoughtfully, you protect both your users and your future architecture, one cookie-less browser at a time. And as seen with Chrome’s pivot away from automatic deprecation, the transition is not always linear. Industry feedback, regulatory oversight, and evolving technical realities continue to shape the time and the solutions. And don’t forget: having something is better than nothing.
Data Vs. Findings Vs. Insights In UX
What’s the difference between data, findings, and UX insights? And how do you argue for statistical significance in your UX research? Let’s unpack it.
In many companies, data, findings, and insights are all used interchangeably. Slack conversations circle around convincing data points, statistically significant findings, reliable insights, and emerging trends. Unsurprisingly, conversations often mistake sporadic observations for consistent patterns. But how impactful is the weight that each of them carries? And how do we turn raw data into meaningful insights to make better decisions? Well, let’s find out. Why It All Matters At first, it may seem that the differences are very nuanced and merely technical. But when we review inputs and communicate the outcomes of our UX work, we need to be careful not to conflate terminology — to avoid wrong assumptions, wrong conclusions, and early dismissals. When strong recommendations and bold statements emerge in a big meeting, inevitably, there will be people questioning the decision-making process. More often than not, they will be the loudest voices in the room, often with their own agenda and priorities that they are trying to protect. As UX designers, we need to be prepared for it. The last thing we want is to have a weak line of thinking, easily dismantled under the premise of “weak research”, “unreliable findings”, “poor choice of users” — and hence dismissed straight away. Data ≠ Findings ≠ Insights People with different roles — analysts, data scientists, researchers, strategists — often rely on fine distinctions to make their decisions. The general difference is easy to put together: Data is raw observations (logs, notes, survey answers) (what was recorded). Findings describe emerging patterns in data but aren’t actionable (what happened). Insights are business opportunities (what happened + why + so what). Hindsights are reflections of past actions and outcomes (what we learned in previous work). Foresights are informed projections, insights with extrapolation (what could happen next). Here’s what it then looks like in real life: Data ↓ Six users were looking for ”Money transfer” in “Payments”, and 4 users discovered the feature in their personal dashboard. Finding ↓ 60% of users struggled to find the “Money transfer” feature on a dashboard, often confusing it with the “Payments” section. Insight ↓ Navigation doesn’t match users’ mental models for money transfers, causing confusion and delays. We recommend renaming sections or reorganizing the dashboard to prioritize “Transfer Money”. It could make task completion more intuitive and efficient. Hindsight ↓ After renaming the section to “Transfer Money” and moving it to the main dashboard, task success increased by 12%. User confusion dropped in follow-up tests. It proved to be an effective solution. Foresight ↓ As our financial products become more complex, users will expect simpler task-oriented navigation (e.g., “Send Money”, “Pay Bills“) instead of categories like “Payments”. We should evolve the dashboard towards action-driven IA to meet user expectations. Only insights create understanding and drive strategy. Foresights shape strategy, too, but are always shaped by bets and assumptions. So, unsurprisingly, stakeholders are interested in insights, not findings. They rarely need to dive into raw data points. But often, they do want to make sure that findings are reliable. That’s when, eventually, the big question about statistical significance comes along. And that’s when ideas and recommendations often get dismissed without a chance to be explored or explained. But Is It Statistically Significant? Now, for UX designers, that’s an incredibly difficult question to answer. As Nikki Anderson pointed out, statistical significance was never designed for qualitative research. And with UX work, we’re not trying to publish academic research or prove universal truths. What we are trying to do is reach theoretical saturation, the point where additional research doesn’t give us new insights. Research isn’t about proving something is true. It’s about preventing costly mistakes before they happen. Here are some useful talking points to handle the question: Five users per segment often surface major issues, and 10–15 users per segment usually reach saturation. If we’re still getting new insights after that, our scope is too broad. “If five people hit the same pothole and wreck their car, how many more do you need before fixing the road?” “If three enterprise customers say onboarding is confusing, that’s a churn risk.” “If two usability tests expose a checkout issue, that’s abandoned revenue.” “If one customer interview reveals a security concern, that’s a crisis waiting to happen.” “How many user complaints exactly do we need to take this seriously?” “How much revenue exactly are we willing to lose before fixing this issue?” And: it might not be necessary to focus on the number of participants, but instead, argue about users consistently struggling with a feature, mismatch of expectations, and a clear pattern emerging around a particular pain point. How To Turn Findings Into Insights Once we notice patterns emerging, we need to turn them into actionable recommendations. Surprisingly, this isn’t always easy — we need to avoid easy guesses and assumptions as far as possible, as they will invite wrong conclusions. To do that, you can rely on a very simple but effective framework to turn findings into insights: What Happened + Why + So What: “What happened” covers observed behavior and patterns. “Why” includes beliefs, expectations, or triggers. “So What” addresses impact, risk, and business opportunity. To better assess the “so what” part, we should pay close attention to the impact of what we have noticed on desired business outcomes. It can be anything from high-impact blockers and confusion to hesitation and inaction. I can wholeheartedly recommend exploring Findings → Insights Cheatsheet in Nikki Anderson’s wonderful slide deck, which has examples and prompts to use to turn findings into insights. Stop Sharing Findings — Deliver Insights When presenting the outcomes of your UX work, focus on actionable recommendations and business opportunities rather than patterns that emerged during testing. To me, it’s all about telling a good damn story. Memorable, impactful, feasible, and convincing. Paint the picture of what the future could look like and the difference it would produce. That’s where the biggest impact of UX work emerges. How To Measure UX And Design Impact Meet Measure UX & Design Impact (8h), a practical guide for designers and UX leads to shape, measure, and explain your incredible UX impact on business. Recorded and updated by Vitaly Friedman. Use the friendly code 🎟 IMPACT to save 20% off today. Jump to the details. Video + UX Training Video only Video + UX Training $ 495.00 $ 799.00 Get Video + UX Training 25 video lessons (8h) + Live UX Training. 100 days money-back-guarantee. Video only $ 250.00$ 395.00 Get the video course 25 video lessons (8h). Updated yearly. Also available as a UX Bundle with 2 video courses. Further Reading on Smashing Magazine “The Human Element: Using Research And Psychology To Elevate Data Storytelling,” Victor Yocco & Angelica Lo Duca “Integrations: From Simple Data Transfer To Modern Composable Architectures,” Edoardo Dusi “Scaling Success: Key Insights And Practical Takeaways,” Addy Osmani “Embracing Introversion In UX,” Victor Yocco
What Zen And The Art Of Motorcycle Maintenance Can Teach Us About Web Design
Road-tripping along the line between engineering and spirituality, Robert M. Pirsig’s musings on the arts, sciences, and Quality ring as true now as they ever have.
I think we, as engineers and designers, have a lot to gain by stepping outside of our worlds. That’s why in previous pieces I’ve been drawn towards architecture, newspapers, and the occasional polymath. Today, we stumble blindly into the world of philosophy. Bear with me. I think there’s something to it. In 1974, the American philosopher Robert M. Pirsig published a book called Zen and the Art of Motorcycle Maintenance. A flowing blend of autobiography, road trip diary, and philosophical musings, the book’s ‘chautauqua’ is an interplay between art, science, and self. Its outlook on life has stuck with me since I read it. The book often feels prescient, at times surreal to read given it’s now 50 years old. Pirsig’s reflections on arts vs. sciences, subjective vs. objective, and systems vs. people translate seamlessly to the digital age. There are lessons there that I think are useful when trying to navigate — and build — the web. Those lessons are what this piece is about. I feel obliged at this point to echo Pirsig and say that what follows should in no way be associated with the great body of factual information about Zen Buddhist practice. It’s not very factual in terms of web development, either. Buddha In The Machine Zen is written in stages. It sets a scene before making its central case. That backdrop is important, so I will mirror it here. The book opens with the start of a motorcycle road trip undertaken by Pirsig and his son. It’s a winding journey that takes them most of the way across the United States. Despite the trip being in part characterized as a flight from the machine, from the industrial ‘death force’, Pirsig takes great pains to emphasize that technology is not inherently bad or destructive. Treating it as such actually prevents us from finding ways in which machinery and nature can be harmonious. Granted, at its worst, the technological world does feel like a death force. In the book’s 1970s backdrop, it manifests as things like efficiency, profit, optimization, automation, growth — the kinds of words that, when we read them listed together, a part of our soul wants to curl up in the fetal position. In modern tech, those same forces apply. We might add things like engagement and tracking to them. Taken to the extreme, these forces contribute to the web feeling like a deeply inhuman place. Something cold, calculating, and relentless, yet without a fire in its belly. Impersonal, mechanical, inhuman. Faced with these forces, the impulse is often to recoil. To shut our laptops and wander into the woods. However, there is a big difference between clearing one’s head and burying it in the sand. Pirsig argues that “Flight from and hatred of technology is self-defeating.” To throw our hands up and step away from tech is to concede to the power of its more sinister forces. “The Buddha, the Godhead, resides quite as comfortably in the circuits of a digital computer or the gears of a cycle transmission as he does at the top of a mountain or in the petals of a flower. To think otherwise is to demean the Buddha — which is to demean oneself.” — Robert M. Pirsig Before we can concern ourselves with questions about what we might do, we must try our best to marshal how we might be. We take our heads and hearts with us wherever we go. If we characterize ourselves as powerless pawns, then that is what we will be. Where design and development are concerned, that means residing in the technology without losing our sense of self — or power. Technology is only as good or evil, as useful or as futile, as the people shaping it. Be it the internet or artificial intelligence, to direct blame or ire at the technology itself is to absolve ourselves of the responsibility to use it better. It is better not to demean oneself, I think. So, with the Godhead in mind, to business. Classical And Romantic A core concern of Zen and the Art of Motorcycle Maintenance is the tension between the arts and sciences. The two worlds have a long, rich history of squabbling and dysfunction. There is often mutual distrust, suspicion, and even hostility. This, again, is self-defeating. Hatred of technology is a symptom of it. “A classical understanding sees the world primarily as the underlying form itself. A romantic understanding sees it primarily in terms of immediate appearance.” — Robert M. Pirsig If we were to characterize the two as bickering siblings, familiar adjectives might start to appear: Classical Romantic Dull Frivolous Awkward Irrational Ugly Erratic Mechanical Untrustworthy Cold Fleeting Anyone in the world of web design and development will have come up against these kinds of standoffs. Tensions arise between testing and intuition, best practices and innovation, structure and fluidity. Is design about following rules or breaking them? Treating such questions as binary is a fallacy. In doing so, we place ourselves in adversarial positions, whatever we consider ourselves to be. The best work comes from these worlds working together — from recognising they are bound. Steve Jobs was a famous advocate of this. “Technology alone is not enough — it’s technology married with liberal arts, married with the humanities, that yields us the result that makes our heart sing.” — Steve Jobs Whatever you may feel about Jobs himself, I think this sentiment is watertight. No one field holds all the keys. Leonardo da Vinci was a shining example of doing away with this needless siloing of worlds. He was a student of light, anatomy, art, architecture, everything and anything that interested him. And they complemented each other. Excellence is a question of harmony. Is a motorcycle a romantic or classical artifact? Is it a machine or a symbol? A series of parts or a whole? It’s all these things and more. To say otherwise does a disservice to the motorcycle and deprives us of its full beauty. Just by reframing the relationship in this way, the kinds of adjectives that come to mind naturally shift toward more harmonious territory. Classical Romantic Organized Vibrant Scaleable Evocative Reliable Playful Efficient Fun Replicable Expressive And, of course, when we try thinking this way, the distinction itself starts feeling fuzzier. There is so much that they share. Pirsig posits that the division between the subjective and objective is one of the great missteps of the Greeks, one that has been embraced wholeheartedly by the West in the millennia since. That doesn’t have to be the lens, though. Perhaps monism, not dualism, is the way. In a sense, technology marks the ultimate interplay between the arts and the sciences, the classical and the romantic. It is the human condition brought to you with ones and zeros. To separate those parts of it is to tear apart the thing itself. The same is true of the web. Is it romantic or classical? Art or science? Structured or anarchic? It is all those things and more. Engineering at its best is where all these apparent contradictions meet and become one. What is this place? Well, that brings us to a core concept of Pirsig’s book: Quality. Quality The central concern of Zen and the Art of Motorcycle Maintenance is the ‘Metaphysics of Quality’. Pirsig argues that ‘Quality’ is where subjective and objective experience meet. Quality is at the knife edge of experience. “Quality is the continuing stimulus which our environment puts upon us to create the world in which we live. All of it. Every last bit of it.” — Robert M. Pirsig Pirsig's writings overlap a lot with Taoism and Eastern philosophy, to the extent that he likens Quality to the Tao. Quality is similarly undefinable, with Pirsig himself making a point of not defining it. Like the Tao, Plato’s Form of the Good, or the ‘good taste’ to which GitHub cofounder Scott Chacon recently attributed the platform’s success, it simply is. Despite its nebulous nature, Quality is something we recognise when we see it. Any given problem or question has an infinite number of potential solutions, but we are drawn to the best ones as water flows toward the sea. When in a hostile environment, we withdraw from it, responding to a lack of Quality around us. We are drawn to Quality, to the point at which subjective and objective, romantic and classical, meet. There is no map, there isn’t a bullet point list of instructions for finding it, but we know it when we’re there. A Quality Web So, what does all this look like in a web context? How can we recognize and pursue Quality for its own sake and resist the forces that pull us away from it? There are a lot of ways in which the web is not what we’d call a Quality environment. When we use social media sites with algorithms designed around provocation rather than communication, when we’re assailed with ads to such an extent that content feels (and often is) secondary, and when AI-generated slop replaces artisanal craft, something feels off. We feel the absence of Quality. Here are a few habits that I think work in the service of more Quality on the web. Seek To Understand How Things Work I’m more guilty than anyone of diving into projects without taking time to step back and assess what I’m actually dealing with. As you can probably guess from the title, a decent amount of time in Zen and the Art of Motorcycle Maintenance is spent with the author as he tinkers with his motorcycle. Keeping it tuned up and in good repair makes it work better, of course, but the practice has deeper, more understated value, too. It lends itself to understanding. To maintain a motorcycle, one must have some idea of how it works. To take an engine apart and put it back together, one must know what each piece does and how it connects. For Pirsig, this process becomes almost meditative, offering perspective and clarity. The same is true of code. Rushing to the quick fix, be it due to deadlines or lethargy, will, at best, lead to a shoddy result and, in all likelihood, make things worse. “Black boxes” are as much a choice not to learn as they are something innately mysterious or unknowable. One of the reasons the web feels so ominous at times is that we don’t know how it works. Why am I being recommended this? Why are ads about ivory backscratchers following me everywhere? The inner workings of web tracking or AI models may not always be available, but just about any concept can be understood in principle. So, in concrete terms: Read the documentation, for the love of god. Sometimes we don’t understand how things work because the manual’s bad; more often, it’s because we haven’t looked at it. Follow pipelines from their start to their finish. How does data get from point A to point Z? What functions does it pass through, and how do they work? Do health work. Changing the oil in a motorcycle and bumping project dependencies amount to the same thing: a caring and long-term outlook. Shiny new gizmos are cool, but old ones that still run like a dream are beautiful. Always be studying. We are all works in progress, and clinging on to the way things were won’t make the brave new world go away. Be open to things you don’t know, and try not to treat those areas with suspicion. Bound up with this is nurturing a love for what might easily be mischaracterized as the ‘boring’ bits. Motorcycles are for road trips, and code powers products and services, but understanding how they work and tending to their inner workings will bring greater benefits in the long run. Reframe The Questions Much of the time, our work is understandably organized in terms of goals. OKRs, metrics, milestones, and the like help keep things organized and stuff happening. We shouldn’t get too hung up on them, though. Looking at the things we do in terms of Quality helps us reframe the process. The highest Quality solution isn’t always the same as the solution that performed best in A/B tests. The Dark Side of the Moon doesn’t exist because of focus groups. The test screenings for Se7en were dreadful. Reducing any given task to a single metric — or even a handful of metrics — hamstrings the entire process. Rory Sutherland suggests much the same thing in Are We Too Impatient to Be Intelligent? when he talks about looking at things as open-ended questions rather than reducing them to binary metrics to be optimized. Instead of fixating on making trains faster, wouldn’t it be more useful to ask, How do we improve their Quality? Challenge metrics. Good ones — which is to say, Quality ones — can handle the scrutiny. The bad ones deserve to crumble. Either way, you’re doing the world a service. With any given action you take on a website — from button design to database choices — ask yourself, Does this improve the Quality of what I’m working on? Not the bottom line. Not the conversion rate. Not egos. The Quality. Quality pulls us away from dark patterns and towards the delightful. The will to Quality is itself a paradigm shift. Aspiring to Quality removes a lot of noise from what is often a deafening environment. It may make things that once seemed big appear small. Seek To Wed Art With Science (And Whatever Else Fits The Bill) None of the above is to say that rules, best practices, conventions, and the like don’t have their place or are antithetical to Quality. They aren’t. To think otherwise is to slip into the kind of dualities Pirsig rails against in Zen. In a lot of ways, the main underlying theme in my What X Can Teach Us About Web Design pieces over the years has been how connected seemingly disparate worlds are. Yes, Vitruvius’s 1st-century tenets about architecture are useful to web design. Yes, newspapers can teach us much about grid systems and organising content. And yes, a piece of philosophical fiction from the 1970s holds many lessons about how to meet the challenges of artificial intelligence. Do not close your work off from atypical companions. Stuck on a highly technical problem? Perhaps a piece of children’s literature will help you to make the complicated simple. Designing a new homepage for your website? Look at some architecture. The best outcomes are harmonies of seemingly disparate worlds. Cling to nothing and throw nothing away. Make Time For Doing Nothing Here’s the rub. Just as Quality itself cannot be defined, the way to attain it is also not reducible to a neat bullet point list. Neither waterfall, agile or any other management framework holds the keys. If we are serious about putting Buddha in the machine, then we must allow ourselves time and space to not do things. Distancing ourselves from the myriad distractions of modern life puts us in states where the drift toward Quality is almost inevitable. In the absence of distracting forces, that’s where we head. Get away from the screen. We all have those moments where the solution to a problem appears as if out of nowhere. We may be on a walk or doing chores, then pop! Work on side projects. I’m not naive. I know some work environments are hostile to anything that doesn’t look like relentless delivery. Pet projects are ideal spaces for you to breathe. They’re yours, and you don’t have to justify them to anyone. As I go into more detail in “An Ode to Side Project Time,” there is immense good in non-doing, in letting the water clear. There is so much urgency, so much of the time. Stepping away from that is vital not just for well-being, but actually leads to better quality work too. From time to time, let go of your sense of urgency. Spirit Of Play Despite appearances, the web remains a deeply human experiment. The very best and very worst of our souls spill out into this place. It only makes sense, therefore, to think of the web — and how we shape it — in spiritual terms. We can’t leave those questions at the door. Zen and the Art of Motorcycle Maintenance has a lot to offer the modern web. It’s not a manifesto or a way of life, but it articulates an outlook on technology, art, and the self that many of us recognise on a deep, fundamental level. For anyone even vaguely intrigued by what’s been written here, I suggest reading the book. It’s much better than this article. Be inspired. So much of the web is beautiful. The highest-rated Awwwards profiles are just a fraction of the amazing things being made every day. Allow yourself to be delighted. Aspire to be delightful. Find things you care about and make them the highest form of themselves you can. And always do so in a spirit of play. We can carry those sentiments to the web. Do away with artificial divides between arts and science and bring out the best in both. Nurture a taste for Quality and let it guide the things you design and engineer. Allow yourself space for the water to clear in defiance of the myriad forces that would have you do otherwise. The Buddha, the Godhead, resides quite as comfortably in a social media feed or the inner machinations of cloud computing as at the top of a mountain or in the petals of a flower. To think otherwise is to demean the Buddha, which is to demean oneself. Other Resources Zen and the Art of Motorcycle Maintenance by Robert M. Pirsig The Beauty of Everyday Things by Soetsu Yanagi Tao Te Ching “The Creative Act” by Rick Rubin “Robert Pirsig & His Metaphysics of Quality” by Anthony McWatt “Dark Patterns in UX: How to Identify and Avoid Unethical Design Practices” by Daria Zaytseva Further Reading on Smashing Magazine “Three Approaches To Amplify Your Design Projects,” Olivia De Alba “AI’s Transformative Impact On Web Design: Supercharging Productivity Across The Industry,” Paul Boag “How A Bottom-Up Design Approach Enhances Site Accessibility,” Eleanor Hecks “How Accessibility Standards Can Empower Better Chart Visual Design,” Kent Eisenhuth
Smashing Animations Part 3: SMIL’s Not Dead Baby, SMIL’s Not Dead
While there are plenty of ways that CSS animations can bring designs to life, adding simple SMIL (Synchronized Multimedia Integration Language) animations in SVG can help them do much more. Andy Clarke explains where SMIL animations in SVG take over where CSS leaves off.
The SMIL specification was introduced by the W3C in 1998 for synchronizing multimedia. This was long before CSS animations or JavaScript-based animation libraries were available. It was built into SVG 1.1, which is why we can still use it there today. Now, you might’ve heard that SMIL is dead. However, it’s alive and well since Google reversed a decision to deprecate the technology almost a decade ago. It remains a terrific choice for designers and developers who want simple, semantic ways to add animations to their designs. Tip: There’s now a website where you can see all my Toon Titles. Mike loves ’90s animation — especially Disney’s) Duck Tales). Unsurprisingly, my taste in cartoons stretches back a little further to Hanna-Barbera shows like Dastardly and Muttley in Their Flying Machines, Scooby-Doo, The Perils of Penelope Pitstop, Wacky Races, and, of course, The Yogi Bear Show. So, to explain how this era of animation relates to SVG, I’ll be adding SMIL animations in SVG to title cards from some classic Yogi Bear cartoons. Fundamentally, animation changes how an element looks and where it appears over time using a few basic techniques. That might be simply shifting an element up or down, left or right, to create the appearance of motion, like Yogi Bear moving across the screen. Rotating objects around a fixed point can create everything, from simple spinning effects to natural-looking movements of totally normal things, like a bear under a parachute falling from the sky. Scaling makes an element grow, shrink, or stretch, which can add drama, create perspective, or simulate depth. Changing colour and transitioning opacity can add atmosphere, create a mood, and enhance visual storytelling. Just these basic principles can create animations that attract attention and improve someone’s experience using a design. These results are all achievable using CSS animations, but some SVG properties can’t be animated using CSS. Luckily, we can do more — and have much more fun — using SMIL animations in SVG. We can combine complex animations, move objects along paths, and control when they start, stop, and everything in between. Animations can be embedded within any SVG element, including primitive shapes like circles, ellipses, and rectangles. They can also be encapsulated into groups, paths, and polygons: <circle ...> <animate>...</animate> </circle> Animations can also be defined outside an element, elsewhere in an SVG, and connected to it using an xlink attribute: <g id="yogi">...</g> ... <animate xlink:href="#yogi">…</animate> Building An Animation <animate> is just one of several animation elements in SVG. Together with an attributeName value, it enables animations based on one or more of an element’s attributes. Most animation explanations start by moving a primitive shape, like this exciting circle: <circle r="50" cx="50" cy="50" fill="#062326" opacity="1" /> Using this attributeName property, I can define which of this circle’s attributes I want to animate, which, in this example, is its cx (x-axis center point) position: <circle ... > <animate attributename="cx"></animate> </circle> On its own, this does precisely nothing until I define three more values. The from keyword specifies the circle’s initial position, to, its final position, and the dur-ation between those two positions: <circle ... > <animate attributename="cx" from="50" to="500" dur="1s"> </animate> </circle> If I want more precise control, I can replace from and to with a set of values separated by semicolons: <circle ... > <animate attributename="cx" values="50; 250; 500; 250;" dur="1s"> </animate> </circle> Finally, I can define how many times the animation repeats (repeatcount) and even after what period that repeating should stop (repeatdur): <circle ... > <animate attributename="cx" values="50; 250; 500; 250;" dur="1s" repeatcount="indefinite" repeatdur="180s"> </circle> Most SVG elements have attributes that can be animated. This title card from 1959’s “Brainy Bear” episode shows Yogi in a crazy scientist‘s brain experiment. Yogi’s head is under the dome, and energy radiates around him. To create the buzz around Yogi, my SVG includes three path elements, each with opacity, stroke, and stroke-width attributes, which can all be animated: <path opacity="1" stroke="#fff" stroke-width="5" ... /> I animated each path’s opacity, changing its value from 1 to .5 and back again: <path opacity="1" ... > <animate attributename="opacity" values="1; .25; 1;" dur="1s" repeatcount="indefinite"> </animate> </path> Then, to radiate energy from Yogi, I specified when each animation should begin, using a different value for each path: <path ... > <animate begin="0" … > </path> <path ... > <animate begin=".5s" … > </path> <path ... > <animate begin="1s" … > </path> I’ll explain more about the begin property and how to start animations after this short commercial break. Try this yourself: I needed two types of transform animations to generate the effect of Yogi drifting gently downwards: translate, and rotate. I first added an animatetransform element to the group, which contains Yogi and his chute. I defined his initial vertical position — 1200 off the top of the viewBox — then translated his descent to 1000 over a 15-second duration: <g transform="translate(1200, -1200)"> ... <animateTransform attributeName="transform" type="translate" values="500,-1200; 500,1000" dur="15s" repeatCount="1" /> </g> Yogi appears to fall from the sky, but the movement looks unrealistic. So, I added a second animatetransform element, this time with an indefinitely repeating +/- 5-degree rotation to swing Yogi from side to side during his descent: <animateTransform attributeName="transform" type="rotate" values="-5; 5; -5" dur="14s" repeatCount="indefinite" additive="sum" /> Try this yourself: By default, the arrow is set loose when the page loads. Blink, and you might miss it. To build some anticipation, I can begin the animation two seconds later: <animatetransform attributename="transform" type="translate" from="0 0" to="750 0" dur=".25s" begin="2s" fill="freeze" /> Or, I can let the viewer take the shot when they click the arrow: <animatetransform ... begin="click" /> And I can combine the click event and a delay, all with no JavaScript, just a smattering of SMIL: <animatetransform ... begin="click + .5s" /> Try this yourself by clicking the arrow: To bring this title card to life, I needed two groups of paths: one for Yogi and the other for the dog. I translated them both off the left edge of the viewBox: <g class="dog" transform="translate(-1000, 0)"> ... </g> <g class="yogi" transform="translate(-1000, 0)"> ... </g> Then, I applied an animatetransform element to both groups, which moves them back into view: <!-- yogi --> <animateTransform attributeName="transform" type="translate" from="-1000,0" to="0,0" dur="2s" fill="freeze" /> <!-- dog --> <animateTransform attributeName="transform" type="translate" from="-1000,0" to="0,0" dur=".5s" fill="freeze" /> This sets up the action, but the effect feels flat, so I added another pair of animations that bounce both characters: <!-- yogi --> <animateTransform attributeName="transform" type="rotate" values="-1,0,450; 1,0,450; -1,0,450" dur=".25s" repeatCount="indefinite" /> <!-- dog --> <animateTransform attributeName="transform" type="rotate" values="-1,0,450; 1,0,450; -1,0,450" dur="0.5s" repeatCount="indefinite" /> Animations can begin when a page loads, after a specified time, or when clicked. And by naming them, they can also synchronise with other animations. I wanted Yogi to enter the frame first to build anticipation, with a short pause before other animations begin, synchronising to the moment he’s arrived. First, I added an ID to Yogi’s translate animation: <animateTransform id="yogi" type="translate" ... /> Watch out: For a reason, I can’t, for the life of me, explain why Firefox won’t begin animations with an ID when the ID contains a hyphen. This isn’t smarter than the average browser, but replacing hyphens with underscores fixes the problem. Then, I applied a begin to his rotate animation, which starts playing a half-second after the #yogi animation ends: <animateTransform type="rotate" begin="yogi.end + .5s" ... /> I can build sophisticated sets of synchronised animations using the begin property and whether a named animation begins or ends. The bulldog chasing Yogi enters the frame two seconds after Yogi begins his entrance: <animateTransform id="dog" type="translate" begin="yogi.begin + 2s" fill="freeze" ... /> One second after the dog has caught up with Yogi, a rotate transformation makes him bounce, too: <animateTransform type="rotate" ... begin="dog.begin + 1s" repeatCount="indefinite" /> The background rectangles whizzing past are also synchronised, this time to one second before the bulldog ends his run: <rect ...> <animateTransform begin="dog.end + -1s" /> </rect> Try this yourself: In “The Runaway Bear” from 1959, Yogi must avoid a hunter turning his head into a trophy. I wanted Yogi to leap in and out of the screen by making him follow a path. I also wanted to vary the speed of his dash: speeding up as he enters and exits, and slowing down as he passes the title text. I first added a path property, using its coordinate data to give Yogi a route to follow, and specified a two-second duration for my animation: <g> <animateMotion dur="2s" path="..." > </animateMotion> </g> Alternatively, I could add a path element, leave it visible, or prevent it from being rendered by placing it inside a defs element: <defs> <path id="yogi" d="..." /> </defs> I can then reference that by using a mpath element inside my animateMotion: <animateMotion ... <mpath href="#yogi" /> </animateMotion> I experimented with several paths before settling on the one that delivered the movement shape I was looking for: One was too bouncy, one was too flat, but the third motion path was just right. Almost, as I also wanted to vary the speed of Yogi’s dash: speeding him up as he enters and exits and slowing him down as he passes the title text. The keyPoints property enabled me to specify points along the motion path and then adjust the duration Yogi spends between them. To keep things simple, I defined five points between 0 and 1: <animateMotion ... keyPoints="0; .35; .5; .65; 1;" > </animateMotion> Then I added the same number of keyTimes values, separated by semicolons, to control the pacing of this animation: <animateMotion ... keyTimes="0; .1; .5; .95; 1;" > </animateMotion> Now, Yogi rushes through the first three keyPoints, slows down as he passes the title text, then speeds up again as he exits the viewBox. Try this yourself: See the Pen Runaway Bear SVG animation [forked] by Andy Clarke. SMIL’s Not Dead, Baby. SMIL’s Not Dead With their ability to control transformations, animate complex motion paths, and synchronise multiple animations, SMIL animations in SVG are still powerful tools. They can bring design to life without needing a framework or relying on JavaScript. It’s compact, which makes it great for small SVG effects. SMIL includes the begin attribute, which makes chaining animations far more intuitive than with CSS. Plus, SMIL lives inside the SVG file, making it perfect for animations that travel with an asset. So, while SMIL is not modern by today’s standards and may be a little bit niche, it can still be magical. Don’t let the misconception that SMIL is “dead” stop you from using this fantastic tool. Google reversed its decision to deprecate SMIL almost a decade ago, so it remains a terrific choice for designers and developers who want simple, semantic ways to add animations to their designs.
Design System In 90 Days
Helpful PDF worksheets and tools to get the design system effort up and running — and adopted! Kindly powered by How To Measure UX and Design Impact, a friendly course on how to show the impact of your incredible UX work on business.
So we want to set up a new design system for your product. How do we get it up and running from scratch? Do we start with key stakeholders, UI audits, or naming conventions? And what are some of the critical conversations we need to have early to avoid problems down the line? Fortunately, there are a few useful little helpers to get started — and they are the ones I tend to rely on quite a bit when initiating any design system projects. Design System In 90 Days Canvas Design System in 90 Days Canvas (FigJam template) is a handy set of useful questions to start a design system effort. Essentially, it’s a roadmap to discuss everything from the value of a design system to stakeholders, teams involved, and components to start with. A neat little helper to get a design system up and running — and adopted! — in 90 days. Created for small and large companies that are building a design system or plan to set up one. Kindly shared by Dan Mall. Practical Design System Tactics Design System Tactics is a practical overview of tactics to help designers make progress with a design system at every stage — from crafting system principles to component discovery to design system office hours to cross-brand consolidation. Wonderful work by the one-and-only Ness Grixti. Design System Worksheet (PDF) Design System Checklist by Nathan Curtis (download the PDF) is a practical 2-page worksheet for a 60-minute team activity, designed to choose the right parts, products, and people for your design system. Of course, the point of a design system is not to be fully comprehensive or cover every possible component you might ever need. It’s all about being useful enough to help designers produce quality work faster and being flexible enough to help designers make decisions rather than make decisions for them. Useful Questions To Get Started With The value of a design system lies in it being useful and applicable — for a large group of people in the organization. And according to Dan, a good start is to identify where exactly that value would be most helpful to tackle the company’s critical challenges and goals: What is important to our organization at the highest level? Who is important to our design system effort? What unofficial systems already exist in design and code? Which teams have upcoming needs that a system could solve? Which teams have immediate needs that can grow our system? Which teams should we and have we talked to? Which stakeholders should we and have we talked to? What needs, desires, and concerns do our stakeholders have? What components do product or feature teams need now or soon? What end-user problems/opportunities could a system address? What did we learn about using other design systems? What is our repeatable process for working on products? What components will we start with? What needs, desires, and concerns do our stakeholders share? Where are our components currently being used or planned for? Useful Resources Here are a few other useful little helpers that might help you in your design system efforts: Design System Questions To Answer In First 90 Days, by Dan Mall Design System Canvas (PDF / Figjam), by Paavan Buddhdev LeanDS Framework (Figma), by Marianne Ashton-Booth Useful UX Templates For Designers (Figma Kits), by yours truly, Vitaly Friedman Design System Guide, by Romina Kavcic Wrapping Up A canvas often acts as a great conversation starter. It’s rarely complete, but it brings up topics and issues that one wouldn’t have discovered on the spot. We won’t have answers to all questions right away, but we can start moving in the right direction to turn a design system effort into a success. Happy crossing off the right tick boxes! How To Measure UX And Design Impact Meet Measure UX & Design Impact (8h), a practical guide for designers and UX leads to shape, measure, and explain your incredible UX impact on business. Recorded and updated by Vitaly Friedman. Use the friendly code 🎟 IMPACT to save 20% off today. Jump to the details. Video + UX Training Video only Video + UX Training $ 495.00 $ 799.00 Get Video + UX Training 25 video lessons (8h) + Live UX Training. 100 days money-back-guarantee. Video only $ 250.00$ 395.00 Get the video course 25 video lessons (8h). Updated yearly. Also available as a UX Bundle with 2 video courses. Further Reading on Smashing Magazine “Build Design Systems With Penpot Components,” Mikołaj Dobrucki “How To Turn Your Figma Designs Into Live Apps With Anima Playground,” Anima Team “UX And Design Files Organization Template,” Vitaly Friedman “The Digital Playbook: A Crucial Counterpart To Your Design System,” Paul Boag
Building A Practical UX Strategy Framework
Learn how to create and implement a UX strategy framework that shapes work and drives real business value.
In my experience, most UX teams find themselves primarily implementing other people’s ideas rather than leading the conversation about user experience. This happens because stakeholders and decision-makers often lack a deep understanding of UX’s capabilities and potential. Without a clear UX strategy framework, professionals get relegated to a purely tactical role — wireframing and testing solutions conceived by others. A well-crafted UX strategy framework changes this dynamic. It helps UX teams take control of their role and demonstrate real leadership in improving the user experience. Rather than just responding to requests, you can proactively identify opportunities that deliver genuine business value. A strategic approach also helps educate stakeholders about UX’s full potential while building credibility through measurable results. Strategy And The Fat Smoker When I guide teams on creating a UX strategy, I like to keep things simple. I borrow an approach from the book Strategy and the Fat Smoker and break strategy into three clear parts: First, we diagnose where we are today. Then, we set guiding policies to steer us. Finally, we outline actions to get us where we want to go. Let me walk you through each part so you can shape a UX strategy that feels both practical and powerful. Diagnosis: Know Your Starting Point Before we outline any plan, we need to assess our current situation. A clear diagnosis shows where you can make the biggest impact. It also highlights the gaps you must fill. Identify Status Quo Failures Start by naming what isn’t working. You might find that your organization lacks a UX team. Or the team has a budget that is too small. Sometimes you uncover that user satisfaction scores are slipping. Frame these challenges in business terms. For example, a slow sign‑up flow may be costing you 20 percent of new registrations each month. That ties UX to revenue and grabs attention. Once you have a list of failures, ask yourself: What outcome does each failure hurt? A slow checkout might reduce e‑commerce sales. Complicated navigation may dent customer retention. Linking UX issues to business metrics makes the case for change. Map The Aspirational Experience Next, visualize what an improved journey would look like. A quick way is to create two simple journey maps. One shows the current experience. The other shows an ideal path. Highlight key steps like discovery, sign‑up, onboarding, and support. Then ask: How will this new journey help meet our business goals? Maybe faster onboarding can cut support costs. Or a streamlined checkout can boost average order value. Let me share a real-world example. When working with the Samaritans, a UK mental health charity, we first mapped their current support process. While their telephone support was excellent, they struggled with email and text support, and had no presence on social media platforms. This was largely because volunteers found it difficult to manage multiple communication systems. We then created an aspirational journey map showing a unified system where volunteers could manage all communication channels through a single interface. This clear vision gave the organization a concrete goal that would improve the experience for both users seeking help and the volunteers providing support. This vision gives everyone something to rally around. It also guides your later actions by showing the target state. Audit Resources And Influence Next, turn your attention to what you have to work with. List your UX team members and their skills. Note any budget set aside for research tools or software licenses. Then identify where you have influence across the organization. Which teams already seek your advice? Who trusts your guidance? That might be the product group or marketing. You’ll lean on these allies to spread UX best practices. Finally, consider who else matters. Are there policy owners, process leads, or executives you need on board? Jot down names and roles so you can loop them in later. Spot Your Constraints Every strategy must live within real‑world limits. Maybe there’s a headcount freeze. Or IT systems won’t support a major overhaul. List any technical, budget, or policy limits you face. Then accept them. You’ll design your strategy to deliver value without asking for impossible changes. Working within constraints boosts your credibility. It also forces creativity. With the diagnosis complete, we know where we stand. Next, let’s look at how to steer our efforts. Guiding Policies: Set the North Star Guiding policies give you guardrails. They help you decide which opportunities to chase and which to skip. These policies reflect your priorities and the best path forward. Choose A Tactical Or Strategic Approach Early on, you must pick how your UX team will operate. You have two broad options: Tactical You embed UX people on specific projects. They run tests and design interfaces hands‑on. This needs a bigger team. I like a ratio of one UX pro for every two developers. Strategic You act as a center of excellence. You advise other teams. You build guidelines, run workshops, and offer tools. This needs fewer hands but a broader influence. Weigh your resources against your goals. If you need to move fast on many projects, go tactical. If you want to shift mindsets, work strategically. Choose the approach with the best chance of success. Define A Prioritization Method You’ll face many requests for UX work. A clear way to sort them saves headaches. Over the years, I’ve used a simple digital triage. You score each request based on impact, effort, and risk. Then, you work on the highest‑scoring items first. You can adapt this model however you like. The point is to have a repeatable, fair way to say yes or no. Create A Playbook Of Principles A playbook holds your core design principles, standard operating procedures, and templates. It might include: A design system for UI patterns; Standards around accessibility or user research; Guides for key tasks such as writing for the web; Templates for common activities like user interviews. This playbook becomes your team’s shared reference. It helps others repeat your process. It also captures the know‑how you need as your team grows. Plan Your Communication Strategy fails when people don’t know about it. You need a plan to engage stakeholders. I find it helpful to use a RACI chart — who is Responsible, Accountable, Consulted, and Informed. Then decide: How often will you send updates? Which channels should you use (email, Slack, weekly demos)? Who leads each conversation? Clear, regular communication keeps everyone looped in. It also surfaces concerns early so you can address them. With guiding policies in place, you have a clear way to decide what to work on. Now, let’s turn to making things happen. Action Plan: Bring Strategy To Life Actions are the concrete steps you take to deliver on your guiding policies. They cover the projects you run, the support you give, and the risks you manage. Outline Key Projects And Services Start by listing the projects you’ll tackle. These might be: Running a discovery phase for a new product. Building a design system for your marketing team. Conducting user tests on your main flow. For each project, note what you will deliver and when. You can use your digital triage scores to pick the highest priorities. Keep each project scope small enough to finish in a few sprints. That way, you prove value quickly. Offer Training And Tools If you choose a strategic approach, you need to empower others. Plan workshops on core UX topics. Record short videos on testing best practices. Build quick reference guides. Curate a list of tools: Prototyping apps, Research platforms, Analytics dashboards. Make these resources easy to find in your playbook. Assign Stakeholder Roles Your strategy needs executive backing. Identify a senior sponsor who can break through roadblocks. Outline what you need them to do. Maybe it’s championing a new budget line or approving key hires. Also, pin down other collaborators. Who on the product side will help you scope new features? Who on the IT team will support user research tooling? Getting clear roles avoids confusion. Manage Risks and Barriers No plan goes off without a hitch. List your biggest risks, such as: A hiring freeze delays tactical hires; Key stakeholders lose interest; Technical debt slows down new releases. For each risk, jot down how you’ll handle it. Maybe you should shift to a fully strategic approach if hiring stalls. Or you can send a weekly one‑page update to reengage sponsors. Having a fallback keeps you calm when things go sideways. Before we wrap up, let’s talk about making strategy stick. Embedding UX Into The Culture A strategy shines only if you deeply embed it into your organization’s culture. Here’s how to make that happen: Build awareness and enthusiasm Run regular “lunch and learn” sessions to showcase UX wins. Host an annual UX day or mini-conference to boost visibility. Create a monthly UX salon where teams share challenges and victories. Make UX visible and tangible Display personas and journey maps in office spaces. Add design principles to everyday items like mousepads and mugs. Share success metrics and improvements in company communications. Embed UX into processes Establish clear UX policies and best practices. Review and update procedures that might hinder a good user experience. Create a healthy competition between teams through UX metrics. These tactics transform your strategy from a document into an organizational movement. They foster a culture where everyone thinks about user experience, not just the UX team. Remember, cultural change takes time — but consistent, visible efforts will gradually shift mindsets across the organization. Implementing Your UX Strategy: From Plan To Practice We started by diagnosing your current state. Then we set policies to guide your efforts. Finally, we laid out an action plan to deliver results. This three-part framework keeps your UX work tied to real business needs. It also gives you clarity, focus, and credibility. However, creating a strategy is the easy part — implementing it is where the real challenge lies. This is precisely why the book Strategy and the Fat Smoker carries its distinctive title. Just as someone who is overweight or smokes knows exactly what they need to do, we often know what our UX strategy should be. The difficult part is following through and making it a reality. Success requires consistent engagement and persistence in the face of setbacks. As Winston Churchill wisely noted, “Success is going from failure to failure with no loss of enthusiasm.” This perfectly captures the mindset needed to implement a successful UX strategy — staying committed to your vision even when faced with obstacles and setbacks.
Fewer Ideas: An Unconventional Approach To Creativity
Remember that last team brainstorming session where you were supposed to generate a long list of brilliant ideas? How many of those ideas actually stuck? Did leadership act on any of those ideas? In this article, Eric Olive challenges the value of exercises like brainstorming and explores more effective methods for sparking creativity to improve design and enhance the user’s experience.
What do the Suez Canal, the Roman Goddess Libertas, and ancient Egyptian sculptures have in common? The Statue of Liberty. Surprising? Sure, but the connections make sense when you know the story as recounted by Columbia University psychologist Sheena Iyengar on a recent episode of Hidden Brain. The French artist Frédéric Bartholdi drew inspiration from Egyptian sculptures when he submitted a design for a sculpture that was going to be built at the Suez Canal. That plan for the Suez Canal sculpture fell through, leading Bartholdi and a friend to raise money to create a sculpture as a gift to the United States. Bartholdi designed the sculpture after studying the intricacies of the Roman Goddess Libertas, a significant female icon in the late 1800s. He also modeled the statue on Isabelle Boyer, who was 36 years old in 1878. Finally, Bartholdi incorporated his mother’s face into the proposed design. The result? The Statue of Liberty. Bartholdi’s unorthodox yet methodical approach yielded one of the most famous sculptures in the world. How did he do it? Did he let his mind run wild? Did he generate endless lists or draw hundreds of plans for each sculpture? Was he a 19th-century brainstorming advocate? The Problem “Yes,” would be the answer of many innovation experts today. From stand-ups to workshops and templates to whiteboards, getting the creative juices flowing often involves brainstorming along with the reminder that “there are no bad ideas” and “more ideas are better.” Practiced and repeated so often, this approach to creativity must work, right? Wrong, says Iyengar. Too many ideas hinder creativity because the human brain can only manage a few ideas at once. “Creativity requires you to have a bunch of pieces and to not only be able to have them in your memory bank in a way that you can kind of say what they are, but to be able to keep manipulating them in lots of different ways. And that means, you know, in order for your mind to be able to be facile enough to do that, it is going to need fewer pieces.” — Hidden Brain, “How to be more creative” Evidence for this view includes a study published by Anne-Laure Sellier of HEC Paris and Darren W. Dahl of British Columbia. The authors compared knitting and crafting in two experimental studies. The results suggested that restricting the number of materials and other creative inputs enhanced the creativity of study participants. The reason was the participants’ ability to enjoy the creative process more, which enhanced their creative output. A few years ago, I had a similar experience while planning a series of studies. As with any initiative, identifying the scope was key. The problem? Rather than choose from two or three well-defined options, the team discussed several themes at once and then piled on a series of ideas about the best format for presenting these themes: Lists, tables, graphs, images, and flowcharts. The results looked something like this. A messy whiteboard is not inherently bad. The question is whether brainstorming results like these block or enhance creativity. If the board above seems overwhelming, it’s worth considering a more structured process for creativity and idea generation. The Solution: Three Ways To Enhance Creativity Just as Bartholdi approached his designs methodically, designers today can benefit from limits and structure. In this article, I’ll shed light on three techniques that enhance creativity: Controlled curiosity Imposing constraints and making a plan Look to other domains Tip 1: Controlled Curiosity In today’s world, it’s easy to fall into the trap of believing that creativity comes from simply exposing yourself to a flood of information — scrolling endlessly, consuming random facts, and filling your mind with disconnected data points. It’s a trap because mindless absorption of information without understanding the purpose or deeper context won’t make you more creative. True creativity is fueled by curiosity, the drive to know more. Curiosity is powerful because it acts as an internal compass, guiding our search for knowledge with intention. When you’re curious, you don’t just passively take in information; you actively seek it with a purpose. You have a question in mind, a direction, a reason that shapes the way you explore. This sense of purpose transforms information from a chaotic influx of data into structured, meaningful insights that the brain can organize, categorize, and retrieve when needed. In my role as a user experience (UX) researcher, I recently needed to review 100+ internal and industry research papers to establish and understand what was already known about a specific subject. The challenge was how to sort, organize, and absorb this information without feeling overwhelmed. Was it better to leverage AI tools like Gemini or ChatGPT to summarize this body of knowledge? How reliable would these summaries be? Was it better to read the executive summaries and copy a few themes to include in a synopsis of all of these papers? What was the best way to organize this information? Which tool should I use to summarize and organize? Faced with a tight deadline and mounting stress, I paused to reassess. To avoid spiraling, I asked: What are the core objectives of this research review? I then defined three key goals: Extract three to five themes to present to several internal teams. Craft a research plan pegged to these themes. Leverage these themes to inform a series of screens that the design team would create to test with real users. With clearly defined objectives, I had a purpose. This purpose allowed me to channel my innate curiosity because I knew why I was wading through so much material and who would read and review the synthesis. Curiosity drove me to explore this large body of research, but purpose kept me focused. Curiosity is the drive to learn more. Creativity requires curiosity because, without this drive, designers and researchers are less likely to explore new ideas or new approaches to problem-solving. The good news is that research and design attract the naturally curious. The key lies in transforming curiosity into focused exploration. It’s less about the volume of information absorbed and more about the intent behind the inquiry, the depth of engagement, and the strategic application of acquired knowledge. Purposeful curiosity is the difference between drowning in a sea of knowledge and navigating it with mastery. Tip 2: Imposing Constraints And Making A Plan Just as purpose makes it easier to focus, constraint also contributes to creativity. Brainstorming 50 ideas might seem creative but can actually prove more distracting than energizing. Limiting the number of ideas is more productive. “Some people think that having constraints means they can’t be creative. The research shows that people are more creative when there are constraints.” — Dr. Susan Weinschenk, “The Role of Creativity in Design” The point is not to limit creativity and innovation but to nurture it with structure. Establishing constraints enhances creativity by focusing idea generation around a few key themes. Here are two ways to focus on idea generation: During meetings and workshops, how might we (HMW) statements help concentrate discussion while still leaving room for a variety of ideas? For example, “How might we condense this 15-step workflow without omitting essential information?” Identify the problem and conduct two exercises to test solutions. For example, three customer surveys conducted over the past six months show a consistent pattern: 30% of customers are dissatisfied with their call center experience, and time-on-call has increased over the same six-month period. Divide the team into two groups. Group 1 writes two new versions of the greeting customer service representatives (CSRs) use when a customer calls. The next step is an A/B test. Group 2 identifies two steps to remove from the current CSR script. The next step is a trial run with CSRs to record time-on-call and customer satisfaction with the call. “Constraint” can be negative, such as a restriction or limitation, but it can also refer to exhibiting control and restraint. By exercising restraint, you and your team can cultivate higher-quality ideas and concentrate on solutions. Rather than generate 50 ideas about how to reconfigure an entire call center setup, it is more productive to focus on two metrics: time-on-task and the customer’s self-rated satisfaction when contacting the call center. By channeling this concentrated energy towards well-defined challenges, your team can then effectively pursue innovative solutions for two closely related issues. Tip 3: Look To Other Domains Other domains or subject areas can be a valuable source of innovative solutions. When facing a challenging design problem, limiting ideas but reaching beyond the immediate domain is a powerful combination. The high-stakes domain of airplane design provides a useful case study of how to simultaneously limit ideas and look to other domains to solve a design problem. Did you know that Otto Lilienthal, a 19th-century design engineer, was the first person to make repeated, successful flights with gliders? Maybe not, but you’ve likely heard of the Wright brothers, whose work launched modern aviation. Why? Lilienthal’s work, while essential, relied on a design based on a bird’s wings, requiring the person flying the glider to move their entire body to change direction. This design ultimately proved fatal when Lilienthal was unable to steer out of a nosedive and crashed. The Wright brothers were bike mechanics who leveraged their knowledge of balance to create a steering mechanism for pilots. By looking outside the “flight domain,” the Wright brothers found a way to balance and steer planes and ultimately transformed aviation. In a similar fashion, Bartholdi, the French artist who sculpted the Statue of Liberty, did not limit himself to looking at statues in Paris. He traveled to Egypt, studied coins and paintings, and drew inspiration from his mother’s face. Designers seeking inspiration should step away from the screen to paint, write a poem, or build a sculpture with popsicle sticks. In other words, paint with oils, not pixels; write with ink, not a keyboard; sculpt with sticks, not white space. On its face, seeking inspiration from other disciplines would seem to contradict Tip 2 above — impose constraints. Examined from another angle, however, imposing constraints and exploring domains are complementary techniques. Rather than list ten random ideas on a whiteboard, it’s more productive to focus on a few solutions and think about these solutions from a variety of angles. For example, recently, I found myself facing a high volume of ideas, source material, and flow charts. While organizing this information was manageable, distilling it into a form others could absorb proved challenging. Rather than generate a list of ten ways to condense this information, I took the dog for a walk and let my eyes wander while strolling through the park. What did I see when my eyes lit upon barren trees? Branches. And what do flow charts do? They branch into different directions. Upon finishing the walk, I jumped back online and began organizing my source material into a series of branched flows. Was this wildly innovative? No. Was this the first time I had drawn flowcharts with branches? Also no. The difference in this case was the application of the branching solution for all of my source material, not only the flow charts. In short, a walk and a nudge from nature’s design helped me escape the constraints imposed by a two-dimensional screen. Stepping away from the screen is, of course, good for our mental and physical health. The occasional light bulb moment is a bonus and one I’m happy to accept. Conclusion Yet these moments alone are not enough. You must channel inspiration by applying practical techniques to move forward with design and analysis lest you become overwhelmed by so many ideas that you become paralyzed and unable to make a decision. To avoid paralysis and reduce the chances of wasting time, I’ve argued against brainstorming, endless lists, and wall-to-wall post-its. Instead, I’ve proposed three practical techniques to boost creativity. Controlled curiosity. From brainstorming to endless scrolling, exposing yourself to high volumes of information is a trap because absorbing information without understanding the purpose or deeper context won’t make you more creative. The solution lies in transforming curiosity into focused exploration. Purposeful curiosity allows you to explore, think, and identify solutions without drowning in a sea of information. Imposing constraints. Brainstorming long lists of ideas might seem creative, but can actually prove more distracting than energizing. The solution is to nurture creativity with structure by limiting the number of ideas under consideration. This structure enhances creativity by focusing idea generation around a few key themes. Look beyond your immediate domain. Otto Lilienthal’s fatal glider crash shows what can happen when solutions are examined through the single lens of one subject area. The solution is to concentrate on innovative solutions for a single issue while reflecting on the problem from various perspectives, such as two-dimensional design, three-dimensional design, or design in nature. Resources How to be More Creative, Hidden Brain Media “Focus Creative Success is Enjoyed through Restricted Choice” by Annie Laure-Sellier and Darren W. Dahl Further Reading on Smashing Magazine “Boosting Up Your Creativity Without Endless Reference Scrolling,” Marina Chernyshova “UX And Design Files Organization Template,” Vitaly Friedman “The Scent Of UX: The Unrealized Potential Of Olfactory Design,” Kristian Mikhel “Fostering An Accessibility Culture,” Daniel Devesa Derksen-Staats
Smashing Animations Part 2: How CSS Masking Can Add An Extra Dimension
What if you could take your CSS animations beyond simple fades and slides — adding an extra dimension and a bit of old-school animation magic? In this article, pioneering author and web designer [Andy Clarke](https://stuffandnonsense.co.uk) will show you how masking can unlock new creative possibilities for CSS animations, making them feel more fluid, layered, and cinematic.
Despite keyframes and scroll-driven events, CSS animations have remained relatively rudimentary. As I wrote in Part 1, they remind me of the 1960s Hanna-Barbera animated series I grew up watching on TV. Shows like Dastardly and Muttley in Their Flying Machines, Scooby-Doo, The Perils of Penelope Pitstop, Wacky Races, and, of course, Yogi Bear. Mike loves ’90s animation — especially Disney’s Duck Tales). So, that is the aesthetic applied throughout the design. I used animations throughout and have recently added an extra dimension to them using masking. So, to explain how this era of animation relates to masking in CSS, I’ve chosen an episode of The Yogi Bear Show, “Disguise and Gals,” first broadcast in May 1961. In this story, two bank robbers, disguised as little old ladies, hide their loot in a “pic-a-nic” basket in Yogi and Boo-Boo’s cave! What could possibly go wrong? What’s A Mask? One simple masking example comes at the end of “Disguise and Gals” and countless other cartoons. Here, an animated vignette gradually hides more of Yogi’s face. The content behind the mask isn’t erased; it’s hidden. In CSS, masking controls visibility using a bitmap, vector, or gradient mask image. When a mask’s filled pixels cover an element, its content will be visible. When they are transparent, it will be hidden, which makes sense. Filled pixels can be any colour, but I always make mine hot pink so that it’s clear to me which areas will be visible. A clip-path functions similarly to a mask but uses paths to create hard-edged clipping areas. If you want to be picky, masks and clipping paths are technically different, but the goal for using them is usually the same. So, for this article, I’ll refer to them as two entrances to the same cave and call using either “masking.” In this sequence from “Disguise and Gals,” one of the robbers rushes the picnic basket containing their loot into Yogi’s cave. Masking defines the visible area, creating the illusion that the robber is entering the cave. How do I choose when to use clip path and when to choose mask? I’ll explain my reasons in each example. When Mike Worth and I discussed working together, we knew we would neither have the budget nor the time to create a short animated cartoon for his website. However, we were keen to explore how animations could bring to life what would’ve otherwise been static images. Masking Using A Clipping Path On Mike’s biography page, his character also enters a cave. The SVG illustration I created contains two groups, one for the background and the other for the orangutan in the foreground: <figure> <svg viewBox="0 0 1400 960" id="cave"> <g class="background">…</g> <g class="foreground">…</g> </svg> </figure> I defined a keyframe animation that moves the character from 2000px on the right to its natural position in the center of the frame by altering its translate value: @keyframes foreground { 0% { opacity: .75; translate: 2000px 0; } 60% { opacity: 1; translate: 0 0; } 80% { opacity: 1; translate: 50px 0; } 100% { opacity: 1; translate: 0 0; } } Then, I applied that animation to the foreground group: .foreground { opacity: 0; animation: foreground 5s 2s ease-in-out infinite; } Try this yourself: I wanted him to become visible at the edge of the illustration instead. As the edges of the cave walls are hard, I chose a clip-path. There are several ways to define a clip-path in CSS. I could use a primitive shape like a rectangle, where each of the first four values specifies its corner positions. The round keyword and the value that follows define any rounded corners: clip-path: rect(0px 150px 150px 0px round 5px); Or xywh (x, y, width, height) values, which I find easier to read: clip-path: xywh(0 0 150px 150px round 5px); I could use a circle: clip-path: circle(60px at center); Or an ellipse: clip-path: ellipse(50% 40% at 50% 50%); I could use a polygon shape: clip-path: polygon(...); Or even the points from a path I created in a graphics app like Sketch: clip-path: path("M ..."); Finally — and my choice for this example — I might use a mask that I defined using paths from an SVG file: clip-path: url(#mask-cave); To make the character visible from the edge of the illustration, I added a second SVG. To prevent a browser from displaying it, set both its dimensions to zero: <figure> <svg viewBox="0 0 1400 960" id="cave">...</svg> <svg height="0" width="0" id="mask">...</svg> </figure> This contains a single SVG clipPath. By placing this inside the defs element, this path isn’t rendered, but it will be available to create my CSS clip-path: <svg height="0" width="0" id="mask"> <defs> <clipPath id="mask-cave">...</clipPath> </defs> </svg> I applied the clipPath URL to my illustration, and now Mike’s mascot only becomes visible when he enters the cave: #cave { clip-path: url(#mask-cave); } Try this yourself: While a clipPath will give me the result I’m looking for, the complexity and size of these paths can sometimes negatively affect performance. That’s when I choose a CSS mask as its properties have been baseline and highly usable since 2023. The mask property is a shorthand and can include values for mask-clip, mask-mode, mask-origin, mask-position, mask-repeat, mask-size, and mask-type. I find it’s best to learn these properties individually to grasp the concept of masks more easily. Masks control visibility using bitmap, vector, or gradient mask images. Again, when a mask’s filled pixels cover an element, its content will be visible. When they‘re transparent, the content will be hidden. And when parts of a mask are semi-transparent, some of the content will show through. I can use a bitmap format that includes an alpha channel, such as PNG or WebP: mask-image: url(mask.webp); I could apply a mask using a vector graphic: mask-image: url(mask.svg); Or generate an image using a conical, linear, or radial gradient: mask-image: linear-gradient(#000, transparent); …or: mask-image: radial-gradient(circle, #ff104c 0%, transparent 100%); I might apply more than one mask to an element and mix several image types using what should be a familiar syntax: mask-image: image(url(mask.webp)), linear-gradient(#000, transparent); mask shares the same syntax as CSS backgrounds, which makes remembering its properties much easier. To apply a background-image, add its URL value: background-image: url("background.webp"); To apply a mask, swap the background-image property for mask-image: mask-image: url("mask.webp"); The mask property also shares the same browser styles as CSS backgrounds, so by default, a mask will repeat horizontally and vertically unless I specify otherwise: /* Options: repeat, repeat-x, repeat-y, round, space, no-repeat */ mask-repeat: no-repeat; It will be placed at the top-left corner unless I alter its position: /* Options: Keywords, units, percentages */ mask-position: center; Plus, I can specify mask-size in the same way as background-size: /* Options: Keywords (auto, contain, cover), units, percentages */ mask-size: cover; Finally, I can define where a mask starts: mask-origin: content-box; mask-origin: padding-box; mask-origin: border-box; Using A Mask Image Mike’s FAQs page includes an animated illustration of his hero standing at a crossroads. My goal was to separate the shape from its content, allowing me to change the illustration throughout the hero’s journey. So, I created a scalable mask-image which defines the visible area and applied it to the figure element: figure { mask-image: url(mask.svg); } To ensure the mask matched the illustration’s dimensions, I also set the mask-size to always cover its content: figure { mask-size: cover; } Try this yourself: figure { clip-path: ellipse(45% 35% at 50% 50%); } However, the hard edges of a clip clip-path don’t create the effect I was aiming to achieve: Try this yourself: Finally, to add an extra touch of realism, I added a keyframe animation — which changes the mask-size and creates the effect that the lamp light is flickering — and applied it to the figure: @keyframes lamp-flicker { 0%, 19.9%, 22%, 62.9%, 64%, 64.9%, 70%, 100% { mask-size: 90%, auto; } 20%, 21.9%, 63%, 63.9%, 65%, 69.9% { mask-size: 90%, 0px; } } figure { animation: lamp-flicker 3s 3s linear infinite; } Try this yourself: I started by creating the binocular shape, complete with some viewfinder markers. Then, I applied that image as a mask, setting its position, repeat, and size values to place it in the center of the figure element: figure { mask-image: url(mask.svg); mask-position: 50% 50%; mask-repeat: no-repeat; mask-size: 85%; } Try this yourself: To let someone know they might’ve reached the end of their adventure, I wanted to ape the zooming-in effect I started this article with: <figure> <svg>…</svg> </figure> I created a circular clip-path and set its default size to 75%. Then, I defined the animation keyframes to resize the circle from 75% to 15% before attaching it to my figure with a one-second duration and a three-second delay: @keyframes error { 0% { clip-path: circle(75%); } 100% { clip-path: circle(15%); } } figure { clip-path: circle(75%); animation: error 1s 3s ease-in forwards; } The animation now focuses someone’s attention on the hapless hero, before he sinks lower and lower into the bubblingly hot lava. Try this yourself: See the Pen Mike Worth’s error page [forked] by Andy Clarke. Bringing It All To Life Masking adds an extra dimension to web animation and makes stories more engaging and someone’s experience more compelling — all while keeping animations efficiently lightweight. Whether you’re revealing content, guiding focus, or adding more depth to a design, masks offer endless creative possibilities. So why not experiment with them in your next project? You might uncover a whole new way to bring your animations to life. The end. Or is it? … Mike Worth’s website will launch in June 2025, but you can see examples from this article on CodePen now.
Integrating Localization Into Design Systems
Learn how two designers tackled the challenges of building a localization-ready design system for a global audience. This case study dives into how Rebecca and Mark combined Figma Variables and design tokens to address multilingual design issues, such as text overflow, RTL layouts, and font inconsistencies.
Mark and I work as product designers for SAS, a leader in analytics and artificial intelligence recognized globally for turning data into valuable insights. Our primary role is to support the token packages and component libraries for the SAS Filament Design System. SAS’ customer base is global, meaning people from diverse countries, cultures, and languages interact with products built with the Filament Design System. SAS designers use Figma libraries developed by the Filament Design System team to create UX specifications. These high-fidelity designs are typically crafted in English, unknowingly overlooking multilingual principles, which can result in layout issues, text overflow, and challenges with right-to-left (RTL) languages. These issues cascade into the application, ultimately creating usability issues for SAS customers. This highlights the need to prioritize localization from the start of the design process. With the introduction of Figma Variables, alongside the advancements in design tokens, we saw an opportunity for designers. We imagined a system where a Figma design could dynamically switch between themes, densities, and even languages. This would allow us to design and test multilingual capabilities more effectively, ensuring our design system was both flexible and adaptable. While researching localization integration for design systems, we realized a significant gap in existing documentation on supporting localization and internationalization in design tokens and Figma Variables. Many of the challenges we faced, such as managing typography across locales or adapting layouts dynamically, were undocumented or only partially addressed in available resources. Our story demonstrates how combining foundational principles of multilingual design with design tokens can help tackle the complexities of language switching in design systems. We are not arguing that our approach is the best, but given the lack of documentation available on the subject, we hope it will get the conversation started. But before we start, it’s essential to understand the distinction between Localization (L10n) and Internationalization (I18n). Localization (L10n) refers to the process of adapting designs for specific languages, regions, or cultures and involves the following: Translating text; Adjusting layouts to accommodate language-specific requirements, such as longer or shorter text strings or right-to-left (RTL) text for languages like Arabic; Ensuring visual elements are culturally appropriate and resonate with the target audience. Internationalization (I18n) is the preparation phase, ensuring designs are flexible and adaptable to different languages and regions. Key considerations in Figma include: Using placeholder text to represent dynamic content; Setting up constraints for dynamic resizing to handle text expansion or contraction; Supporting bi-directional text for languages that require RTL layouts. These concepts are not only foundational to multilingual design but also integral to delivering inclusive and accessible experiences to global users. Pre-Figma Setup: Building A Framework Understanding Our Design Token System Before diving deeper, it’s crucial to understand that our design tokens are stored in JSON files. These JSON files are managed in an application we call “Token Depot,” hosted on our corporate GitHub. We utilize the Tokens Studio plugin (pro plan) to transform these JSON files into Figma libraries. For us, design tokens are synonymous with variables — we don’t create additional variables that only exist in Figma. However, we do create styles in Figma that serve as “recipe cards” for specific HTML elements. For instance, an H2 might include a combination of font-family, font-size, and font-weight. It’s important to note that our design token values are directly tied to CSS-based values. Initial Setup: Theme Switching And Localization In 2022, we took on the massive task of refactoring all our token names to be more semantic. At that time, we were only concerned with theme switching in our products. Our tokens were re-categorized into the following groups: Color Brand colors (SAS brand colors) Base colors (references to Brand colors) Typography (e.g., fonts, spacing, styles) Space (e.g., padding, margins) Size (e.g., icons, borders) Style (e.g., focus styles) Motion (e.g., animations) Shadow. In our early setup: A core folder contained JSON files for values unaffected by theme or brand. Brand folders included three JSON files (one for each theme). These were considered “English” by default. A separate languages folder contained overrides for other locales, stacked on top of brand files to replace specific token values. Our JSON files were configured with English as the default. Other locales were managed with a set of JSON files that included overrides for English. These overrides were minimal, focusing mainly on font and typography adjustments. For example, bold typefaces often create issues because many languages like Chinese, Japanese, or Korean (CJK languages) fonts lack distinct bold versions. Thus, we replaced the font-weight token value from 700 to 400 in our CJK locales. We also update the values for font-family, letter spacing, font-style, and font-variant tokens. In Figma, our application screens were originally designed in English, and in 2023, we only implemented theme-switching modes, not language options. Additionally, we created detailed lists to document which design tokens could be converted to Figma variables and which could not, as the initial release of variables supported only a limited set. Introducing Density Switching The introduction of density switching in our products marked a significant turning point. This change allowed us to revisit and improve how we handled localization and token management. The first thing we had to figure out was the necessary token sorting. We ended up with the following list: Tokens Impact By Theme And Density Unaffected by Theme or Density: Color Brand colors Base colors Motion Shadow Size Border size Outline size Typography Base font size Letter spacing and word spacing Overflow, text, and word style tokens. Tokens Impacted by Density: Typography Font sizes Line Height Font spacing Size Border radius Icon sizes Space Base spacing. Tokens Impacted by Theme: Colors Action, body, container, dataviz, display, heading, highlight, icon, label, status, syntax, tag, text, thumbnail, and zero-stat Size Border size Typography Font-family Style Action (focus styles). With density, we expanded locale-specific value changes beyond font-family, letter spacing, font-style, and font-variant tokens to additionally include: Font sizes Icon sizes Line height Spacing Border radius. Revisiting our type scale and performing numerous calculations, we documented the required token value changes for all the locales across the density. This groundwork enabled us to tackle the restructuring of our JSON files effectively. JSON File Restructuring In our token repository, we: Updated the tokens in the core folder. Added a density folder and a language folder in each brand. After collaborating with our front-end development team, we decided to minimize the number of JSON files. Too many files introduce complexity and bugs and hinder performance. Instead of creating a JSON file for each language-density combination, we defined the following language categories: Language Categories Western European and Slavic Languages Polish, English, French, German, and Spanish Chinese Languages Simplified and traditional scripts Middle Eastern and East Asian Languages Arabic, Hebrew, Japanese, Korean, Thai, and Vietnamese Global Diverse Africa, South Asia, Pacific, and Indigenous languages, Uralic, and Turkic groups. These categories became our JSON files, with one file per density level. Each file contained tokens for font size, icon size, line height, spacing, and border-radius values. For example, all Chinese locales shared consistent values regardless of font-family. In addition, we added a folder containing JSON files per locale, overriding core values and theme folders, such as font-family. Figma Setup: Bridging Tokens And Design Token Studio Challenges After restructuring our JSON files, we anticipated gaining support for typography variables in the Tokens Studio plugin. Instead, Tokens Studio released version 2.0, introducing a major shift in workflow. Previously, we imported JSON files directly into Figma and avoided pushing changes back through the plugin. Adjusting to the new version required us to relearn how to use the plugin effectively. Our first challenge was navigating the complexity of the import process. The $metadata.json and $themes.json files failed to overwrite correctly during imports, resulting in duplicate collections in Figma when exporting variables. Despite recreating the required theme structure within the plugin, the issue persisted. To resolve this, we deleted the existing $metadata.json and $themes.json files from the repository before pulling the updated GitHub repo into the plugin. However, even with this solution, we had to manually remove redundant collections that appeared during the export process. Once we successfully migrated our tokens from JSON files into Figma using the Tokens Studio plugin, we encountered our next challenge. Initially, we used only “English” and theme modes in Figma, relying primarily on styles since Figma’s early variable releases lacked support for typography variables. Now, with the goal of implementing theme, density, and language switching, we needed to leverage variables — including typography variables. While the token migration successfully brought in the token names as variable names and the necessary modes, some values were missing. Typography variables, though promising in concept, were underwhelming in practice. For example, Figma’s default line-height multiplier for “auto” was 1.2, below the WCAG minimum of 1.5. Additionally, our token values used line-height multipliers, which weren’t valid as Figma variable values. While a percentage-based line-height value is valid in CSS, Figma variables don’t support percentages. Our solution involved manually calculating pixel values for line heights across all typography sizes, locale categories, and densities. These values were entered as local variables in Figma, independent of the design token system. This allowed us to implement correct line-height changes for density and locale switches. The process, however, was labor-intensive, requiring the manual creation of hundreds of local variables. Furthermore, grouping font sizes and line heights into Figma styles required additional manual effort due to the lack of support for line-height multipliers or percentage-based variables. Examples: For CJK locales, medium and low density use a base font size of 16px, while high density uses 18px. Western European and Slavic languages use 14px for medium density, 16px for high, and 12px for low density. Additional Challenges Figma vs. Web Rendering In Figma, line height centers text visually within the text box. In CSS, it affects spacing differently depending on the box model. This mismatch required manual adjustments, especially in light of upcoming CSS properties like leading-trim. Letter-Spacing Issues While CSS defaults to “normal” for letter-spacing, Figma requires numeric values. Locale-specific resets to “normal” couldn’t utilize variables, complicating implementation. Font-Family Stacks Example stack for Chinese: font-family-primary: 'AnovaUI', '微软雅黑体', 'Microsoft YaHei New', '微软雅黑', 'Microsoft Yahei', '宋体', 'SimSun', 'Helvetica Neue', 'Helvetica', 'Arial', sans-serif. Starting with a Western font ensured proper rendering of Latin characters and symbols while maintaining brand consistency. However, Figma’s designs using only AnovaUI (SAS Brand Custom font) couldn’t preview locale-based substitutions via system fonts, complicating evaluations of mixed-content designs. Finally, as we prepared to publish our new library, we encountered yet another challenge: Figma Ghosts. What Are Figma Ghost Variables? Figma “ghost variables” refer to variables that remain in a Figma project even after they are no longer linked to any design tokens, themes, or components. These variables often arise due to incomplete deletions, improper imports, or outdated metadata files. Ghost variables may appear in Figma’s variable management panel but are effectively “orphaned,” as they are disconnected from any meaningful use or reference. Why They Cause Issues for Designers: Clutter and Confusion Ghost variables make the variable list longer and harder to navigate. Designers might struggle to identify which variables are actively in use and which are obsolete. Redundant Work Designers might accidentally try to use these variables, leading to inefficiencies or design inconsistencies when the ghost variables don’t function as expected. Export and Sync Problems When exporting or syncing variables with a design system or repository, ghost variables can introduce errors, duplicates, or conflicts. This complicates maintaining alignment between the design system and Figma. Increased Maintenance Overhead Detecting and manually deleting ghost variables can be time-consuming, particularly in large-scale projects with extensive variable sets. Thematic Inconsistencies Ghost variables can create inconsistencies across themes, as they might reference outdated or irrelevant styles, making it harder to ensure a unified look and feel. Addressing ghost variables requires careful management of design tokens and variables, often involving clean-up processes to ensure only relevant variables remain in the system. Cleaning Up Ghost Variables To avoid the issues in our Figma libraries, we first had to isolate ghost variables component by component. By selecting a symbol in Figma and navigating the applied variable modes, we had a good sense of which older versions of variables the symbol was still connected to. We found disconnected variables in the component library and our icon library, which resulted in compounded ghost variables across the system. We found that by traversing the layer panel, along with a fantastic plug-in called “Swap Variables,” we were able to remap all the ghost variables in our symbols. If we had not completed the clean-up step, designers would not be able to access the overrides for theme, density, and locale. Designing Symbols For Localization To ensure Figma symbols support language swapping, we linked all text layers to our new variables, including font-family, font-size, and line height. We do not use Figma’s variable feature to define text strings for each locale (e.g., English, Spanish, French) because, given the sheer breadth and depth of our Products and solutions, it would simply be too daunting a task to undertake. For us, using an existing plug-in, such as “Translator,” gives us what we need. After ensuring all text layers were remapped to variables, along with the “Translator” plug-in, we were able to swap entire screens to a new language. This allowed us to start testing our symbols for unforeseen layout issues. We discovered that some symbols were not supporting text wrapping when needed (e.g., accommodating longer words in German or shorter ones in Japanese). We isolated those issues and updated them to auto-layout for flexible resizing. This approach ensured all our Figma symbols were scalable and adaptable for multilingual support. Delivering The System With our component libraries set up to support localization, we were ready to deliver our component libraries to product designers. As a part of this step, we crafted a “Multilingual Design Cheat Sheet” to help designers understand how to set up their application mockups with Localization and Internationalization in mind. Multilingual Design Cheat Sheet: General Principles Design flexible layouts that can handle text wrapping and language-specific requirements such as right-to-left orientations. Use real content during design and development to identify localization issues such as spacing and wrapping. Research the cultural expectations of your target audience to avoid faux pas. Text & Typography Use Filament Design Systems fonts to ensure support of all languages. Avoid custom fonts that lack bold or italic styles for non-Latin scripts like CJK languages. Reserve additional space for languages like German or Finnish. Avoid hardcoded widths for text containers and use auto-layout to ensure long text strings are readable. The Filament Design System tokens adjust line height per language; make sure you are using variables for line-height. Use bold sparingly, as Filament tokens override bold styling in some languages. Instead, opt for alternative emphasis methods (e.g., color or size). Layout & Design Mirror layouts for RTL languages (e.g., Arabic, Hebrew). Align text, icons, and navigation appropriately for the flow of the language. Use auto-layout to accommodate varying text lengths. Avoid embedding text in images to simplify localization. Allow ample spacing around text elements to prevent crowding. Language-Specific Adjustments Adapt formats based on locale (e.g., YYYY/MM/DD vs. MM/DD/YYYY). Use metric or imperial units based on the region. Test alignments and flows for LTR and RTL languages. Localization Readiness Avoid idioms, cultural references, or metaphors that may not translate well. Provide space for localized images, if necessary. Use Figma translation plug-ins to test designs for localization readiness and use real translations rather than Lorem Ipsum. Test with native speakers for language-specific usability issues. Check mirrored layouts and interactions for usability in RTL languages. Lessons Learned And Future Directions Lessons Learned In summary, building a localization-ready design system was a complex yet rewarding process that taught Mark and me several critical lessons: Localization and internationalization must be prioritized early. Ignoring multilingual principles in the early stages of design creates cascading issues that are costly to fix later. Semantic tokens are key. Refactoring our tokens to be more semantic streamlined the localization process, reducing complexity and improving maintainability. Figma variables are promising but limited. While Figma Variables introduced new possibilities, their current limitations — such as lack of percentage-based line-height values and manual setup requirements — highlight areas for improvement. Automation is essential. Manual efforts, such as recalculating and inputting values for typography and density-specific tokens, are time-intensive and prone to error. Plugins like “Translator” and “Swap Variables” proved invaluable in streamlining this work. Collaboration is crucial. Close coordination with front-end developers ensured that our JSON restructuring efforts aligned with performance and usability goals. Testing with real content is non-negotiable. Design issues like text wrapping, RTL mirroring, and font compatibility only became apparent when testing with real translations and flexible layouts. Future Directions As we look ahead, our focus is on enhancing the Filament Design System to better support global audiences and simplify the localization process for designers: Automatic mirrored layouts for RTL languages. We plan to develop tools and workflows that enable seamless mirroring of layouts for right-to-left languages, ensuring usability for languages like Arabic and Hebrew. Improved figma integration. Advocacy for Figma enhancements, such as percentage-based line-height support and better handling of variable imports, will remain a priority. Advanced automation tools. Investing in more robust plugins and custom tools to automate the calculation and management of tokens across themes, densities, and locales will reduce manual overhead. Scalable localization testing framework. Establishing a framework for native speaker testing and real-world content validation will help us identify localization issues earlier in the design process. Expanding the multilingual design cheat sheet. We will continue to refine and expand the cheat sheet, incorporating feedback from designers to ensure it remains a valuable resource. Community engagement. By sharing our findings and lessons, we aim to contribute to the broader design community, fostering discussions around integrating localization and internationalization in design systems. Through these efforts, Mark and I hope to create a more inclusive, scalable, and efficient design system that meets the diverse needs of our global audience while empowering SAS designers to think beyond English-first designs. Further Reading On SmashingMag “Internationalization And Localization For Static Sites,” Sam Richard “CSS-Driven Internationalization In JavaScript,” Maksim Chemerisuk “How To Conduct Website Localization: Don’t Get Lost In Translation,” Julia Rozwens “12 Commandments Of Software Localization,” Zack Grossbart
Integrating Design And Code With Native Design Tokens In Penpot
The Penpot team is not slowing down on its mission to build a free design tool that not only offers powerful design features but is also well-integrated with code and modern development practices. In its latest release, Penpot, as the first design tool ever, introduces support for native design tokens. Let’s take a closer look at this concept and how you can employ it in your process.
This article is a sponsored by Penpot It’s already the fifth time I’m writing to you about Penpot — and what a journey it continues to be! During this time, Penpot’s presence in the design tools scene has grown strong. In a market that recently felt more turbulent than ever, I’ve always appreciated Penpot for their clear mission and values. They’ve built a design tool that not only delivers great features but is also open-source and developed in active dialogue with the community. Rather than relying on closed formats and gated solutions, Penpot embraces open web standards and commonly used technologies — ensuring it works seamlessly across platforms and integrates naturally with code. Their latest release is another great example of that approach. It’s also one of the most impactful. Let me introduce you to design tokens in Penpot. Design tokens are an essential building block of modern user interface design and engineering. But so far, designers and engineers have been stuck with third-party plugins and cumbersome APIs to collaborate effectively on design tokens and keep them in sync. It’s high time we had tools and processes that handle this better, and Penpot just made it happen. About Design Tokens Design tokens can be understood as a framework to document and organize your design decisions. They act as a single source of truth for both designers and engineers and include all the design variables, such as colors, typography, spacing, fills, borders, and shadows. The concept of design tokens has grown in popularity alongside the rise of design systems and the increasing demand for broader standards and guidelines in user interface design. Design tokens emerged as a solution for managing increasingly complex systems while keeping them structured, scalable, and extensible. The goal of using design tokens is not only to make design decisions more intentional and maintainable but also to make it easier to keep them in sync with code. In the case of larger systems, it is often a one-to-many relationship. Design tokens allow you to keep the values agnostic of their application and scale them across various products and environments. Design tokens create a semantic layer between the values, the tools used to define them, and the software that implements them. On top of maintainability benefits, a common reason to use design tokens is theming. Keeping your design decisions decoupled means that you can easily swap the values across multiple sets. This allows you to change the appearance of the entire interface with applications ranging from simple light and dark mode implementations to more advanced use cases, such as handling multiple brands or creating fully customizable and adjustable UIs. Implementation Challenges Until recently, there was no standardized format for maintaining design tokens — it remained a largely theoretical concept, implemented differently across teams and tools. Every design tool or frontend framework has its own approach. Syncing code with design tools was also a major pain point, often requiring third-party plugins and unreliable synchronization solutions. However, in recent years, W3C, the international organization responsible for developing open standards and protocols for the web, brought to life a dedicated Design Tokens Community Group with the goal of creating an open standard for products and design tools to handle design tokens. Once this standard gets more widely adopted, it will give us hope for a more predictable and standardized approach to design tokens across the industry. To make that happen, work has to be done on two ends, both design and development. Penpot is the very first design tool to implement design tokens in adherence to the standard that the W3C is working on. It also solves the problem of third-party dependencies by offering a native API with all the values served in the official, standardized format. Design Tokens In Practice To better understand design tokens and how to use them in practice, let’s take a look at an example together. Let’s consider the following user interface of a login screen: Imagine we want this design to work in light and dark mode, but also to be themable with several accent colors. It could be that we’re using the same authentication system for websites of several associated brands or several products. We could also want to allow the user to customize the interface to their needs. If we want to build a design that works for three accent colors, each with light and dark themes, it gives us six variants in total: Designing all of them by hand would not only be tedious but also difficult to maintain. Every change you make would have to be repeated in six places. In the case of six variants, that’s not ideal, but it’s still doable. But what if you also want to support multiple layout options or more brands? It could easily scale into hundreds of combinations, at which point designing them manually would easily get out of hand. This is where design tokens come to the rescue. They allow you to effectively maintain all the variants and test all the possible combinations, even hundreds of them, while still building a single design without repetitive work. You can start by creating a design in one of the variants before starting to think about the tokens. Having a design already in place might make it easier to plan your tokens’ hierarchy and structure accordingly. In this case, I created three components: 2 types of buttons and input, and combined them with text layers into several Flex layouts to build out this screen. If you’d like to first learn more about building components and layouts in Penpot, I would recommend you revisit some of my previous articles: Build Design Systems With Penpot Components Penpot’s CSS Grid Layout: Designing With Superpowers Penpot’s Flex Layout: Building CSS Layouts In A Design Tool Now that we have the design ready, we can start creating tokens. You can create your first token by heading to the tokens tab of the left sidebar and clicking the plus button in one of the token categories. Let’s start by creating a color. In Penpot, you can reference other tokens in token values by wrapping them in curly brackets. So, if you select “slate.1” as your text color, it will reference the “slate.1” value from any other set that is currently active. With the light set active, the text will be black. And with the dark set active, the text will be white. This allows us to switch between brands and modes and test all the possible combinations. What’s Next? I hope you enjoyed following this example. If you’d like to check out the file presented above before creating your own, you can duplicate it here. Colors are only one of many types of tokens available in Penpot. You can also use design tokens to maintain values such as spacing, sizing, layout, and so on. The Penpot team is working on gradually expanding the choice of tokens you can use. All are in accordance with the upcoming design tokens standard. The benefits of the native approach to design tokens implemented by Penpot go beyond ease of use and standardization. It also makes the tokens more powerful. For example, they already support math operations using the calc() function you might recognize from CSS. It means you can use math to add, multiply, subtract, etc., token values. Once you have the design token in Penpot ready, the next step is to bring it over to your code. Already today, you can export the tokens in JSON format, and soon, an API will be available that connects and imports the tokens directly into your codebase. You can follow Penpot on LinkedIn, BlueSky, and other social media to be the first to hear about the next updates. The team behind Penpot is also planning to make its design tokens implementation even more powerful in the near future with support for gradients, composite tokens (tokens that store multiple values), and more. To learn more about design tokens and how to use them, check out the following links: Design Token Overview, Penpot website What are design tokens? A complete guide, Penpot Blog Design Tokens, Penpot Docs Design tokens format module, W3C Community Group Draft Report Conclusion By adding support for native design tokens, Penpot is making real progress on connecting design and code in meaningful ways. Having all your design variables well documented and organized is one thing. Doing that in a scalable and maintainable way that is based on open standards and is easy to connect with code &mdahs; that’s yet another level. The practical benefits are huge: better maintainability, less friction, and easier communication across the whole team. If you’re looking to bring more structure to your design system while keeping designers and engineers in sync, Penpot’s design tokens implementation is definitely worth exploring. Tried it already? Share your thoughts! The Penpot team is active on social media, or just share your feedback in the comments section below.
Smashing Animations Part 1: How Classic Cartoons Inspire Modern CSS
Have you ever thought about how the limitations of early cartoon animations might relate to web design today? From looping backgrounds to minimal frame changes, these retro animation techniques have surprising parallels to modern CSS. In this article, pioneering author and web designer [Andy Clarke](https://stuffandnonsense.co.uk) shows how he applied these principles to Emmy-winning composer Mike Worth’s new website, using CSS to craft engaging and fun animations that bring his world to life.
Browser makers didn’t take long to add the movement capabilities to CSS. The simple :hover pseudo-class came first, and a bit later, the transitions between two states. Then came the ability to change states across a set of @keyframes and, most recently, scroll-driven animations that link keyframes to the scroll position. Even with these added capabilities, CSS animations have remained relatively rudimentary. They remind me of the Hanna-Barbera animated series I grew up watching on TV. These animated shorts lacked the budgets given to live-action or animated movies. They were also far lower than those available when William Hanna and Joseph Barbera made Tom and Jerry shorts while working for MGM Cartoons. This meant the animators needed to develop techniques to work around their cost restrictions and the technical limitations of the time. They used fewer frames per second and far fewer cells. Instead of using a different image for each frame, they repeated each one several times. They reused cells as frequently as possible by zooming and overlaying additional elements to construct a new scene. They kept bodies mainly static and overlayed eyes, mouths, and legs to create the illusion of talking and walking. Instead of reducing the quality of these cartoons, these constraints created a charm often lacking in more recent, bigger-budget, and technically advanced productions. The simple and efficient techniques developed by Hanna-Barbera’s animators can be implemented using CSS. Modern layout tools allow web developers to layer elements. Scaleable Vector Graphics (SVG) can contain several frames, and developers needn’t resort to JavaScript; they can use CSS to change an element’s opacity, position, and visibility. But what are some reasons for doing this? Animations bring static experiences to life. They can improve usability by guiding people’s actions and delighting or surprising them when interacting with a design. When carefully considered, animations can reinforce branding and help tell stories about a brand. Introducing Mike Worth I’ve recently been working on a new website for Emmy-award-winning game composer Mike Worth. He hired me to create a bold, retro-style design that showcases his work. I used CSS animations throughout to delight and surprise his audience as they move through his website. Mike loves ’80s and ’90s animation — especially Disney’s Duck Tales). Unsurprisingly, my taste in cartoons stretches back a little further to the 1960s Hanna-Barbera shows like Dastardly and Muttley in Their Flying Machines, Scooby-Doo, The Perils of Penelope Pitstop, Wacky Races, and, of course, Yogi Bear. So, to explain how this era of animation relates to CSS, I’ve chosen an episode of The Yogi Bear Show, “Home Sweet Jellystone,” first broadcast in 1961. In this story, Ranger Smith inherits a mansion and (spoiler alert) leaves Jellystone. Dissecting Movement In this episode, Hanna-Barbera’s techniques become apparent as soon as a postman arrives with a telegram for Ranger Smith. The camera pans sideways across a landscape painting by background artist Robert Gentle to create the illusion that the postman is moving. The background loops when a scene lasts longer than a single pan of Robert Gentle’s landscape painting, with bushes and trees appearing repeatedly. This can be recreated using a single element and an animation that changes the position of its background image: @keyframes background-scroll { 0% { background-position: 2750px 0; } 100% { background-position: 0 0; } } div { overflow: hidden; width: 100vw; height: 540px; background-image: url("…"); background-size: 2750px 540px; background-repeat: repeat-x; animation: background-scroll 5s linear infinite; } The economy of movement was essential for producing these animated shorts cheaply and efficiently. The postman’s motorcycle bounces, and only his head position and facial expressions change, which adds a subtle hint of realism. Likewise, only Ranger Smith’s facial expression and leg positions change throughout his walk cycle as he dashes through his mansion. The rest of his body stays static. In a discarded scene from my design for his website, the orangutan adventurer mascot I created for Mike Worth can be seen driving across the landscape. I drew directly from Hanna-Barbera’s bouncing and scrolling technique for this scene by using two keyframe animations: background-scroll and bumpy-ride. The infinitely scrolling background works just like before: @keyframes background-scroll { 0% { background-position: 960px 0; } 100% { background-position: 0 0; } } I created the appearance of his bumpy ride by animating changes to the keyframes’ translate values: @keyframes bumpy-ride { 0% { translate: 0 0; } 10% { translate: 0 -5px; } 20% { translate: 0 3px; } 30% { translate: 0 -3px; } 40% { translate: 0 5px; } 50% { translate: 0 -10px; } 60% { translate: 0 4px; } 70% { translate: 0 -2px; } 80% { translate: 0 7px; } 90% { translate: 0 -4px; } 100% { translate: 0 0; } } figure { /* ... */ animation: background-scroll 5s linear infinite; } img { /* ... */ animation: bumpy-ride 1.5s infinite ease-in-out; } Watch the episode and you’ll see these trees appear over and over again throughout “Home Sweet Jellystone.” Behind Yogi and Boo-Boo on the track, in the bushes, and scaled up in this close-up of Boo-Boo: The animators also frequently layered foreground elements onto these background paintings to create a variety of new scenes: In my deleted scene from Mike Worth’s website, I introduced these rocks into the foreground to add depth to the animation: If I were using bitmap images, this would require just one additional image: <figure> <img id="bumpy-ride" src="..." alt="" /> <img id="apes-rock" src="..." alt="" /> </figure> figure { position: relative; #bumpy-ride { ... } #apes-rock { position: absolute; width: 960px; left: calc(50% - 480px); bottom: 0; } } Likewise, when the ranger reads his telegram, only his eyes and mouth move: If you’ve wondered why both Ranger Smith and Yogi Bear wear collars and neckties, it’s so the line between their animated heads and faces and static bodies is obscured: SVG delivers incredible performance and also offers fantastic flexibility when animating elements. The ability to embed one SVG inside another and to manipulate groups and other elements using CSS makes it ideal for animations. I replicated how Hanna-Barbera made Ranger Smith and other characters’ mouths move by first including a group that contains the ranger’s body and head, which remain static throughout. Then, I added six more groups, each containing one frame of his mouth moving: <svg> <!-- static elements --> <g>...</g> <!-- animation frames --> <g class="frame-1">...</g> <g class="frame-2">...</g> <g class="frame-3">...</g> <g class="frame-4">...</g> <g class="frame-5">...</g> <g class="frame-6">...</g> </svg> I used CSS custom properties to define the speed at which characters’ mouths move and how many frames are in the animation: :root { --animation-duration: 1s; --frame-count: 6; } Then, I applied a keyframe animation to show and hide each frame: @keyframes ranger-talking { 0% { visibility: visible; } 16.67% { visibility: hidden; } 100% { visibility: hidden; } } [class*="frame"] { visibility: hidden; animation: ranger-talking var(--animation-duration) infinite; } Before finally setting a delay, which makes each frame visible at the correct time: .frame-1 { animation-delay: calc(var(--animation-duration) * 0 / var(--frame-count)); } /* ... */ .frame-6 { animation-delay: calc(var(--animation-duration) * 5 / var(--frame-count)); } In my design for Mike Worth’s website, animation isn’t just for decoration; it tells a compelling story about him and his work. Every movement reflects his brand identity and makes his website an extension of his creative world. Think beyond movement the next time you reach for a CSS animation. Consider emotions, identity, and mood, too. After all, a well-considered animation can do more than catch someone’s eye. It can capture their imagination. Mike Worth’s website will launch in June 2025, but you can see examples from this article on CodePen now.
Masonry In CSS: Should Grid Evolve Or Stand Aside For A New Module?
There were duelling proposals floating around for adding support for masonry-style layouts in CSS. In one corner is a proposal that extends the existing CSS Grid specification. In the other corner is a second proposal that sets up masonry as a standalone module. Well, not until recently. Now, there are three proposals with Apple WebKit’s “Item Flow” as the third option. The first two sides make strong points, and the third one merges them into one, all of which you will learn about in this article.
You’ve got a Pinterest-style layout to build, but you’re tired of JavaScript. Could CSS finally have the answer? Well, for a beginner, taking a look at the pins on your Pinterest page, you might be convinced that the CSS grid layout is enough, but not until you begin to build do you realise display: grid with additional tweaks is less than enough. In fact, Pinterest built its layout with JavaScript, but how cool would it be if it were just CSS? If there were a CSS display property that gave such a layout without any additional JavaScript, how awesome would that be? Maybe there is. The CSS grid layout has an experimental masonry value for grid-template-rows. The masonry layout is an irregular, flowing grid. Irregular in the sense that, instead of following a rigid grid pattern with spaces left after shorter pieces, the items in the next row of a masonry layout rise to fill the spaces on the masonry axis. It’s the dream for portfolios, image galleries, and social feeds — designs that thrive on organic flow. But here’s the catch: while this experimental feature exists (think Firefox Nightly with a flag enabled), it’s not the seamless solution you might expect, thanks to limited browser support and some rough edges in its current form. Maybe there isn’t. CSS lacks native masonry support, forcing developers to use hacks or JavaScript libraries like Masonry.js. Developers with a good design background have expressed their criticism about the CSS grid form of masonry, with Rachel highlighting that masonry’s organic flow contrasts with Grid’s strict two-dimensional structure, potentially confusing developers expecting Grid-like behaviour or Ahmad Shadeed fussing about how it makes the grid layout more complex than it should be, potentially overwhelming developers who value Grid’s clarity for structured layouts. Geoff also echoes Rachel Andrew’s concern that “teaching and learning grid to get to understand masonry behaviour unnecessarily lumps two different formatting contexts into one,” complicating education for designers and developers who rely on clear mental models. Perhaps there might be hope. The Apple WebKit team just sprung up a new contender, which claims not only to merge the pros of grid and masonry into a unified system shorthand but also includes flexbox concepts. Imagine the best of three CSS layout systems in one. Given these complaints and criticisms — and a new guy in the game — the question is: Should CSS Grid expand to handle Masonry, or should a new, dedicated module take over, or should item-flow just take the reins? The State Of Masonry In CSS Today Several developers have attempted to create workarounds to achieve a masonry layout in their web applications using CSS Grid with manual row-span hacks, CSS Columns, and JavaScript libraries. Without native masonry, developers often turn to Grid hacks like this: a grid-auto-rows trick paired with JavaScript to fake the flow. It works — sort of — but the cracks show fast. For instance, the example below relies on JavaScript to measure each item’s height after rendering, calculate the number of 10px rows (plus gaps) the item should span while setting grid-row-end dynamically, and use event listeners to adjust the layout upon page load and window resize. /* HTML */ <div class="masonry-grid"> <div class="masonry-item"><img src="image1.jpg" alt="Image 1"></div> <div class="masonry-item"><p>Short text content here.</p></div> <div class="masonry-item"><img src="image2.jpg" alt="Image 2"></div> <div class="masonry-item"><p>Longer text content that spans multiple lines to show height variation.</p></div> </div> /* CSS */ .masonry-grid { display: grid; grid-template-columns: repeat(auto-fill, minmax(200px, 1fr)); /* Responsive columns */ grid-auto-rows: 10px; /* Small row height for precise spanning */ grid-auto-flow: column; /* Fills columns left-to-right */ gap: 10px; /* Spacing between items */ } .masonry-item { /* Ensure content doesn’t overflow */ overflow: hidden; } .masonry-item img { width: 100%; height: auto; display: block; } .masonry-item p { margin: 0; padding: 10px; } // JavaScript function applyMasonry() { const grid = document.querySelector('.masonry-grid'); const items = grid.querySelectorAll('.masonry-item'); items.forEach(item => { // Reset any previous spans item.style.gridRowEnd = 'auto'; // Calculate the number of rows to span based on item height const rowHeight = 10; const gap = 10; const itemHeight = item.getBoundingClientRect().height; const rowSpan = Math.ceil((itemHeight + gap) / (rowHeight + gap)); // Apply the span item.style.gridRowEnd = span ${rowSpan}; }); } // Run on load and resize window.addEventListener('load', applyMasonry); window.addEventListener('resize', applyMasonry); This Grid hack gets us close to a masonry layout — items stack, gaps fill, and it looks decent enough. But let’s be real: it’s not there yet. The code sample above, unlike native grid-template-rows: masonry (which is experimental and only exists on Firefox Nightly), relies on JavaScript to calculate spans, defeating the “no JavaScript” dream. The JavaScript logic works by recalculating spans on resize or content change. As Chris Coyier noted in his critique of similar hacks, this can lead to lag on complex pages. Also, the logical DOM order might not match the visual flow, a concern Rachel Andrew raised about masonry layouts generally. Finally, if images load slowly or content shifts (e.g., lazy-loaded media), the spans need recalculation, risking layout jumps. It’s not really the ideal hack; I’m sure you’d agree. Developers need a smooth experience, and ergonomically speaking, hacking Grid with scripts is a mental juggling act. It forces you to switch between CSS and JavaScript to tweak a layout. A native solution, whether Grid-powered or a new module, has to nail effortless responsiveness, neat rendering, and a workflow that does not make you break your tools. That’s why this debate matters — our daily grind demands it. Option 1: Extending CSS Grid For Masonry One way forward is to strengthen the CSS Grid with masonry powers. As of this writing, CSS grids have been extended to accommodate masonry. grid-template-rows: masonry is a draft of CSS Grid Level 3 that is currently experimental in Firefox Nightly. The columns of this layout will remain as a grid axis while the row takes on masonry. The child elements are then laid out item by item along the rows, as with the grid layout’s automatic placement. With this layout, items flow vertically, respecting column tracks but not row constraints. This option leaves Grid as your go-to layout system but allows it to handle the flowing, gap-filling stacks we crave. .masonry-grid { display: grid; gap: 10px; grid-template-columns: repeat(auto-fill, minmax(200px, 1fr)); grid-template-rows: masonry; } First off, the grid-masonry style builds on CSS Grid’s familiarity and robust tooling (e.g., DevTools support). As a front-end developer, there’s a chance you’ve played with grid-template-columns or grid-area, so you’re halfway up the learning matrix. Masonry only extends the existing capabilities, eliminating the need to learn a whole new syntax from scratch. Also, Grid’s robust tooling comes along with Chrome DevTools’ grid overlay or Firefox’s layout inspector, removing the need for JavaScript hacks. Not so fast: there are limitations. Grid’s specifications already include properties like align-content and grid-auto-flow. Stacking masonry on the list risks turning it into a labyrinth. Then there are the edge cases. What happens when you want an item to span multiple columns and flow masonry-style? Or when gaps between items don’t align across columns? The specs are still foggy here, and early tests hint at bugs like items jumping unpredictably if content loads dynamically. This issue could break layouts, especially on responsive designs. The browser compatibility issue also exists. It’s still experimental, and even with polyfills, it does not work on other browsers except Firefox Nightly. Not something you’d want to try in your next client’s project, right? Option 2: A Standalone Masonry Module What if we had a display: masonry approach instead? Indulge me for a few minutes. This isn’t just wishful thinking. Early CSS Working Group chats have floated the idea, and it’s worth picturing how it could improve layouts. Let’s dive into the vision, how it might work, and what it gains or loses in the process. Imagine a layout system that doesn’t lean on Grid’s rigid tracks or Flexbox’s linear flow but instead thrives on vertical stacking with a horizontal twist. The goal? A clean slate for masonry’s signature look: items cascading down columns, filling gaps naturally, no hacks required. Inspired by murmurs in CSSWG discussions and the Chrome team’s alternative proposal, this module would prioritise fluidity over structure, giving designers a tool that feels as intuitive as the layouts they’re chasing. Think Pinterest but without JavaScript scaffolding. Here’s the pitch: a display value named masonry kicks off a flow-based system where items stack vertically by default, adjusting horizontally to fit the container. You’d control the direction and spacing with simple properties like the following: .masonry { display: masonry; masonry-direction: column; gap: 1rem; } Want more control? Hypothetical extras like masonry-columns: auto could mimic Grid’s repeat(auto-fill, minmax()), while masonry-align: balance might even out column lengths for a polished look. It’s less about precise placement (Grid’s strength) and more about letting content breathe and flow, adapting to whatever screen size is thrown at it. The big win here is a clean break from Grid’s rigid order. A standalone module keeps them distinct: Grid for order, Masonry for flow. No more wrestling with Grid properties that don’t quite fit; you get a system tailored to the job. Of course, it’s not all smooth sailing. A brand-new spec means starting from zero. Browser vendors would need to rally behind it, which can be slow. Also, it might lead to confusion of choice, with developers asking questions like: “Do I use Grid or Masonry for this gallery?” But hear me out: This proposed module might muddy the waters before it clears them, but after the water is clear, it’s safe for use by all and sundry. Item Flow: A Unified Layout Resolution In March 2025, Apple’s WebKit team proposed Item Flow, a new system that unifies concepts from Flexbox, Grid, and masonry into a single set of properties. Rather than choosing between enhancing Grid or creating a new masonry module, Item Flow merges their strengths, replacing flex-flow and grid-auto-flow with a shorthand called item-flow. This system introduces four longhand properties: item-direction Controls flow direction (e.g., row, column, row-reverse). item-wrap Manages wrapping behaviour (e.g., wrap, nowrap, wrap-reverse). item-pack Determines packing density (e.g., sparse, dense, balance). item-slack Adjusts tolerance for layout adjustments, allowing items to shrink or shift to fit. Item Flow aims to make masonry a natural outcome of these properties, not a separate feature. For example, a masonry layout could be achieved with: .container { display: grid; /* or flex */ item-flow: column wrap dense; /* long hand version */ item-direction: column; item-wrap: wrap; item-pack: dense; gap: 1rem; } This setup allows items to flow vertically, wrap into columns, and pack tightly, mimicking masonry’s organic arrangement. The dense packing option, inspired by Grid’s auto-flow: dense, reorders items to minimise gaps, while item-slack could fine-tune spacing for visual balance. Item Flow’s promise lies in its wide use case. It enhances Grid and Flexbox with features like nowrap for Grid or balance packing for Flexbox, addressing long-standing developer wishlists. However, the proposal is still in discussion, and properties like item-slack face naming debates due to clarity issues for non-native English speakers. The downside? Item Flow is a future-facing concept, and it has not yet been implemented in browsers as of April 2025. Developers must wait for standardisation and adoption, and the CSS Working Group is still gathering feedback. What’s The Right Path? While there is no direct answer to that question, the masonry debate hinges on balancing simplicity, performance, and flexibility. Extending the Grid with masonry is tempting but risks overcomplicating an already robust system. A standalone display: masonry module offers clarity but adds to CSS’s learning curve. Item Flow, the newest contender, proposes a unified system that could make masonry a natural extension of Grid and Flexbox, potentially putting the debate to rest at last. Each approach has trade-offs: Grid with Masonry: Familiar but potentially clunky, with accessibility and spec concerns. New Module: Clean and purpose-built, but requires learning new syntax. Item Flow: Elegant and versatile but not yet available, with ongoing debates over naming and implementation. Item Flow’s ability to enhance existing layouts while supporting masonry makes it a compelling option, but its success depends on browser adoption and community support. Conclusion So, where do we land after all this? The masonry showdown boils down to three paths: the extension of masonry into CSS Grid, a standalone module for masonry, or Item Flow. Now, the question is, will CSS finally free us from JavaScript for masonry, or are we still dreaming? Grid’s teasing us with a taste, and a standalone module’s whispering promises — but the finish line’s unclear, and WebKit swoops in with a killer merge shorthand, Item Flow. Browser buy-in, community push, and a few more spec revisions might tell us. For now, it’s your move — test, tweak, and weigh in. The answer’s coming, one layout at a time. References “Native CSS Masonry Layout in CSS Grid” by Rachel Andrew “Should Masonry be part of CSS Grid?” by Ahmad Shadeed “CSS Masonry & CSS Grid” by Geoff Graham “Masonry? In CSS?!” by Michelle Barker “Native CSS Masonry Layout in CSS Grids” by Chris Coyier “Item Flow Part 1: A Unified Concept for Layout” by WebKit
Articles for people who make web sites.
An Holistic Framework for Shared Design Leadership
Picture this: You’re in a meeting room at your tech company, and two people are having what looks like the same conversation about the same design problem. One is talking about whether the team has the right skills to tackle it. The other is diving deep into whether the solution actually solves the user’s problem. Same room, same problem, completely different lenses.
This is the beautiful, sometimes messy reality of having both a Design Manager and a Lead Designer on the same team. And if you’re wondering how to make this work without creating confusion, overlap, or the dreaded “too many cooks” scenario, you’re asking the right question.
The traditional answer has been to draw clean lines on an org chart. The Design Manager handles people, the Lead Designer handles craft. Problem solved, right? Except clean org charts are fantasy. In reality, both roles care deeply about team health, design quality, and shipping great work.
The magic happens when you embrace the overlap instead of fighting it—when you start thinking of your design org as a design organism.
The Anatomy of a Healthy Design TeamHere's what I’ve learned from years of being on both sides of this equation: think of your design team as a living organism. The Design Manager tends to the mind (the psychological safety, the career growth, the team dynamics). The Lead Designer tends to the body (the craft skills, the design standards, the hands-on work that ships to users).
But just like mind and body aren’t completely separate systems, so, too, do these roles overlap in important ways. You can’t have a healthy person without both working in harmony. The trick is knowing where those overlaps are and how to navigate them gracefully.
When we look at how healthy teams actually function, three critical systems emerge. Each requires both roles to work together, but with one taking primary responsibility for keeping that system strong.
The Nervous System: People & PsychologyPrimary caretaker: Design Manager
Supporting role: Lead Designer
The nervous system is all about signals, feedback, and psychological safety. When this system is healthy, information flows freely, people feel safe to take risks, and the team can adapt quickly to new challenges.
The Design Manager is the primary caretaker here. They’re monitoring the team’s psychological pulse, ensuring feedback loops are healthy, and creating the conditions for people to grow. They’re hosting career conversations, managing workload, and making sure no one burns out.
But the Lead Designer plays a crucial supporting role. They’re providing sensory input about craft development needs, spotting when someone’s design skills are stagnating, and helping identify growth opportunities that the Design Manager might miss.
Design Manager tends to:
- Career conversations and growth planning
- Team psychological safety and dynamics
- Workload management and resource allocation
- Performance reviews and feedback systems
- Creating learning opportunities
Lead Designer supports by:
- Providing craft-specific feedback on team member development
- Identifying design skill gaps and growth opportunities
- Offering design mentorship and guidance
- Signaling when team members are ready for more complex challenges
Primary caretaker: Lead Designer
Supporting role: Design Manager
The muscular system is about strength, coordination, and skill development. When this system is healthy, the team can execute complex design work with precision, maintain consistent quality, and adapt their craft to new challenges.
The Lead Designer is the primary caretaker here. They’re setting design standards, providing craft coaching, and ensuring that shipping work meets the quality bar. They’re the ones who can tell you if a design decision is sound or if we’re solving the right problem.
But the Design Manager plays a crucial supporting role. They’re ensuring the team has the resources and support to do their best craft work, like proper nutrition and recovery time for an athlete.
Lead Designer tends to:
- Definition of design standards and system usage
- Feedback on what design work meets the standard
- Experience direction for the product
- Design decisions and product-wide alignment
- Innovation and craft advancement
Design Manager supports by:
- Ensuring design standards are understood and adopted across the team
- Confirming experience direction is being followed
- Supporting practices and systems that scale without bottlenecking
- Facilitating design alignment across teams
- Providing resources and removing obstacles to great craft work
Shared caretakers: Both Design Manager and Lead Designer
The circulatory system is about how information, decisions, and energy flow through the team. When this system is healthy, strategic direction is clear, priorities are aligned, and the team can respond quickly to new opportunities or challenges.
This is where true partnership happens. Both roles are responsible for keeping the circulation strong, but they’re bringing different perspectives to the table.
Lead Designer contributes:
- User needs are met by the product
- Overall product quality and experience
- Strategic design initiatives
- Research-based user needs for each initiative
Design Manager contributes:
- Communication to team and stakeholders
- Stakeholder management and alignment
- Cross-functional team accountability
- Strategic business initiatives
Both collaborate on:
- Co-creation of strategy with leadership
- Team goals and prioritization approach
- Organizational structure decisions
- Success measures and frameworks
The key to making this partnership sing is understanding that all three systems need to work together. A team with great craft skills but poor psychological safety will burn out. A team with great culture but weak craft execution will ship mediocre work. A team with both but poor strategic circulation will work hard on the wrong things.
Be Explicit About Which System You’re TendingWhen you’re in a meeting about a design problem, it helps to acknowledge which system you’re primarily focused on. “I’m thinking about this from a team capacity perspective” (nervous system) or “I’m looking at this through the lens of user needs” (muscular system) gives everyone context for your input.
This isn’t about staying in your lane. It’s about being transparent as to which lens you’re using, so the other person knows how to best add their perspective.
Create Healthy Feedback LoopsThe most successful partnerships I’ve seen establish clear feedback loops between the systems:
Nervous system signals to muscular system: “The team is struggling with confidence in their design skills” → Lead Designer provides more craft coaching and clearer standards.
Muscular system signals to nervous system: “The team’s craft skills are advancing faster than their project complexity” → Design Manager finds more challenging growth opportunities.
Both systems signal to circulatory system: “We’re seeing patterns in team health and craft development that suggest we need to adjust our strategic priorities.”
Handle Handoffs GracefullyThe most critical moments in this partnership are when something moves from one system to another. This might be when a design standard (muscular system) needs to be rolled out across the team (nervous system), or when a strategic initiative (circulatory system) needs specific craft execution (muscular system).
Make these transitions explicit. “I’ve defined the new component standards. Can you help me think through how to get the team up to speed?” or “We’ve agreed on this strategic direction. I'm going to focus on the specific user experience approach from here.”
Stay Curious, Not TerritorialThe Design Manager who never thinks about craft, or the Lead Designer who never considers team dynamics, is like a doctor who only looks at one body system. Great design leadership requires both people to care about the whole organism, even when they’re not the primary caretaker.
This means asking questions rather than making assumptions. “What do you think about the team’s craft development in this area?” or “How do you see this impacting team morale and workload?” keeps both perspectives active in every decision.
When the Organism Gets SickEven with clear roles, this partnership can go sideways. Here are the most common failure modes I’ve seen:
System IsolationThe Design Manager focuses only on the nervous system and ignores craft development. The Lead Designer focuses only on the muscular system and ignores team dynamics. Both people retreat to their comfort zones and stop collaborating.
The symptoms: Team members get mixed messages, work quality suffers, morale drops.
The treatment: Reconnect around shared outcomes. What are you both trying to achieve? Usually it’s great design work that ships on time from a healthy team. Figure out how both systems serve that goal.
Poor CirculationStrategic direction is unclear, priorities keep shifting, and neither role is taking responsibility for keeping information flowing.
The symptoms: Team members are confused about priorities, work gets duplicated or dropped, deadlines are missed.
The treatment: Explicitly assign responsibility for circulation. Who’s communicating what to whom? How often? What’s the feedback loop?
Autoimmune ResponseOne person feels threatened by the other’s expertise. The Design Manager thinks the Lead Designer is undermining their authority. The Lead Designer thinks the Design Manager doesn’t understand craft.
The symptoms: Defensive behavior, territorial disputes, team members caught in the middle.
The treatment: Remember that you’re both caretakers of the same organism. When one system fails, the whole team suffers. When both systems are healthy, the team thrives.
The PayoffYes, this model requires more communication. Yes, it requires both people to be secure enough to share responsibility for team health. But the payoff is worth it: better decisions, stronger teams, and design work that’s both excellent and sustainable.
When both roles are healthy and working well together, you get the best of both worlds: deep craft expertise and strong people leadership. When one person is out sick, on vacation, or overwhelmed, the other can help maintain the team’s health. When a decision requires both the people perspective and the craft perspective, you’ve got both right there in the room.
Most importantly, the framework scales. As your team grows, you can apply the same system thinking to new challenges. Need to launch a design system? Lead Designer tends to the muscular system (standards and implementation), Design Manager tends to the nervous system (team adoption and change management), and both tend to circulation (communication and stakeholder alignment).
The Bottom LineThe relationship between a Design Manager and Lead Designer isn’t about dividing territories. It’s about multiplying impact. When both roles understand they’re tending to different aspects of the same healthy organism, magic happens.
The mind and body work together. The team gets both the strategic thinking and the craft excellence they need. And most importantly, the work that ships to users benefits from both perspectives.
So the next time you’re in that meeting room, wondering why two people are talking about the same problem from different angles, remember: you’re watching shared leadership in action. And if it’s working well, both the mind and body of your design team are getting stronger.
From Beta to Bedrock: Build Products that Stick.
As a product builder over too many years to mention, I've lost count of the number of times I've seen promising ideas go from zero to hero in a few weeks, only to fizzle out within months.
Financial products, which is the field I work in, are no exception. With people’s real hard-earned money on the line, user expectations running high, and a crowded market, it's tempting to throw as many features at the wall as possible and hope something sticks. But this approach is a recipe for disaster. Here's why:
The pitfalls of feature-first developmentWhen you start building a financial product from the ground up, or are migrating existing customer journeys from paper or telephony channels onto online banking or mobile apps, it's easy to get caught up in the excitement of creating new features. You might think, "If I can just add one more thing that solves this particular user problem, they'll love me!" But what happens when you inevitably hit a roadblock because the narcs (your security team!) don’t like it? When a hard-fought feature isn't as popular as you thought, or it breaks due to unforeseen complexity?
This is where the concept of Minimum Viable Product (MVP) comes in. Jason Fried's book Getting Real and his podcast Rework often touch on this idea, even if he doesn’t always call it that. An MVP is a product that provides just enough value to your users to keep them engaged, but not so much that it becomes overwhelming or difficult to maintain. It sounds like an easy concept but it requires a razor sharp eye, a ruthless edge and having the courage to stick by your opinion because it is easy to be seduced by “the Columbo Effect”… when there’s always “just one more thing…” that someone wants to add.
The problem with most finance apps, however, is that they often become a reflection of the internal politics of the business rather than an experience solely designed around the customer. This means that the focus is on delivering as many features and functionalities as possible to satisfy the needs and desires of competing internal departments, rather than providing a clear value proposition that is focused on what the people out there in the real world want. As a result, these products can very easily bloat to become a mixed bag of confusing, unrelated and ultimately unlovable customer experiences—a feature salad, you might say.
The importance of bedrockSo what's a better approach? How can we build products that are stable, user-friendly, and—most importantly—stick?
That's where the concept of "bedrock" comes in. Bedrock is the core element of your product that truly matters to users. It's the fundamental building block that provides value and stays relevant over time.
In the world of retail banking, which is where I work, the bedrock has got to be in and around the regular servicing journeys. People open their current account once in a blue moon but they look at it every day. They sign up for a credit card every year or two, but they check their balance and pay their bill at least once a month.
Identifying the core tasks that people want to do and then relentlessly striving to make them easy to do, dependable, and trustworthy is where the gravy’s at.
But how do you get to bedrock? By focusing on the "MVP" approach, prioritizing simplicity, and iterating towards a clear value proposition. This means cutting out unnecessary features and focusing on delivering real value to your users.
It also means having some guts, because your colleagues might not always instantly share your vision to start with. And controversially, sometimes it can even mean making it clear to customers that you’re not going to come to their house and make their dinner. The occasional “opinionated user interface design” (i.e. clunky workaround for edge cases) might sometimes be what you need to use to test a concept or buy you space to work on something more important.
Practical strategies for building financial products that stickSo what are the key strategies I've learned from my own experience and research?
- Start with a clear "why": What problem are you trying to solve? For whom? Make sure your mission is crystal clear before building anything. Make sure it aligns with your company’s objectives, too.
- Focus on a single, core feature and obsess on getting that right before moving on to something else: Resist the temptation to add too many features at once. Instead, choose one that delivers real value and iterate from there.
- Prioritize simplicity over complexity: Less is often more when it comes to financial products. Cut out unnecessary bells and whistles and keep the focus on what matters most.
- Embrace continuous iteration: Bedrock isn't a fixed destination—it's a dynamic process. Continuously gather user feedback, refine your product, and iterate towards that bedrock state.
- Stop, look and listen: Don't just test your product as part of your delivery process—test it repeatedly in the field. Use it yourself. Run A/B tests. Gather user feedback. Talk to people who use it, and refine accordingly.
There's an interesting paradox at play here: building towards bedrock means sacrificing some short-term growth potential in favour of long-term stability. But the payoff is worth it—products built with a focus on bedrock will outlast and outperform their competitors, and deliver sustained value to users over time.
So, how do you start your journey towards bedrock? Take it one step at a time. Start by identifying those core elements that truly matter to your users. Focus on building and refining a single, powerful feature that delivers real value. And above all, test obsessively—for, in the words of Abraham Lincoln, Alan Kay, or Peter Drucker (whomever you believe!!), “The best way to predict the future is to create it.”
User Research Is Storytelling
Ever since I was a boy, I’ve been fascinated with movies. I loved the characters and the excitement—but most of all the stories. I wanted to be an actor. And I believed that I’d get to do the things that Indiana Jones did and go on exciting adventures. I even dreamed up ideas for movies that my friends and I could make and star in. But they never went any further. I did, however, end up working in user experience (UX). Now, I realize that there’s an element of theater to UX—I hadn’t really considered it before, but user research is storytelling. And to get the most out of user research, you need to tell a good story where you bring stakeholders—the product team and decision makers—along and get them interested in learning more.
Think of your favorite movie. More than likely it follows a three-act structure that’s commonly seen in storytelling: the setup, the conflict, and the resolution. The first act shows what exists today, and it helps you get to know the characters and the challenges and problems that they face. Act two introduces the conflict, where the action is. Here, problems grow or get worse. And the third and final act is the resolution. This is where the issues are resolved and the characters learn and change. I believe that this structure is also a great way to think about user research, and I think that it can be especially helpful in explaining user research to others.
Three-act structure in movies (© 2024 StudioBinder. Image used with permission from StudioBinder.). Use storytelling as a structure to do researchIt’s sad to say, but many have come to see research as being expendable. If budgets or timelines are tight, research tends to be one of the first things to go. Instead of investing in research, some product managers rely on designers or—worse—their own opinion to make the “right” choices for users based on their experience or accepted best practices. That may get teams some of the way, but that approach can so easily miss out on solving users’ real problems. To remain user-centered, this is something we should avoid. User research elevates design. It keeps it on track, pointing to problems and opportunities. Being aware of the issues with your product and reacting to them can help you stay ahead of your competitors.
In the three-act structure, each act corresponds to a part of the process, and each part is critical to telling the whole story. Let’s look at the different acts and how they align with user research.
Act one: setupThe setup is all about understanding the background, and that’s where foundational research comes in. Foundational research (also called generative, discovery, or initial research) helps you understand users and identify their problems. You’re learning about what exists today, the challenges users have, and how the challenges affect them—just like in the movies. To do foundational research, you can conduct contextual inquiries or diary studies (or both!), which can help you start to identify problems as well as opportunities. It doesn’t need to be a huge investment in time or money.
Erika Hall writes about minimum viable ethnography, which can be as simple as spending 15 minutes with a user and asking them one thing: “‘Walk me through your day yesterday.’ That’s it. Present that one request. Shut up and listen to them for 15 minutes. Do your damndest to keep yourself and your interests out of it. Bam, you’re doing ethnography.” According to Hall, “[This] will probably prove quite illuminating. In the highly unlikely case that you didn’t learn anything new or useful, carry on with enhanced confidence in your direction.”
This makes total sense to me. And I love that this makes user research so accessible. You don’t need to prepare a lot of documentation; you can just recruit participants and do it! This can yield a wealth of information about your users, and it’ll help you better understand them and what’s going on in their lives. That’s really what act one is all about: understanding where users are coming from.
Jared Spool talks about the importance of foundational research and how it should form the bulk of your research. If you can draw from any additional user data that you can get your hands on, such as surveys or analytics, that can supplement what you’ve heard in the foundational studies or even point to areas that need further investigation. Together, all this data paints a clearer picture of the state of things and all its shortcomings. And that’s the beginning of a compelling story. It’s the point in the plot where you realize that the main characters—or the users in this case—are facing challenges that they need to overcome. Like in the movies, this is where you start to build empathy for the characters and root for them to succeed. And hopefully stakeholders are now doing the same. Their sympathy may be with their business, which could be losing money because users can’t complete certain tasks. Or maybe they do empathize with users’ struggles. Either way, act one is your initial hook to get the stakeholders interested and invested.
Once stakeholders begin to understand the value of foundational research, that can open doors to more opportunities that involve users in the decision-making process. And that can guide product teams toward being more user-centered. This benefits everyone—users, the product, and stakeholders. It’s like winning an Oscar in movie terms—it often leads to your product being well received and successful. And this can be an incentive for stakeholders to repeat this process with other products. Storytelling is the key to this process, and knowing how to tell a good story is the only way to get stakeholders to really care about doing more research.
This brings us to act two, where you iteratively evaluate a design or concept to see whether it addresses the issues.
Act two: conflictAct two is all about digging deeper into the problems that you identified in act one. This usually involves directional research, such as usability tests, where you assess a potential solution (such as a design) to see whether it addresses the issues that you found. The issues could include unmet needs or problems with a flow or process that’s tripping users up. Like act two in a movie, more issues will crop up along the way. It’s here that you learn more about the characters as they grow and develop through this act.
Usability tests should typically include around five participants according to Jakob Nielsen, who found that that number of users can usually identify most of the problems: “As you add more and more users, you learn less and less because you will keep seeing the same things again and again… After the fifth user, you are wasting your time by observing the same findings repeatedly but not learning much new.”
There are parallels with storytelling here too; if you try to tell a story with too many characters, the plot may get lost. Having fewer participants means that each user’s struggles will be more memorable and easier to relay to other stakeholders when talking about the research. This can help convey the issues that need to be addressed while also highlighting the value of doing the research in the first place.
Researchers have run usability tests in person for decades, but you can also conduct usability tests remotely using tools like Microsoft Teams, Zoom, or other teleconferencing software. This approach has become increasingly popular since the beginning of the pandemic, and it works well. You can think of in-person usability tests like going to a play and remote sessions as more like watching a movie. There are advantages and disadvantages to each. In-person usability research is a much richer experience. Stakeholders can experience the sessions with other stakeholders. You also get real-time reactions—including surprise, agreement, disagreement, and discussions about what they’re seeing. Much like going to a play, where audiences get to take in the stage, the costumes, the lighting, and the actors’ interactions, in-person research lets you see users up close, including their body language, how they interact with the moderator, and how the scene is set up.
If in-person usability testing is like watching a play—staged and controlled—then conducting usability testing in the field is like immersive theater where any two sessions might be very different from one another. You can take usability testing into the field by creating a replica of the space where users interact with the product and then conduct your research there. Or you can go out to meet users at their location to do your research. With either option, you get to see how things work in context, things come up that wouldn’t have in a lab environment—and conversion can shift in entirely different directions. As researchers, you have less control over how these sessions go, but this can sometimes help you understand users even better. Meeting users where they are can provide clues to the external forces that could be affecting how they use your product. In-person usability tests provide another level of detail that’s often missing from remote usability tests.
That’s not to say that the “movies”—remote sessions—aren’t a good option. Remote sessions can reach a wider audience. They allow a lot more stakeholders to be involved in the research and to see what’s going on. And they open the doors to a much wider geographical pool of users. But with any remote session there is the potential of time wasted if participants can’t log in or get their microphone working.
The benefit of usability testing, whether remote or in person, is that you get to see real users interact with the designs in real time, and you can ask them questions to understand their thought processes and grasp of the solution. This can help you not only identify problems but also glean why they’re problems in the first place. Furthermore, you can test hypotheses and gauge whether your thinking is correct. By the end of the sessions, you’ll have a much clearer picture of how usable the designs are and whether they work for their intended purposes. Act two is the heart of the story—where the excitement is—but there can be surprises too. This is equally true of usability tests. Often, participants will say unexpected things, which change the way that you look at things—and these twists in the story can move things in new directions.
Unfortunately, user research is sometimes seen as expendable. And too often usability testing is the only research process that some stakeholders think that they ever need. In fact, if the designs that you’re evaluating in the usability test aren’t grounded in a solid understanding of your users (foundational research), there’s not much to be gained by doing usability testing in the first place. That’s because you’re narrowing the focus of what you’re getting feedback on, without understanding the users' needs. As a result, there’s no way of knowing whether the designs might solve a problem that users have. It’s only feedback on a particular design in the context of a usability test.
On the other hand, if you only do foundational research, while you might have set out to solve the right problem, you won’t know whether the thing that you’re building will actually solve that. This illustrates the importance of doing both foundational and directional research.
In act two, stakeholders will—hopefully—get to watch the story unfold in the user sessions, which creates the conflict and tension in the current design by surfacing their highs and lows. And in turn, this can help motivate stakeholders to address the issues that come up.
Act three: resolutionWhile the first two acts are about understanding the background and the tensions that can propel stakeholders into action, the third part is about resolving the problems from the first two acts. While it’s important to have an audience for the first two acts, it’s crucial that they stick around for the final act. That means the whole product team, including developers, UX practitioners, business analysts, delivery managers, product managers, and any other stakeholders that have a say in the next steps. It allows the whole team to hear users’ feedback together, ask questions, and discuss what’s possible within the project’s constraints. And it lets the UX research and design teams clarify, suggest alternatives, or give more context behind their decisions. So you can get everyone on the same page and get agreement on the way forward.
This act is mostly told in voiceover with some audience participation. The researcher is the narrator, who paints a picture of the issues and what the future of the product could look like given the things that the team has learned. They give the stakeholders their recommendations and their guidance on creating this vision.
Nancy Duarte in the Harvard Business Review offers an approach to structuring presentations that follow a persuasive story. “The most effective presenters use the same techniques as great storytellers: By reminding people of the status quo and then revealing the path to a better way, they set up a conflict that needs to be resolved,” writes Duarte. “That tension helps them persuade the audience to adopt a new mindset or behave differently.”
A persuasive story pattern.This type of structure aligns well with research results, and particularly results from usability tests. It provides evidence for “what is”—the problems that you’ve identified. And “what could be”—your recommendations on how to address them. And so on and so forth.
You can reinforce your recommendations with examples of things that competitors are doing that could address these issues or with examples where competitors are gaining an edge. Or they can be visual, like quick mockups of how a new design could look that solves a problem. These can help generate conversation and momentum. And this continues until the end of the session when you’ve wrapped everything up in the conclusion by summarizing the main issues and suggesting a way forward. This is the part where you reiterate the main themes or problems and what they mean for the product—the denouement of the story. This stage gives stakeholders the next steps and hopefully the momentum to take those steps!
While we are nearly at the end of this story, let’s reflect on the idea that user research is storytelling. All the elements of a good story are there in the three-act structure of user research:
- Act one: You meet the protagonists (the users) and the antagonists (the problems affecting users). This is the beginning of the plot. In act one, researchers might use methods including contextual inquiry, ethnography, diary studies, surveys, and analytics. The output of these methods can include personas, empathy maps, user journeys, and analytics dashboards.
- Act two: Next, there’s character development. There’s conflict and tension as the protagonists encounter problems and challenges, which they must overcome. In act two, researchers might use methods including usability testing, competitive benchmarking, and heuristics evaluation. The output of these can include usability findings reports, UX strategy documents, usability guidelines, and best practices.
- Act three: The protagonists triumph and you see what a better future looks like. In act three, researchers may use methods including presentation decks, storytelling, and digital media. The output of these can be: presentation decks, video clips, audio clips, and pictures.
The researcher has multiple roles: they’re the storyteller, the director, and the producer. The participants have a small role, but they are significant characters (in the research). And the stakeholders are the audience. But the most important thing is to get the story right and to use storytelling to tell users’ stories through research. By the end, the stakeholders should walk away with a purpose and an eagerness to resolve the product’s ills.
So the next time that you’re planning research with clients or you’re speaking to stakeholders about research that you’ve done, think about how you can weave in some storytelling. Ultimately, user research is a win-win for everyone, and you just need to get stakeholders interested in how the story ends.
To Ignite a Personalization Practice, Run this Prepersonalization Workshop
Picture this. You’ve joined a squad at your company that’s designing new product features with an emphasis on automation or AI. Or your company has just implemented a personalization engine. Either way, you’re designing with data. Now what? When it comes to designing for personalization, there are many cautionary tales, no overnight successes, and few guides for the perplexed.
Between the fantasy of getting it right and the fear of it going wrong—like when we encounter “persofails” in the vein of a company repeatedly imploring everyday consumers to buy additional toilet seats—the personalization gap is real. It’s an especially confounding place to be a digital professional without a map, a compass, or a plan.
For those of you venturing into personalization, there’s no Lonely Planet and few tour guides because effective personalization is so specific to each organization’s talent, technology, and market position.
But you can ensure that your team has packed its bags sensibly.
Designing for personalization makes for strange bedfellows. A savvy art-installation satire on the challenges of humane design in the era of the algorithm. Credit: Signs of the Times, Scott Kelly and Ben Polkinghome.There’s a DIY formula to increase your chances for success. At minimum, you’ll defuse your boss’s irrational exuberance. Before the party you’ll need to effectively prepare.
We call it prepersonalization.
Behind the musicConsider Spotify’s DJ feature, which debuted this past year.
https://www.youtube.com/watch?v=ok-aNnc0DkoWe’re used to seeing the polished final result of a personalization feature. Before the year-end award, the making-of backstory, or the behind-the-scenes victory lap, a personalized feature had to be conceived, budgeted, and prioritized. Before any personalization feature goes live in your product or service, it lives amid a backlog of worthy ideas for expressing customer experiences more dynamically.
So how do you know where to place your personalization bets? How do you design consistent interactions that won’t trip up users or—worse—breed mistrust? We’ve found that for many budgeted programs to justify their ongoing investments, they first needed one or more workshops to convene key stakeholders and internal customers of the technology. Make yours count.
From Big Tech to fledgling startups, we’ve seen the same evolution up close with our clients. In our experiences with working on small and large personalization efforts, a program’s ultimate track record—and its ability to weather tough questions, work steadily toward shared answers, and organize its design and technology efforts—turns on how effectively these prepersonalization activities play out.
Time and again, we’ve seen effective workshops separate future success stories from unsuccessful efforts, saving countless time, resources, and collective well-being in the process.
A personalization practice involves a multiyear effort of testing and feature development. It’s not a switch-flip moment in your tech stack. It’s best managed as a backlog that often evolves through three steps:
- customer experience optimization (CXO, also known as A/B testing or experimentation)
- always-on automations (whether rules-based or machine-generated)
- mature features or standalone product development (such as Spotify’s DJ experience)
This is why we created our progressive personalization framework and why we’re field-testing an accompanying deck of cards: we believe that there’s a base grammar, a set of “nouns and verbs” that your organization can use to design experiences that are customized, personalized, or automated. You won’t need these cards. But we strongly recommend that you create something similar, whether that might be digital or physical.
Set your kitchen timerHow long does it take to cook up a prepersonalization workshop? The surrounding assessment activities that we recommend including can (and often do) span weeks. For the core workshop, we recommend aiming for two to three days. Here’s a summary of our broader approach along with details on the essential first-day activities.
The full arc of the wider workshop is threefold:
- Kickstart: This sets the terms of engagement as you focus on the opportunity as well as the readiness and drive of your team and your leadership. .
- Plan your work: This is the heart of the card-based workshop activities where you specify a plan of attack and the scope of work.
- Work your plan: This phase is all about creating a competitive environment for team participants to individually pitch their own pilots that each contain a proof-of-concept project, its business case, and its operating model.
Give yourself at least a day, split into two large time blocks, to power through a concentrated version of those first two phases.
Kickstart: Whet your appetiteWe call the first lesson the “landscape of connected experience.” It explores the personalization possibilities in your organization. A connected experience, in our parlance, is any UX requiring the orchestration of multiple systems of record on the backend. This could be a content-management system combined with a marketing-automation platform. It could be a digital-asset manager combined with a customer-data platform.
Spark conversation by naming consumer examples and business-to-business examples of connected experience interactions that you admire, find familiar, or even dislike. This should cover a representative range of personalization patterns, including automated app-based interactions (such as onboarding sequences or wizards), notifications, and recommenders. We have a catalog of these in the cards. Here’s a list of 142 different interactions to jog your thinking.
This is all about setting the table. What are the possible paths for the practice in your organization? If you want a broader view, here’s a long-form primer and a strategic framework.
Assess each example that you discuss for its complexity and the level of effort that you estimate that it would take for your team to deliver that feature (or something similar). In our cards, we divide connected experiences into five levels: functions, features, experiences, complete products, and portfolios. Size your own build here. This will help to focus the conversation on the merits of ongoing investment as well as the gap between what you deliver today and what you want to deliver in the future.
Next, have your team plot each idea on the following 2×2 grid, which lays out the four enduring arguments for a personalized experience. This is critical because it emphasizes how personalization can not only help your external customers but also affect your own ways of working. It’s also a reminder (which is why we used the word argument earlier) of the broader effort beyond these tactical interventions.
Getting intentional about the desired outcomes is an important component to a large-scale personalization program. Credit: Bucket Studio.Each team member should vote on where they see your product or service putting its emphasis. Naturally, you can’t prioritize all of them. The intention here is to flesh out how different departments may view their own upsides to the effort, which can vary from one to the next. Documenting your desired outcomes lets you know how the team internally aligns across representatives from different departments or functional areas.
The third and final kickstart activity is about naming your personalization gap. Is your customer journey well documented? Will data and privacy compliance be too big of a challenge? Do you have content metadata needs that you have to address? (We’re pretty sure that you do: it’s just a matter of recognizing the relative size of that need and its remedy.) In our cards, we’ve noted a number of program risks, including common team dispositions. Our Detractor card, for example, lists six stakeholder behaviors that hinder progress.
Effectively collaborating and managing expectations is critical to your success. Consider the potential barriers to your future progress. Press the participants to name specific steps to overcome or mitigate those barriers in your organization. As studies have shown, personalization efforts face many common barriers.
The largest management consultancies have established practice areas in personalization, and they regularly research program risks and challenges. Credit: Boston Consulting Group.At this point, you’ve hopefully discussed sample interactions, emphasized a key area of benefit, and flagged key gaps? Good—you’re ready to continue.
Hit that test kitchenNext, let’s look at what you’ll need to bring your personalization recipes to life. Personalization engines, which are robust software suites for automating and expressing dynamic content, can intimidate new customers. Their capabilities are sweeping and powerful, and they present broad options for how your organization can conduct its activities. This presents the question: Where do you begin when you’re configuring a connected experience?
What’s important here is to avoid treating the installed software like it were a dream kitchen from some fantasy remodeling project (as one of our client executives memorably put it). These software engines are more like test kitchens where your team can begin devising, tasting, and refining the snacks and meals that will become a part of your personalization program’s regularly evolving menu.
Progressive personalization, a framework for designing connected experiences. Credit: Bucket Studio and Colin Eagan.The ultimate menu of the prioritized backlog will come together over the course of the workshop. And creating “dishes” is the way that you’ll have individual team stakeholders construct personalized interactions that serve their needs or the needs of others.
The dishes will come from recipes, and those recipes have set ingredients.
In the same way that ingredients form a recipe, you can also create cards to break down a personalized interaction into its constituent parts. Credit: Bucket Studio and Colin Eagan. Verify your ingredientsLike a good product manager, you’ll make sure—andyou’ll validate with the right stakeholders present—that you have all the ingredients on hand to cook up your desired interaction (or that you can work out what needs to be added to your pantry). These ingredients include the audience that you’re targeting, content and design elements, the context for the interaction, and your measure for how it’ll come together.
This isn’t just about discovering requirements. Documenting your personalizations as a series of if-then statements lets the team:
- compare findings toward a unified approach for developing features, not unlike when artists paint with the same palette;
- specify a consistent set of interactions that users find uniform or familiar;
- and develop parity across performance measurements and key performance indicators too.
This helps you streamline your designs and your technical efforts while you deliver a shared palette of core motifs of your personalized or automated experience.
Compose your recipeWhat ingredients are important to you? Think of a who-what-when-why construct:
- Who are your key audience segments or groups?
- What kind of content will you give them, in what design elements, and under what circumstances?
- And for which business and user benefits?
We first developed these cards and card categories five years ago. We regularly play-test their fit with conference audiences and clients. And we still encounter new possibilities. But they all follow an underlying who-what-when-why logic.
Here are three examples for a subscription-based reading app, which you can generally follow along with right to left in the cards in the accompanying photo below.
- Nurture personalization: When a guest or an unknown visitor interacts with a product title, a banner or alert bar appears that makes it easier for them to encounter a related title they may want to read, saving them time.
- Welcome automation: When there’s a newly registered user, an email is generated to call out the breadth of the content catalog and to make them a happier subscriber.
- Winback automation: Before their subscription lapses or after a recent failed renewal, a user is sent an email that gives them a promotional offer to suggest that they reconsider renewing or to remind them to renew.
A useful preworkshop activity may be to think through a first draft of what these cards might be for your organization, although we’ve also found that this process sometimes flows best through cocreating the recipes themselves. Start with a set of blank cards, and begin labeling and grouping them through the design process, eventually distilling them to a refined subset of highly useful candidate cards.
You can think of the later stages of the workshop as moving from recipes toward a cookbook in focus—like a more nuanced customer-journey mapping. Individual “cooks” will pitch their recipes to the team, using a common jobs-to-be-done format so that measurability and results are baked in, and from there, the resulting collection will be prioritized for finished design and delivery to production.
Better kitchens require better architectureSimplifying a customer experience is a complicated effort for those who are inside delivering it. Beware anyone who says otherwise. With that being said, “Complicated problems can be hard to solve, but they are addressable with rules and recipes.”
When personalization becomes a laugh line, it’s because a team is overfitting: they aren’t designing with their best data. Like a sparse pantry, every organization has metadata debt to go along with its technical debt, and this creates a drag on personalization effectiveness. Your AI’s output quality, for example, is indeed limited by your IA. Spotify’s poster-child prowess today was unfathomable before they acquired a seemingly modest metadata startup that now powers its underlying information architecture.
You can definitely stand the heat…Personalization technology opens a doorway into a confounding ocean of possible designs. Only a disciplined and highly collaborative approach will bring about the necessary focus and intention to succeed. So banish the dream kitchen. Instead, hit the test kitchen to save time, preserve job satisfaction and security, and safely dispense with the fanciful ideas that originate upstairs of the doers in your organization. There are meals to serve and mouths to feed.
This workshop framework gives you a fighting shot at lasting success as well as sound beginnings. Wiring up your information layer isn’t an overnight affair. But if you use the same cookbook and shared recipes, you’ll have solid footing for success. We designed these activities to make your organization’s needs concrete and clear, long before the hazards pile up.
While there are associated costs toward investing in this kind of technology and product design, your ability to size up and confront your unique situation and your digital capabilities is time well spent. Don’t squander it. The proof, as they say, is in the pudding.
The Wax and the Wane of the Web
I offer a single bit of advice to friends and family when they become new parents: When you start to think that you’ve got everything figured out, everything will change. Just as you start to get the hang of feedings, diapers, and regular naps, it’s time for solid food, potty training, and overnight sleeping. When you figure those out, it’s time for preschool and rare naps. The cycle goes on and on.
The same applies for those of us working in design and development these days. Having worked on the web for almost three decades at this point, I’ve seen the regular wax and wane of ideas, techniques, and technologies. Each time that we as developers and designers get into a regular rhythm, some new idea or technology comes along to shake things up and remake our world.
How we got hereI built my first website in the mid-’90s. Design and development on the web back then was a free-for-all, with few established norms. For any layout aside from a single column, we used table
elements, often with empty cells containing a single pixel spacer GIF to add empty space. We styled text with numerous font
tags, nesting the tags every time we wanted to vary the font style. And we had only three or four typefaces to choose from: Arial, Courier, or Times New Roman. When Verdana and Georgia came out in 1996, we rejoiced because our options had nearly doubled. The only safe colors to choose from were the 216 “web safe” colors known to work across platforms. The few interactive elements (like contact forms, guest books, and counters) were mostly powered by CGI scripts (predominantly written in Perl at the time). Achieving any kind of unique look involved a pile of hacks all the way down. Interaction was often limited to specific pages in a site.
At the turn of the century, a new cycle started. Crufty code littered with table
layouts and font
tags waned, and a push for web standards waxed. Newer technologies like CSS got more widespread adoption by browsers makers, developers, and designers. This shift toward standards didn’t happen accidentally or overnight. It took active engagement between the W3C and browser vendors and heavy evangelism from folks like the Web Standards Project to build standards. A List Apart and books like Designing with Web Standards by Jeffrey Zeldman played key roles in teaching developers and designers why standards are important, how to implement them, and how to sell them to their organizations. And approaches like progressive enhancement introduced the idea that content should be available for all browsers—with additional enhancements available for more advanced browsers. Meanwhile, sites like the CSS Zen Garden showcased just how powerful and versatile CSS can be when combined with a solid semantic HTML structure.
Server-side languages like PHP, Java, and .NET overtook Perl as the predominant back-end processors, and the cgi-bin was tossed in the trash bin. With these better server-side tools came the first era of web applications, starting with content-management systems (particularly in the blogging space with tools like Blogger, Grey Matter, Movable Type, and WordPress). In the mid-2000s, AJAX opened doors for asynchronous interaction between the front end and back end. Suddenly, pages could update their content without needing to reload. A crop of JavaScript frameworks like Prototype, YUI, and jQuery arose to help developers build more reliable client-side interaction across browsers that had wildly varying levels of standards support. Techniques like image replacement let crafty designers and developers display fonts of their choosing. And technologies like Flash made it possible to add animations, games, and even more interactivity.
These new technologies, standards, and techniques reinvigorated the industry in many ways. Web design flourished as designers and developers explored more diverse styles and layouts. But we still relied on tons of hacks. Early CSS was a huge improvement over table-based layouts when it came to basic layout and text styling, but its limitations at the time meant that designers and developers still relied heavily on images for complex shapes (such as rounded or angled corners) and tiled backgrounds for the appearance of full-length columns (among other hacks). Complicated layouts required all manner of nested floats or absolute positioning (or both). Flash and image replacement for custom fonts was a great start toward varying the typefaces from the big five, but both hacks introduced accessibility and performance problems. And JavaScript libraries made it easy for anyone to add a dash of interaction to pages, although at the cost of doubling or even quadrupling the download size of simple websites.
The web as software platformThe symbiosis between the front end and back end continued to improve, and that led to the current era of modern web applications. Between expanded server-side programming languages (which kept growing to include Ruby, Python, Go, and others) and newer front-end tools like React, Vue, and Angular, we could build fully capable software on the web. Alongside these tools came others, including collaborative version control, build automation, and shared package libraries. What was once primarily an environment for linked documents became a realm of infinite possibilities.
At the same time, mobile devices became more capable, and they gave us internet access in our pockets. Mobile apps and responsive design opened up opportunities for new interactions anywhere and any time.
This combination of capable mobile devices and powerful development tools contributed to the waxing of social media and other centralized tools for people to connect and consume. As it became easier and more common to connect with others directly on Twitter, Facebook, and even Slack, the desire for hosted personal sites waned. Social media offered connections on a global scale, with both the good and bad that that entails.
Want a much more extensive history of how we got here, with some other takes on ways that we can improve? Jeremy Keith wrote “Of Time and the Web.” Or check out the “Web Design History Timeline” at the Web Design Museum. Neal Agarwal also has a fun tour through “Internet Artifacts.”
Where we are nowIn the last couple of years, it’s felt like we’ve begun to reach another major inflection point. As social-media platforms fracture and wane, there’s been a growing interest in owning our own content again. There are many different ways to make a website, from the tried-and-true classic of hosting plain HTML files to static site generators to content management systems of all flavors. The fracturing of social media also comes with a cost: we lose crucial infrastructure for discovery and connection. Webmentions, RSS, ActivityPub, and other tools of the IndieWeb can help with this, but they’re still relatively underimplemented and hard to use for the less nerdy. We can build amazing personal websites and add to them regularly, but without discovery and connection, it can sometimes feel like we may as well be shouting into the void.
Browser support for CSS, JavaScript, and other standards like web components has accelerated, especially through efforts like Interop. New technologies gain support across the board in a fraction of the time that they used to. I often learn about a new feature and check its browser support only to find that its coverage is already above 80 percent. Nowadays, the barrier to using newer techniques often isn’t browser support but simply the limits of how quickly designers and developers can learn what’s available and how to adopt it.
Today, with a few commands and a couple of lines of code, we can prototype almost any idea. All the tools that we now have available make it easier than ever to start something new. But the upfront cost that these frameworks may save in initial delivery eventually comes due as upgrading and maintaining them becomes a part of our technical debt.
If we rely on third-party frameworks, adopting new standards can sometimes take longer since we may have to wait for those frameworks to adopt those standards. These frameworks—which used to let us adopt new techniques sooner—have now become hindrances instead. These same frameworks often come with performance costs too, forcing users to wait for scripts to load before they can read or interact with pages. And when scripts fail (whether through poor code, network issues, or other environmental factors), there’s often no alternative, leaving users with blank or broken pages.
Where do we go from here?Today’s hacks help to shape tomorrow’s standards. And there’s nothing inherently wrong with embracing hacks—for now—to move the present forward. Problems only arise when we’re unwilling to admit that they’re hacks or we hesitate to replace them. So what can we do to create the future we want for the web?
Build for the long haul. Optimize for performance, for accessibility, and for the user. Weigh the costs of those developer-friendly tools. They may make your job a little easier today, but how do they affect everything else? What’s the cost to users? To future developers? To standards adoption? Sometimes the convenience may be worth it. Sometimes it’s just a hack that you’ve grown accustomed to. And sometimes it’s holding you back from even better options.
Start from standards. Standards continue to evolve over time, but browsers have done a remarkably good job of continuing to support older standards. The same isn’t always true of third-party frameworks. Sites built with even the hackiest of HTML from the ’90s still work just fine today. The same can’t always be said of sites built with frameworks even after just a couple years.
Design with care. Whether your craft is code, pixels, or processes, consider the impacts of each decision. The convenience of many a modern tool comes at the cost of not always understanding the underlying decisions that have led to its design and not always considering the impact that those decisions can have. Rather than rushing headlong to “move fast and break things,” use the time saved by modern tools to consider more carefully and design with deliberation.
Always be learning. If you’re always learning, you’re also growing. Sometimes it may be hard to pinpoint what’s worth learning and what’s just today’s hack. You might end up focusing on something that won’t matter next year, even if you were to focus solely on learning standards. (Remember XHTML?) But constant learning opens up new connections in your brain, and the hacks that you learn one day may help to inform different experiments another day.
Play, experiment, and be weird! This web that we’ve built is the ultimate experiment. It’s the single largest human endeavor in history, and yet each of us can create our own pocket within it. Be courageous and try new things. Build a playground for ideas. Make goofy experiments in your own mad science lab. Start your own small business. There has never been a more empowering place to be creative, take risks, and explore what we’re capable of.
Share and amplify. As you experiment, play, and learn, share what’s worked for you. Write on your own website, post on whichever social media site you prefer, or shout it from a TikTok. Write something for A List Apart! But take the time to amplify others too: find new voices, learn from them, and share what they’ve taught you.
Go forth and makeAs designers and developers for the web (and beyond), we’re responsible for building the future every day, whether that may take the shape of personal websites, social media tools used by billions, or anything in between. Let’s imbue our values into the things that we create, and let’s make the web a better place for everyone. Create that thing that only you are uniquely qualified to make. Then share it, make it better, make it again, or make something new. Learn. Make. Share. Grow. Rinse and repeat. Every time you think that you’ve mastered the web, everything will change.
Opportunities for AI in Accessibility
In reading Joe Dolson’s recent piece on the intersection of AI and accessibility, I absolutely appreciated the skepticism that he has for AI in general as well as for the ways that many have been using it. In fact, I’m very skeptical of AI myself, despite my role at Microsoft as an accessibility innovation strategist who helps run the AI for Accessibility grant program. As with any tool, AI can be used in very constructive, inclusive, and accessible ways; and it can also be used in destructive, exclusive, and harmful ones. And there are a ton of uses somewhere in the mediocre middle as well.
I’d like you to consider this a “yes… and” piece to complement Joe’s post. I’m not trying to refute any of what he’s saying but rather provide some visibility to projects and opportunities where AI can make meaningful differences for people with disabilities. To be clear, I’m not saying that there aren’t real risks or pressing issues with AI that need to be addressed—there are, and we’ve needed to address them, like, yesterday—but I want to take a little time to talk about what’s possible in hopes that we’ll get there one day.
Alternative textJoe’s piece spends a lot of time talking about computer-vision models generating alternative text. He highlights a ton of valid issues with the current state of things. And while computer-vision models continue to improve in the quality and richness of detail in their descriptions, their results aren’t great. As he rightly points out, the current state of image analysis is pretty poor—especially for certain image types—in large part because current AI systems examine images in isolation rather than within the contexts that they’re in (which is a consequence of having separate “foundation” models for text analysis and image analysis). Today’s models aren’t trained to distinguish between images that are contextually relevant (that should probably have descriptions) and those that are purely decorative (which might not need a description) either. Still, I still think there’s potential in this space.
As Joe mentions, human-in-the-loop authoring of alt text should absolutely be a thing. And if AI can pop in to offer a starting point for alt text—even if that starting point might be a prompt saying What is this BS? That’s not right at all… Let me try to offer a starting point—I think that’s a win.
Taking things a step further, if we can specifically train a model to analyze image usage in context, it could help us more quickly identify which images are likely to be decorative and which ones likely require a description. That will help reinforce which contexts call for image descriptions and it’ll improve authors’ efficiency toward making their pages more accessible.
While complex images—like graphs and charts—are challenging to describe in any sort of succinct way (even for humans), the image example shared in the GPT4 announcement points to an interesting opportunity as well. Let’s suppose that you came across a chart whose description was simply the title of the chart and the kind of visualization it was, such as: Pie chart comparing smartphone usage to feature phone usage among US households making under $30,000 a year. (That would be a pretty awful alt text for a chart since that would tend to leave many questions about the data unanswered, but then again, let’s suppose that that was the description that was in place.) If your browser knew that that image was a pie chart (because an onboard model concluded this), imagine a world where users could ask questions like these about the graphic:
- Do more people use smartphones or feature phones?
- How many more?
- Is there a group of people that don’t fall into either of these buckets?
- How many is that?
Setting aside the realities of large language model (LLM) hallucinations—where a model just makes up plausible-sounding “facts”—for a moment, the opportunity to learn more about images and data in this way could be revolutionary for blind and low-vision folks as well as for people with various forms of color blindness, cognitive disabilities, and so on. It could also be useful in educational contexts to help people who can see these charts, as is, to understand the data in the charts.
Taking things a step further: What if you could ask your browser to simplify a complex chart? What if you could ask it to isolate a single line on a line graph? What if you could ask your browser to transpose the colors of the different lines to work better for form of color blindness you have? What if you could ask it to swap colors for patterns? Given these tools’ chat-based interfaces and our existing ability to manipulate images in today’s AI tools, that seems like a possibility.
Now imagine a purpose-built model that could extract the information from that chart and convert it to another format. For example, perhaps it could turn that pie chart (or better yet, a series of pie charts) into more accessible (and useful) formats, like spreadsheets. That would be amazing!
Matching algorithmsSafiya Umoja Noble absolutely hit the nail on the head when she titled her book Algorithms of Oppression. While her book was focused on the ways that search engines reinforce racism, I think that it’s equally true that all computer models have the potential to amplify conflict, bias, and intolerance. Whether it’s Twitter always showing you the latest tweet from a bored billionaire, YouTube sending us into a Q-hole, or Instagram warping our ideas of what natural bodies look like, we know that poorly authored and maintained algorithms are incredibly harmful. A lot of this stems from a lack of diversity among the people who shape and build them. When these platforms are built with inclusively baked in, however, there’s real potential for algorithm development to help people with disabilities.
Take Mentra, for example. They are an employment network for neurodivergent people. They use an algorithm to match job seekers with potential employers based on over 75 data points. On the job-seeker side of things, it considers each candidate’s strengths, their necessary and preferred workplace accommodations, environmental sensitivities, and so on. On the employer side, it considers each work environment, communication factors related to each job, and the like. As a company run by neurodivergent folks, Mentra made the decision to flip the script when it came to typical employment sites. They use their algorithm to propose available candidates to companies, who can then connect with job seekers that they are interested in; reducing the emotional and physical labor on the job-seeker side of things.
When more people with disabilities are involved in the creation of algorithms, that can reduce the chances that these algorithms will inflict harm on their communities. That’s why diverse teams are so important.
Imagine that a social media company’s recommendation engine was tuned to analyze who you’re following and if it was tuned to prioritize follow recommendations for people who talked about similar things but who were different in some key ways from your existing sphere of influence. For example, if you were to follow a bunch of nondisabled white male academics who talk about AI, it could suggest that you follow academics who are disabled or aren’t white or aren’t male who also talk about AI. If you took its recommendations, perhaps you’d get a more holistic and nuanced understanding of what’s happening in the AI field. These same systems should also use their understanding of biases about particular communities—including, for instance, the disability community—to make sure that they aren’t recommending any of their users follow accounts that perpetuate biases against (or, worse, spewing hate toward) those groups.
Other ways that AI can helps people with disabilitiesIf I weren’t trying to put this together between other tasks, I’m sure that I could go on and on, providing all kinds of examples of how AI could be used to help people with disabilities, but I’m going to make this last section into a bit of a lightning round. In no particular order:
- Voice preservation. You may have seen the VALL-E paper or Apple’s Global Accessibility Awareness Day announcement or you may be familiar with the voice-preservation offerings from Microsoft, Acapela, or others. It’s possible to train an AI model to replicate your voice, which can be a tremendous boon for people who have ALS (Lou Gehrig’s disease) or motor-neuron disease or other medical conditions that can lead to an inability to talk. This is, of course, the same tech that can also be used to create audio deepfakes, so it’s something that we need to approach responsibly, but the tech has truly transformative potential.
- Voice recognition. Researchers like those in the Speech Accessibility Project are paying people with disabilities for their help in collecting recordings of people with atypical speech. As I type, they are actively recruiting people with Parkinson’s and related conditions, and they have plans to expand this to other conditions as the project progresses. This research will result in more inclusive data sets that will let more people with disabilities use voice assistants, dictation software, and voice-response services as well as control their computers and other devices more easily, using only their voice.
- Text transformation. The current generation of LLMs is quite capable of adjusting existing text content without injecting hallucinations. This is hugely empowering for people with cognitive disabilities who may benefit from text summaries or simplified versions of text or even text that’s prepped for Bionic Reading.
We need to recognize that our differences matter. Our lived experiences are influenced by the intersections of the identities that we exist in. These lived experiences—with all their complexities (and joys and pain)—are valuable inputs to the software, services, and societies that we shape. Our differences need to be represented in the data that we use to train new models, and the folks who contribute that valuable information need to be compensated for sharing it with us. Inclusive data sets yield more robust models that foster more equitable outcomes.
Want a model that doesn’t demean or patronize or objectify people with disabilities? Make sure that you have content about disabilities that’s authored by people with a range of disabilities, and make sure that that’s well represented in the training data.
Want a model that doesn’t use ableist language? You may be able to use existing data sets to build a filter that can intercept and remediate ableist language before it reaches readers. That being said, when it comes to sensitivity reading, AI models won’t be replacing human copy editors anytime soon.
Want a coding copilot that gives you accessible recommendations from the jump? Train it on code that you know to be accessible.
I have no doubt that AI can and will harm people… today, tomorrow, and well into the future. But I also believe that we can acknowledge that and, with an eye towards accessibility (and, more broadly, inclusion), make thoughtful, considerate, and intentional changes in our approaches to AI that will reduce harm over time as well. Today, tomorrow, and well into the future.
Many thanks to Kartik Sawhney for helping me with the development of this piece, Ashley Bischoff for her invaluable editorial assistance, and, of course, Joe Dolson for the prompt.
I am a creative.
I am a creative. What I do is alchemy. It is a mystery. I do not so much do it, as let it be done through me.
I am a creative. Not all creative people like this label. Not all see themselves this way. Some creative people see science in what they do. That is their truth, and I respect it. Maybe I even envy them, a little. But my process is different—my being is different.
Apologizing and qualifying in advance is a distraction. That’s what my brain does to sabotage me. I set it aside for now. I can come back later to apologize and qualify. After I’ve said what I came to say. Which is hard enough.
Except when it is easy and flows like a river of wine.
Sometimes it does come that way. Sometimes what I need to create comes in an instant. I have learned not to say it at that moment, because if you admit that sometimes the idea just comes and it is the best idea and you know it is the best idea, they think you don’t work hard enough.
Sometimes I work and work and work until the idea comes. Sometimes it comes instantly and I don’t tell anyone for three days. Sometimes I’m so excited by the idea that came instantly that I blurt it out, can’t help myself. Like a boy who found a prize in his Cracker Jacks. Sometimes I get away with this. Sometimes other people agree: yes, that is the best idea. Most times they don’t and I regret having given way to enthusiasm.
Enthusiasm is best saved for the meeting where it will make a difference. Not the casual get-together that precedes that meeting by two other meetings. Nobody knows why we have all these meetings. We keep saying we’re doing away with them, but then just finding other ways to have them. Sometimes they are even good. But other times they are a distraction from the actual work. The proportion between when meetings are useful, and when they are a pitiful distraction, varies, depending on what you do and where you do it. And who you are and how you do it. Again I digress. I am a creative. That is the theme.
Sometimes many hours of hard and patient work produce something that is barely serviceable. Sometimes I have to accept that and move on to the next project.
Don’t ask about process. I am a creative.I am a creative. I don’t control my dreams. And I don’t control my best ideas.
I can hammer away, surround myself with facts or images, and sometimes that works. I can go for a walk, and sometimes that works. I can be making dinner and there’s a Eureka having nothing to do with sizzling oil and bubbling pots. Often I know what to do the instant I wake up. And then, almost as often, as I become conscious and part of the world again, the idea that would have saved me turns to vanishing dust in a mindless wind of oblivion. For creativity, I believe, comes from that other world. The one we enter in dreams, and perhaps, before birth and after death. But that’s for poets to wonder, and I am not a poet. I am a creative. And it’s for theologians to mass armies about in their creative world that they insist is real. But that is another digression. And a depressing one. Maybe on a much more important topic than whether I am a creative or not. But still a digression from what I came here to say.
Sometimes the process is avoidance. And agony. You know the cliché about the tortured artist? It’s true, even when the artist (and let’s put that noun in quotes) is trying to write a soft drink jingle, a callback in a tired sitcom, a budget request.
Some people who hate being called creative may be closeted creatives, but that’s between them and their gods. No offense meant. Your truth is true, too. But mine is for me.
Creatives recognize creatives.Creatives recognize creatives like queers recognize queers, like real rappers recognize real rappers, like cons know cons. Creatives feel massive respect for creatives. We love, honor, emulate, and practically deify the great ones. To deify any human is, of course, a tragic mistake. We have been warned. We know better. We know people are just people. They squabble, they are lonely, they regret their most important decisions, they are poor and hungry, they can be cruel, they can be just as stupid as we can, because, like us, they are clay. But. But. But they make this amazing thing. They birth something that did not exist before them, and could not exist without them. They are the mothers of ideas. And I suppose, since it’s just lying there, I have to add that they are the mothers of invention. Ba dum bum! OK, that’s done. Continue.
Creatives belittle our own small achievements, because we compare them to those of the great ones. Beautiful animation! Well, I’m no Miyazaki. Now THAT is greatness. That is greatness straight from the mind of God. This half-starved little thing that I made? It more or less fell off the back of the turnip truck. And the turnips weren’t even fresh.
Creatives knows that, at best, they are Salieri. Even the creatives who are Mozart believe that.
I am a creative. I haven’t worked in advertising in 30 years, but in my nightmares, it’s my former creative directors who judge me. And they are right to do so. I am too lazy, too facile, and when it really counts, my mind goes blank. There is no pill for creative dysfunction.
I am a creative. Every deadline I make is an adventure that makes Indiana Jones look like a pensioner snoring in a deck chair. The longer I remain a creative, the faster I am when I do my work and the longer I brood and walk in circles and stare blankly before I do that work.
I am still 10 times faster than people who are not creative, or people who have only been creative a short while, or people who have only been professionally creative a short while. It’s just that, before I work 10 times as fast as they do, I spend twice as long as they do putting the work off. I am that confident in my ability to do a great job when I put my mind to it. I am that addicted to the adrenaline rush of postponement. I am still that afraid of the jump.
I am not an artist.I am a creative. Not an artist. Though I dreamed, as a lad, of someday being that. Some of us belittle our gifts and dislike ourselves because we are not Michelangelos and Warhols. That is narcissism—but at least we aren’t in politics.
I am a creative. Though I believe in reason and science, I decide by intuition and impulse. And live with what follows—the catastrophes as well as the triumphs.
I am a creative. Every word I’ve said here will annoy other creatives, who see things differently. Ask two creatives a question, get three opinions. Our disagreement, our passion about it, and our commitment to our own truth are, at least to me, the proofs that we are creatives, no matter how we may feel about it.
I am a creative. I lament my lack of taste in the areas about which I know very little, which is to say almost all areas of human knowledge. And I trust my taste above all other things in the areas closest to my heart, or perhaps, more accurately, to my obsessions. Without my obsessions, I would probably have to spend my time looking life in the eye, and almost none of us can do that for long. Not honestly. Not really. Because much in life, if you really look at it, is unbearable.
I am a creative. I believe, as a parent believes, that when I am gone, some small good part of me will carry on in the mind of at least one other person.
Working saves me from worrying about work.I am a creative. I live in dread of my small gift suddenly going away.
I am a creative. I am too busy making the next thing to spend too much time deeply considering that almost nothing I make will come anywhere near the greatness I comically aspire to.
I am a creative. I believe in the ultimate mystery of process. I believe in it so much, I am even fool enough to publish an essay I dictated into a tiny machine and didn’t take time to review or revise. I won’t do this often, I promise. But I did it just now, because, as afraid as I might be of your seeing through my pitiful gestures toward the beautiful, I was even more afraid of forgetting what I came to say.
There. I think I’ve said it.
Humility: An Essential Value
Humility, a designer’s essential value—that has a nice ring to it. What about humility, an office manager’s essential value? Or a dentist’s? Or a librarian’s? They all sound great. When humility is our guiding light, the path is always open for fulfillment, evolution, connection, and engagement. In this chapter, we’re going to talk about why.
That said, this is a book for designers, and to that end, I’d like to start with a story—well, a journey, really. It’s a personal one, and I’m going to make myself a bit vulnerable along the way. I call it:
The Tale of Justin’s Preposterous PateWhen I was coming out of art school, a long-haired, goateed neophyte, print was a known quantity to me; design on the web, however, was rife with complexities to navigate and discover, a problem to be solved. Though I had been formally trained in graphic design, typography, and layout, what fascinated me was how these traditional skills might be applied to a fledgling digital landscape. This theme would ultimately shape the rest of my career.
So rather than graduate and go into print like many of my friends, I devoured HTML and JavaScript books into the wee hours of the morning and taught myself how to code during my senior year. I wanted—nay, needed—to better understand the underlying implications of what my design decisions would mean once rendered in a browser.
The late ’90s and early 2000s were the so-called “Wild West” of web design. Designers at the time were all figuring out how to apply design and visual communication to the digital landscape. What were the rules? How could we break them and still engage, entertain, and convey information? At a more macro level, how could my values, inclusive of humility, respect, and connection, align in tandem with that? I was hungry to find out.
Though I’m talking about a different era, those are timeless considerations between non-career interactions and the world of design. What are your core passions, or values, that transcend medium? It’s essentially the same concept we discussed earlier on the direct parallels between what fulfills you, agnostic of the tangible or digital realms; the core themes are all the same.
First within tables, animated GIFs, Flash, then with Web Standards, div
s, and CSS, there was personality, raw unbridled creativity, and unique means of presentment that often defied any semblance of a visible grid. Splash screens and “browser requirement” pages aplenty. Usability and accessibility were typically victims of such a creation, but such paramount facets of any digital design were largely (and, in hindsight, unfairly) disregarded at the expense of experimentation.
For example, this iteration of my personal portfolio site (“the pseudoroom”) from that era was experimental, if not a bit heavy- handed, in the visual communication of the concept of a living sketchbook. Very skeuomorphic. I collaborated with fellow designer and dear friend Marc Clancy (now a co-founder of the creative project organizing app Milanote) on this one, where we’d first sketch and then pass a Photoshop file back and forth to trick things out and play with varied user interactions. Then, I’d break it down and code it into a digital layout.
Figure 1: “the pseudoroom” website, hitting the sketchbook metaphor hard.Along with design folio pieces, the site also offered free downloads for Mac OS customizations: desktop wallpapers that were effectively design experimentation, custom-designed typefaces, and desktop icons.
From around the same time, GUI Galaxy was a design, pixel art, and Mac-centric news portal some graphic designer friends and I conceived, designed, developed, and deployed.
Figure 2: GUI Galaxy, web standards-compliant design news portalDesign news portals were incredibly popular during this period, featuring (what would now be considered) Tweet-size, small-format snippets of pertinent news from the categories I previously mentioned. If you took Twitter, curated it to a few categories, and wrapped it in a custom-branded experience, you’d have a design news portal from the late 90s / early 2000s.
We as designers had evolved and created a bandwidth-sensitive, web standards award-winning, much more accessibility-conscious website. Still ripe with experimentation, yet more mindful of equitable engagement. You can see a couple of content panes here, noting general news (tech, design) and Mac-centric news below. We also offered many of the custom downloads I cited before as present on my folio site but branded and themed to GUI Galaxy.
The site’s backbone was a homegrown CMS, with the presentation layer consisting of global design + illustration + news author collaboration. And the collaboration effort here, in addition to experimentation on a ‘brand’ and content delivery, was hitting my core. We were designing something bigger than any single one of us and connecting with a global audience.
Collaboration and connection transcend medium in their impact, immensely fulfilling me as a designer.
Now, why am I taking you down this trip of design memory lane? Two reasons.
First, there’s a reason for the nostalgia for that design era (the “Wild West” era, as I called it earlier): the inherent exploration, personality, and creativity that saturated many design portals and personal portfolio sites. Ultra-finely detailed pixel art UI, custom illustration, bespoke vector graphics, all underpinned by a strong design community.
Today’s web design has been in a period of stagnation. I suspect there’s a strong chance you’ve seen a site whose structure looks something like this: a hero image / banner with text overlaid, perhaps with a lovely rotating carousel of images (laying the snark on heavy there), a call to action, and three columns of sub-content directly beneath. Maybe an icon library is employed with selections that vaguely relate to their respective content.
Design, as it’s applied to the digital landscape, is in dire need of thoughtful layout, typography, and visual engagement that goes hand-in-hand with all the modern considerations we now know are paramount: usability. Accessibility. Load times and bandwidth- sensitive content delivery. A responsive presentation that meets human beings wherever they’re engaging from. We must be mindful of, and respectful toward, those concerns—but not at the expense of creativity of visual communication or via replicating cookie-cutter layouts.
Pixel ProblemsWebsites during this period were often designed and built on Macs whose OS and desktops looked something like this. This is Mac OS 7.5, but 8 and 9 weren’t that different.
Figure 3: A Mac OS 7.5-centric desktop.Desktop icons fascinated me: how could any single one, at any given point, stand out to get my attention? In this example, the user’s desktop is tidy, but think of a more realistic example with icon pandemonium. Or, say an icon was part of a larger system grouping (fonts, extensions, control panels)—how did it also maintain cohesion amongst a group?
These were 32 x 32 pixel creations, utilizing a 256-color palette, designed pixel-by-pixel as mini mosaics. To me, this was the embodiment of digital visual communication under such ridiculous constraints. And often, ridiculous restrictions can yield the purification of concept and theme.
So I began to research and do my homework. I was a student of this new medium, hungry to dissect, process, discover, and make it my own.
Expanding upon the notion of exploration, I wanted to see how I could push the limits of a 32x32 pixel grid with that 256-color palette. Those ridiculous constraints forced a clarity of concept and presentation that I found incredibly appealing. The digital gauntlet had been tossed, and that challenge fueled me. And so, in my dorm room into the wee hours of the morning, I toiled away, bringing conceptual sketches into mini mosaic fruition.
These are some of my creations, utilizing the only tool available at the time to create icons called ResEdit. ResEdit was a clunky, built-in Mac OS utility not really made for exactly what we were using it for. At the core of all of this work: Research. Challenge. Problem- solving. Again, these core connection-based values are agnostic of medium.
Figure 4: A selection of my pixel art design, 32x32 pixel canvas, 8-bit paletteThere’s one more design portal I want to talk about, which also serves as the second reason for my story to bring this all together.
This is K10k, short for Kaliber 1000. K10k was founded in 1998 by Michael Schmidt and Toke Nygaard, and was the design news portal on the web during this period. With its pixel art-fueled presentation, ultra-focused care given to every facet and detail, and with many of the more influential designers of the time who were invited to be news authors on the site, well... it was the place to be, my friend. With respect where respect is due, GUI Galaxy’s concept was inspired by what these folks were doing.
Figure 5: The K10k websiteFor my part, the combination of my web design work and pixel art exploration began to get me some notoriety in the design scene. Eventually, K10k noticed and added me as one of their very select group of news authors to contribute content to the site.
Amongst my personal work and side projects—and now with this inclusion—in the design community, this put me on the map. My design work also began to be published in various printed collections, in magazines domestically and overseas, and featured on other design news portals. With that degree of success while in my early twenties, something else happened:
I evolved—devolved, really—into a colossal asshole (and in just about a year out of art school, no less). The press and the praise became what fulfilled me, and they went straight to my head. They inflated my ego. I actually felt somewhat superior to my fellow designers.
The casualties? My design stagnated. Its evolution—my evolution— stagnated.
I felt so supremely confident in my abilities that I effectively stopped researching and discovering. When previously sketching concepts or iterating ideas in lead was my automatic step one, I instead leaped right into Photoshop. I drew my inspiration from the smallest of sources (and with blinders on). Any critique of my work from my peers was often vehemently dismissed. The most tragic loss: I had lost touch with my values.
My ego almost cost me some of my friendships and burgeoning professional relationships. I was toxic in talking about design and in collaboration. But thankfully, those same friends gave me a priceless gift: candor. They called me out on my unhealthy behavior.
Admittedly, it was a gift I initially did not accept but ultimately was able to deeply reflect upon. I was soon able to accept, and process, and course correct. The realization laid me low, but the re-awakening was essential. I let go of the “reward” of adulation and re-centered upon what stoked the fire for me in art school. Most importantly: I got back to my core values.
Always StudentsFollowing that short-term regression, I was able to push forward in my personal design and career. And I could self-reflect as I got older to facilitate further growth and course correction as needed.
As an example, let’s talk about the Large Hadron Collider. The LHC was designed “to help answer some of the fundamental open questions in physics, which concern the basic laws governing the interactions and forces among the elementary objects, the deep structure of space and time, and in particular the interrelation between quantum mechanics and general relativity.” Thanks, Wikipedia.
Around fifteen years ago, in one of my earlier professional roles, I designed the interface for the application that generated the LHC’s particle collision diagrams. These diagrams are the rendering of what’s actually happening inside the Collider during any given particle collision event and are often considered works of art unto themselves.
Designing the interface for this application was a fascinating process for me, in that I worked with Fermilab physicists to understand what the application was trying to achieve, but also how the physicists themselves would be using it. To that end, in this role,
I cut my teeth on usability testing, working with the Fermilab team to iterate and improve the interface. How they spoke and what they spoke about was like an alien language to me. And by making myself humble and working under the mindset that I was but a student, I made myself available to be a part of their world to generate that vital connection.
I also had my first ethnographic observation experience: going to the Fermilab location and observing how the physicists used the tool in their actual environment, on their actual terminals. For example, one takeaway was that due to the level of ambient light-driven contrast within the facility, the data columns ended up using white text on a dark gray background instead of black text-on-white. This enabled them to pore over reams of data during the day and ease their eye strain. And Fermilab and CERN are government entities with rigorous accessibility standards, so my knowledge in that realm also grew. The barrier-free design was another essential form of connection.
So to those core drivers of my visual problem-solving soul and ultimate fulfillment: discovery, exposure to new media, observation, human connection, and evolution. What opened the door for those values was me checking my ego before I walked through it.
An evergreen willingness to listen, learn, understand, grow, evolve, and connect yields our best work. In particular, I want to focus on the words ‘grow’ and ‘evolve’ in that statement. If we are always students of our craft, we are also continually making ourselves available to evolve. Yes, we have years of applicable design study under our belt. Or the focused lab sessions from a UX bootcamp. Or the monogrammed portfolio of our work. Or, ultimately, decades of a career behind us.
But all that said: experience does not equal “expert.”
As soon as we close our minds via an inner monologue of ‘knowing it all’ or branding ourselves a “#thoughtleader” on social media, the designer we are is our final form. The designer we can be will never exist.
Personalization Pyramid: A Framework for Designing with User Data
As a UX professional in today’s data-driven landscape, it’s increasingly likely that you’ve been asked to design a personalized digital experience, whether it’s a public website, user portal, or native application. Yet while there continues to be no shortage of marketing hype around personalization platforms, we still have very few standardized approaches for implementing personalized UX.
That’s where we come in. After completing dozens of personalization projects over the past few years, we gave ourselves a goal: could you create a holistic personalization framework specifically for UX practitioners? The Personalization Pyramid is a designer-centric model for standing up human-centered personalization programs, spanning data, segmentation, content delivery, and overall goals. By using this approach, you will be able to understand the core components of a contemporary, UX-driven personalization program (or at the very least know enough to get started).
Growing tools for personalization: According to a Dynamic Yield survey, 39% of respondents felt support is available on-demand when a business case is made for it (up 15% from 2020).
Source: “The State of Personalization Maturity – Q4 2021” Dynamic Yield conducted its annual maturity survey across roles and sectors in the Americas (AMER), Europe and the Middle East (EMEA), and the Asia-Pacific (APAC) regions. This marks the fourth consecutive year publishing our research, which includes more than 450 responses from individuals in the C-Suite, Marketing, Merchandising, CX, Product, and IT.
Getting StartedFor the sake of this article, we’ll assume you’re already familiar with the basics of digital personalization. A good overview can be found here: Website Personalization Planning. While UX projects in this area can take on many different forms, they often stem from similar starting points.
Common scenarios for starting a personalization project:
- Your organization or client purchased a content management system (CMS) or marketing automation platform (MAP) or related technology that supports personalization
- The CMO, CDO, or CIO has identified personalization as a goal
- Customer data is disjointed or ambiguous
- You are running some isolated targeting campaigns or A/B testing
- Stakeholders disagree on personalization approach
- Mandate of customer privacy rules (e.g. GDPR) requires revisiting existing user targeting practices
Regardless of where you begin, a successful personalization program will require the same core building blocks. We’ve captured these as the “levels” on the pyramid. Whether you are a UX designer, researcher, or strategist, understanding the core components can help make your contribution successful.
From the ground up: Soup-to-nuts personalization, without going nuts.From top to bottom, the levels include:
- North Star: What larger strategic objective is driving the personalization program?
- Goals: What are the specific, measurable outcomes of the program?
- Touchpoints: Where will the personalized experience be served?
- Contexts and Campaigns: What personalization content will the user see?
- User Segments: What constitutes a unique, usable audience?
- Actionable Data: What reliable and authoritative data is captured by our technical platform to drive personalization?
- Raw Data: What wider set of data is conceivably available (already in our setting) allowing you to personalize?
We’ll go through each of these levels in turn. To help make this actionable, we created an accompanying deck of cards to illustrate specific examples from each level. We’ve found them helpful in personalization brainstorming sessions, and will include examples for you here.
Personalization pack: Deck of cards to help kickstart your personalization brainstorming. Starting at the TopThe components of the pyramid are as follows:
North StarA north star is what you are aiming for overall with your personalization program (big or small). The North Star defines the (one) overall mission of the personalization program. What do you wish to accomplish? North Stars cast a shadow. The bigger the star, the bigger the shadow. Example of North Starts might include:
- Function: Personalize based on basic user inputs. Examples: “Raw” notifications, basic search results, system user settings and configuration options, general customization, basic optimizations
- Feature: Self-contained personalization componentry. Examples: “Cooked” notifications, advanced optimizations (geolocation), basic dynamic messaging, customized modules, automations, recommenders
- Experience: Personalized user experiences across multiple interactions and user flows. Examples: Email campaigns, landing pages, advanced messaging (i.e. C2C chat) or conversational interfaces, larger user flows and content-intensive optimizations (localization).
- Product: Highly differentiating personalized product experiences. Examples: Standalone, branded experiences with personalization at their core, like the “algotorial” playlists by Spotify such as Discover Weekly.
As in any good UX design, personalization can help accelerate designing with customer intentions. Goals are the tactical and measurable metrics that will prove the overall program is successful. A good place to start is with your current analytics and measurement program and metrics you can benchmark against. In some cases, new goals may be appropriate. The key thing to remember is that personalization itself is not a goal, rather it is a means to an end. Common goals include:
- Conversion
- Time on task
- Net promoter score (NPS)
- Customer satisfaction
Touchpoints are where the personalization happens. As a UX designer, this will be one of your largest areas of responsibility. The touchpoints available to you will depend on how your personalization and associated technology capabilities are instrumented, and should be rooted in improving a user’s experience at a particular point in the journey. Touchpoints can be multi-device (mobile, in-store, website) but also more granular (web banner, web pop-up etc.). Here are some examples:
Channel-level Touchpoints
- Email: Role
- Email: Time of open
- In-store display (JSON endpoint)
- Native app
- Search
Wireframe-level Touchpoints
- Web overlay
- Web alert bar
- Web banner
- Web content block
- Web menu
If you’re designing for web interfaces, for example, you will likely need to include personalized “zones” in your wireframes. The content for these can be presented programmatically in touchpoints based on our next step, contexts and campaigns.
Targeted Zones: Examples from Kibo of personalized “zones” on page-level wireframes occurring at various stages of a user journey (Engagement phase at left and Purchase phase at right.)Source: “Essential Guide to End-to-End Personaliztion” by Kibo. Contexts and Campaigns
Once you’ve outlined some touchpoints, you can consider the actual personalized content a user will receive. Many personalization tools will refer to these as “campaigns” (so, for example, a campaign on a web banner for new visitors to the website). These will programmatically be shown at certain touchpoints to certain user segments, as defined by user data. At this stage, we find it helpful to consider two separate models: a context model and a content model. The context helps you consider the level of engagement of the user at the personalization moment, for example a user casually browsing information vs. doing a deep-dive. Think of it in terms of information retrieval behaviors. The content model can then help you determine what type of personalization to serve based on the context (for example, an “Enrich” campaign that shows related articles may be a suitable supplement to extant content).
Personalization Context Model:
- Browse
- Skim
- Nudge
- Feast
Personalization Content Model:
- Alert
- Make Easier
- Cross-Sell
- Enrich
We’ve written extensively about each of these models elsewhere, so if you’d like to read more you can check out Colin’s Personalization Content Model and Jeff’s Personalization Context Model.
Campaign and Context cards: This level of the pyramid can help your team focus around the types of personalization to deliver end users and the use-cases in which they will experience it. User SegmentsUser segments can be created prescriptively or adaptively, based on user research (e.g. via rules and logic tied to set user behaviors or via A/B testing). At a minimum you will likely need to consider how to treat the unknown or first-time visitor, the guest or returning visitor for whom you may have a stateful cookie (or equivalent post-cookie identifier), or the authenticated visitor who is logged in. Here are some examples from the personalization pyramid:
- Unknown
- Guest
- Authenticated
- Default
- Referred
- Role
- Cohort
- Unique ID
Every organization with any digital presence has data. It’s a matter of asking what data you can ethically collect on users, its inherent reliability and value, as to how can you use it (sometimes known as “data activation.”) Fortunately, the tide is turning to first-party data: a recent study by Twilio estimates some 80% of businesses are using at least some type of first-party data to personalize the customer experience.
Source: “The State of Personalization 2021” by Twilio. Survey respondents were n=2,700 adult consumers who have purchased something online in the past 6 months, and n=300 adult manager+ decision-makers at consumer-facing companies that provide goods and/or services online. Respondents were from the United States, United Kingdom, Australia, and New Zealand.Data was collected from April 8 to April 20, 2021.First-party data represents multiple advantages on the UX front, including being relatively simple to collect, more likely to be accurate, and less susceptible to the “creep factor” of third-party data. So a key part of your UX strategy should be to determine what the best form of data collection is on your audiences. Here are some examples:
Figure 1.1.2: Example of a personalization maturity curve, showing progression from basic recommendations functionality to true individualization. Credit: https://kibocommerce.com/blog/kibos-personalization-maturity-chart/There is a progression of profiling when it comes to recognizing and making decisioning about different audiences and their signals. It tends to move towards more granular constructs about smaller and smaller cohorts of users as time and confidence and data volume grow.
While some combination of implicit / explicit data is generally a prerequisite for any implementation (more commonly referred to as first party and third-party data) ML efforts are typically not cost-effective directly out of the box. This is because a strong data backbone and content repository is a prerequisite for optimization. But these approaches should be considered as part of the larger roadmap and may indeed help accelerate the organization’s overall progress. Typically at this point you will partner with key stakeholders and product owners to design a profiling model. The profiling model includes defining approach to configuring profiles, profile keys, profile cards and pattern cards. A multi-faceted approach to profiling which makes it scalable.
Pulling it TogetherWhile the cards comprise the starting point to an inventory of sorts (we provide blanks for you to tailor your own), a set of potential levers and motivations for the style of personalization activities you aspire to deliver, they are more valuable when thought of in a grouping.
In assembling a card “hand”, one can begin to trace the entire trajectory from leadership focus down through a strategic and tactical execution. It is also at the heart of the way both co-authors have conducted workshops in assembling a program backlog—which is a fine subject for another article.
In the meantime, what is important to note is that each colored class of card is helpful to survey in understanding the range of choices potentially at your disposal, it is threading through and making concrete decisions about for whom this decisioning will be made: where, when, and how.
Scenario A: We want to use personalization to improve customer satisfaction on the website. For unknown users, we will create a short quiz to better identify what the user has come to do. This is sometimes referred to as “badging” a user in onboarding contexts, to better characterize their present intent and context. Lay Down Your CardsAny sustainable personalization strategy must consider near, mid and long-term goals. Even with the leading CMS platforms like Sitecore and Adobe or the most exciting composable CMS DXP out there, there is simply no “easy button” wherein a personalization program can be stood up and immediately view meaningful results. That said, there is a common grammar to all personalization activities, just like every sentence has nouns and verbs. These cards attempt to map that territory.
Mobile-First CSS: Is It Time for a Rethink?
The mobile-first design methodology is great—it focuses on what really matters to the user, it’s well-practiced, and it’s been a common design pattern for years. So developing your CSS mobile-first should also be great, too…right?
Well, not necessarily. Classic mobile-first CSS development is based on the principle of overwriting style declarations: you begin your CSS with default style declarations, and overwrite and/or add new styles as you add breakpoints with min-width
media queries for larger viewports (for a good overview see “What is Mobile First CSS and Why Does It Rock?”). But all those exceptions create complexity and inefficiency, which in turn can lead to an increased testing effort and a code base that’s harder to maintain. Admit it—how many of us willingly want that?
On your own projects, mobile-first CSS may yet be the best tool for the job, but first you need to evaluate just how appropriate it is in light of the visual design and user interactions you’re working on. To help you get started, here’s how I go about tackling the factors you need to watch for, and I’ll discuss some alternate solutions if mobile-first doesn’t seem to suit your project.
Advantages of mobile-firstSome of the things to like with mobile-first CSS development—and why it’s been the de facto development methodology for so long—make a lot of sense:
Development hierarchy. One thing you undoubtedly get from mobile-first is a nice development hierarchy—you just focus on the mobile view and get developing.
Tried and tested. It’s a tried and tested methodology that’s worked for years for a reason: it solves a problem really well.
Prioritizes the mobile view. The mobile view is the simplest and arguably the most important, as it encompasses all the key user journeys, and often accounts for a higher proportion of user visits (depending on the project).
Prevents desktop-centric development. As development is done using desktop computers, it can be tempting to initially focus on the desktop view. But thinking about mobile from the start prevents us from getting stuck later on; no one wants to spend their time retrofitting a desktop-centric site to work on mobile devices!
Disadvantages of mobile-firstSetting style declarations and then overwriting them at higher breakpoints can lead to undesirable ramifications:
More complexity. The farther up the breakpoint hierarchy you go, the more unnecessary code you inherit from lower breakpoints.
Higher CSS specificity. Styles that have been reverted to their browser default value in a class name declaration now have a higher specificity. This can be a headache on large projects when you want to keep the CSS selectors as simple as possible.
Requires more regression testing. Changes to the CSS at a lower view (like adding a new style) requires all higher breakpoints to be regression tested.
The browser can’t prioritize CSS downloads. At wider breakpoints, classic mobile-first min-width
media queries don’t leverage the browser’s capability to download CSS files in priority order.
There is nothing inherently wrong with overwriting values; CSS was designed to do just that. Still, inheriting incorrect values is unhelpful and can be burdensome and inefficient. It can also lead to increased style specificity when you have to overwrite styles to reset them back to their defaults, something that may cause issues later on, especially if you are using a combination of bespoke CSS and utility classes. We won’t be able to use a utility class for a style that has been reset with a higher specificity.
With this in mind, I’m developing CSS with a focus on the default values much more these days. Since there’s no specific order, and no chains of specific values to keep track of, this frees me to develop breakpoints simultaneously. I concentrate on finding common styles and isolating the specific exceptions in closed media query ranges (that is, any range with a max-width
set).
This approach opens up some opportunities, as you can look at each breakpoint as a clean slate. If a component’s layout looks like it should be based on Flexbox at all breakpoints, it’s fine and can be coded in the default style sheet. But if it looks like Grid would be much better for large screens and Flexbox for mobile, these can both be done entirely independently when the CSS is put into closed media query ranges. Also, developing simultaneously requires you to have a good understanding of any given component in all breakpoints up front. This can help surface issues in the design earlier in the development process. We don’t want to get stuck down a rabbit hole building a complex component for mobile, and then get the designs for desktop and find they are equally complex and incompatible with the HTML we created for the mobile view!
Though this approach isn’t going to suit everyone, I encourage you to give it a try. There are plenty of tools out there to help with concurrent development, such as Responsively App, Blisk, and many others.
Having said that, I don’t feel the order itself is particularly relevant. If you are comfortable with focusing on the mobile view, have a good understanding of the requirements for other breakpoints, and prefer to work on one device at a time, then by all means stick with the classic development order. The important thing is to identify common styles and exceptions so you can put them in the relevant stylesheet—a sort of manual tree-shaking process! Personally, I find this a little easier when working on a component across breakpoints, but that’s by no means a requirement.
Closed media query ranges in practiceIn classic mobile-first CSS we overwrite the styles, but we can avoid this by using media query ranges. To illustrate the difference (I’m using SCSS for brevity), let’s assume there are three visual designs:
- smaller than 768
- from 768 to below 1024
- 1024 and anything larger
Take a simple example where a block-level element has a default padding
of “20px,” which is overwritten at tablet to be “40px” and set back to “20px” on desktop.
Classic min-width
mobile-first
.my-block {
padding: 20px;
@media (min-width: 768px) {
padding: 40px;
}
@media (min-width: 1024px) {
padding: 20px;
}
}
Closed media query range
.my-block {
padding: 20px;
@media (min-width: 768px) and (max-width: 1023.98px) {
padding: 40px;
}
}
The subtle difference is that the mobile-first example sets the default padding
to “20px” and then overwrites it at each breakpoint, setting it three times in total. In contrast, the second example sets the default padding
to “20px” and only overrides it at the relevant breakpoint where it isn’t the default value (in this instance, tablet is the exception).
The goal is to:
- Only set styles when needed.
- Not set them with the expectation of overwriting them later on, again and again.
To this end, closed media query ranges are our best friend. If we need to make a change to any given view, we make it in the CSS media query range that applies to the specific breakpoint. We’ll be much less likely to introduce unwanted alterations, and our regression testing only needs to focus on the breakpoint we have actually edited.
Taking the above example, if we find that .my-block
spacing on desktop is already accounted for by the margin at that breakpoint, and since we want to remove the padding altogether, we could do this by setting the mobile padding
in a closed media query range.
.my-block {
@media (max-width: 767.98px) {
padding: 20px;
}
@media (min-width: 768px) and (max-width: 1023.98px) {
padding: 40px;
}
}
The browser default padding
for our block is “0,” so instead of adding a desktop media query and using unset
or “0” for the padding
value (which we would need with mobile-first), we can wrap the mobile padding
in a closed media query (since it is now also an exception) so it won’t get picked up at wider breakpoints. At the desktop breakpoint, we won’t need to set any padding
style, as we want the browser default value.
Back in the day, keeping the number of requests to a minimum was very important due to the browser’s limit of concurrent requests (typically around six). As a consequence, the use of image sprites and CSS bundling was the norm, with all the CSS being downloaded in one go, as one stylesheet with highest priority.
With HTTP/2 and HTTP/3 now on the scene, the number of requests is no longer the big deal it used to be. This allows us to separate the CSS into multiple files by media query. The clear benefit of this is the browser can now request the CSS it currently needs with a higher priority than the CSS it doesn’t. This is more performant and can reduce the overall time page rendering is blocked.
Which HTTP version are you using?To determine which version of HTTP you’re using, go to your website and open your browser’s dev tools. Next, select the Network tab and make sure the Protocol column is visible. If “h2” is listed under Protocol, it means HTTP/2 is being used.
Note: to view the Protocol in your browser’s dev tools, go to the Network tab, reload your page, right-click any column header (e.g., Name), and check the Protocol column.
Note: for a summarized comparison, see ImageKit’s “HTTP/2 vs. HTTP/1.”Also, if your site is still using HTTP/1...WHY?!! What are you waiting for? There is excellent user support for HTTP/2.
Splitting the CSSSeparating the CSS into individual files is a worthwhile task. Linking the separate CSS files using the relevant media
attribute allows the browser to identify which files are needed immediately (because they’re render-blocking) and which can be deferred. Based on this, it allocates each file an appropriate priority.
In the following example of a website visited on a mobile breakpoint, we can see the mobile and default CSS are loaded with “Highest” priority, as they are currently needed to render the page. The remaining CSS files (print, tablet, and desktop) are still downloaded in case they’ll be needed later, but with “Lowest” priority.
With bundled CSS, the browser will have to download the CSS file and parse it before rendering can start.
While, as noted, with the CSS separated into different files linked and marked up with the relevant media
attribute, the browser can prioritize the files it currently needs. Using closed media query ranges allows the browser to do this at all widths, as opposed to classic mobile-first min-width
queries, where the desktop browser would have to download all the CSS with Highest priority. We can’t assume that desktop users always have a fast connection. For instance, in many rural areas, internet connection speeds are still slow.
The media queries and number of separate CSS files will vary from project to project based on project requirements, but might look similar to the example below.
Bundled CSS
<link href="site.css" rel="stylesheet">
This single file contains all the CSS, including all media queries, and it will be downloaded with Highest priority.
Separated CSS
<link href="default.css" rel="stylesheet"><link href="mobile.css" media="screen and (max-width: 767.98px)" rel="stylesheet"><link href="tablet.css" media="screen and (min-width: 768px) and (max-width: 1083.98px)" rel="stylesheet"><link href="desktop.css" media="screen and (min-width: 1084px)" rel="stylesheet"><link href="print.css" media="print" rel="stylesheet">
Separating the CSS and specifying a media
attribute value on each link
tag allows the browser to prioritize what it currently needs. Out of the five files listed above, two will be downloaded with Highest priority: the default file, and the file that matches the current media query. The others will be downloaded with Lowest priority.
Depending on the project’s deployment strategy, a change to one file (mobile.css
, for example) would only require the QA team to regression test on devices in that specific media query range. Compare that to the prospect of deploying the single bundled site.css
file, an approach that would normally trigger a full regression test.
The uptake of mobile-first CSS was a really important milestone in web development; it has helped front-end developers focus on mobile web applications, rather than developing sites on desktop and then attempting to retrofit them to work on other devices.
I don’t think anyone wants to return to that development model again, but it’s important we don’t lose sight of the issue it highlighted: that things can easily get convoluted and less efficient if we prioritize one particular device—any device—over others. For this reason, focusing on the CSS in its own right, always mindful of what is the default setting and what’s an exception, seems like the natural next step. I’ve started noticing small simplifications in my own CSS, as well as other developers’, and that testing and maintenance work is also a bit more simplified and productive.
In general, simplifying CSS rule creation whenever we can is ultimately a cleaner approach than going around in circles of overrides. But whichever methodology you choose, it needs to suit the project. Mobile-first may—or may not—turn out to be the best choice for what’s involved, but first you need to solidly understand the trade-offs you’re stepping into.
Designers, (Re)define Success First
About two and a half years ago, I introduced the idea of daily ethical design. It was born out of my frustration with the many obstacles to achieving design that’s usable and equitable; protects people’s privacy, agency, and focus; benefits society; and restores nature. I argued that we need to overcome the inconveniences that prevent us from acting ethically and that we need to elevate design ethics to a more practical level by structurally integrating it into our daily work, processes, and tools.
Unfortunately, we’re still very far from this ideal.
At the time, I didn’t know yet how to structurally integrate ethics. Yes, I had found some tools that had worked for me in previous projects, such as using checklists, assumption tracking, and “dark reality” sessions, but I didn’t manage to apply those in every project. I was still struggling for time and support, and at best I had only partially achieved a higher (moral) quality of design—which is far from my definition of structurally integrated.
I decided to dig deeper for the root causes in business that prevent us from practicing daily ethical design. Now, after much research and experimentation, I believe that I’ve found the key that will let us structurally integrate ethics. And it’s surprisingly simple! But first we need to zoom out to get a better understanding of what we’re up against.
Influence the systemSadly, we’re trapped in a capitalistic system that reinforces consumerism and inequality, and it’s obsessed with the fantasy of endless growth. Sea levels, temperatures, and our demand for energy continue to rise unchallenged, while the gap between rich and poor continues to widen. Shareholders expect ever-higher returns on their investments, and companies feel forced to set short-term objectives that reflect this. Over the last decades, those objectives have twisted our well-intended human-centered mindset into a powerful machine that promotes ever-higher levels of consumption. When we’re working for an organization that pursues “double-digit growth” or “aggressive sales targets” (which is 99 percent of us), that’s very hard to resist while remaining human friendly. Even with our best intentions, and even though we like to say that we create solutions for people, we’re a part of the problem.
What can we do to change this?
We can start by acting on the right level of the system. Donella H. Meadows, a system thinker, once listed ways to influence a system in order of effectiveness. When you apply these to design, you get:
- At the lowest level of effectiveness, you can affect numbers such as usability scores or the number of design critiques. But none of that will change the direction of a company.
- Similarly, affecting buffers (such as team budgets), stocks (such as the number of designers), flows (such as the number of new hires), and delays (such as the time that it takes to hear about the effect of design) won’t significantly affect a company.
- Focusing instead on feedback loops such as management control, employee recognition, or design-system investments can help a company become better at achieving its objectives. But that doesn’t change the objectives themselves, which means that the organization will still work against your ethical-design ideals.
- The next level, information flows, is what most ethical-design initiatives focus on now: the exchange of ethical methods, toolkits, articles, conferences, workshops, and so on. This is also where ethical design has remained mostly theoretical. We’ve been focusing on the wrong level of the system all this time.
- Take rules, for example—they beat knowledge every time. There can be widely accepted rules, such as how finance works, or a scrum team’s definition of done. But ethical design can also be smothered by unofficial rules meant to maintain profits, often revealed through comments such as “the client didn’t ask for it” or “don’t make it too big.”
- Changing the rules without holding official power is very hard. That’s why the next level is so influential: self-organization. Experimentation, bottom-up initiatives, passion projects, self-steering teams—all of these are examples of self-organization that improve the resilience and creativity of a company. It’s exactly this diversity of viewpoints that’s needed to structurally tackle big systemic issues like consumerism, wealth inequality, and climate change.
- Yet even stronger than self-organization are objectives and metrics. Our companies want to make more money, which means that everything and everyone in the company does their best to… make the company more money. And once I realized that profit is nothing more than a measurement, I understood how crucial a very specific, defined metric can be toward pushing a company in a certain direction.
The takeaway? If we truly want to incorporate ethics into our daily design practice, we must first change the measurable objectives of the company we work for, from the bottom up.
Redefine successTraditionally, we consider a product or service successful if it’s desirable to humans, technologically feasible, and financially viable. You tend to see these represented as equals; if you type the three words in a search engine, you’ll find diagrams of three equally sized, evenly arranged circles.
But in our hearts, we all know that the three dimensions aren’t equally weighted: it’s viability that ultimately controls whether a product will go live. So a more realistic representation might look like this:
Desirability and feasibility are the means; viability is the goal. Companies—outside of nonprofits and charities—exist to make money.
A genuinely purpose-driven company would try to reverse this dynamic: it would recognize finance for what it was intended for: a means. So both feasibility and viability are means to achieve what the company set out to achieve. It makes intuitive sense: to achieve most anything, you need resources, people, and money. (Fun fact: the Italian language knows no difference between feasibility and viability; both are simply fattibilità.)
But simply swapping viable for desirable isn’t enough to achieve an ethical outcome. Desirability is still linked to consumerism because the associated activities aim to identify what people want—whether it’s good for them or not. Desirability objectives, such as user satisfaction or conversion, don’t consider whether a product is healthy for people. They don’t prevent us from creating products that distract or manipulate people or stop us from contributing to society’s wealth inequality. They’re unsuitable for establishing a healthy balance with nature.
There’s a fourth dimension of success that’s missing: our designs also need to be ethical in the effect that they have on the world.
This is hardly a new idea. Many similar models exist, some calling the fourth dimension accountability, integrity, or responsibility. What I’ve never seen before, however, is the necessary step that comes after: to influence the system as designers and to make ethical design more practical, we must create objectives for ethical design that are achievable and inspirational. There’s no one way to do this because it highly depends on your culture, values, and industry. But I’ll give you the version that I developed with a group of colleagues at a design agency. Consider it a template to get started.
Pursue well-being, equity, and sustainabilityWe created objectives that address design’s effect on three levels: individual, societal, and global.
An objective on the individual level tells us what success is beyond the typical focus of usability and satisfaction—instead considering matters such as how much time and attention is required from users. We pursued well-being:
We create products and services that allow for people’s health and happiness. Our solutions are calm, transparent, nonaddictive, and nonmisleading. We respect our users’ time, attention, and privacy, and help them make healthy and respectful choices.
An objective on the societal level forces us to consider our impact beyond just the user, widening our attention to the economy, communities, and other indirect stakeholders. We called this objective equity:
We create products and services that have a positive social impact. We consider economic equality, racial justice, and the inclusivity and diversity of people as teams, users, and customer segments. We listen to local culture, communities, and those we affect.
Finally, the objective on the global level aims to ensure that we remain in balance with the only home we have as humanity. Referring to it simply as sustainability, our definition was:
We create products and services that reward sufficiency and reusability. Our solutions support the circular economy: we create value from waste, repurpose products, and prioritize sustainable choices. We deliver functionality instead of ownership, and we limit energy use.
In short, ethical design (to us) meant achieving wellbeing for each user and an equitable value distribution within society through a design that can be sustained by our living planet. When we introduced these objectives in the company, for many colleagues, design ethics and responsible design suddenly became tangible and achievable through practical—and even familiar—actions.
Measure impactBut defining these objectives still isn’t enough. What truly caught the attention of senior management was the fact that we created a way to measure every design project’s well-being, equity, and sustainability.
This overview lists example metrics that you can use as you pursue well-being, equity, and sustainability:
There’s a lot of power in measurement. As the saying goes, what gets measured gets done. Donella Meadows once shared this example:
“If the desired system state is national security, and that is defined as the amount of money spent on the military, the system will produce military spending. It may or may not produce national security.”
This phenomenon explains why desirability is a poor indicator of success: it’s typically defined as the increase in customer satisfaction, session length, frequency of use, conversion rate, churn rate, download rate, and so on. But none of these metrics increase the health of people, communities, or ecosystems. What if instead we measured success through metrics for (digital) well-being, such as (reduced) screen time or software energy consumption?
There’s another important message here. Even if we set an objective to build a calm interface, if we were to choose the wrong metric for calmness—say, the number of interface elements—we could still end up with a screen that induces anxiety. Choosing the wrong metric can completely undo good intentions.
Additionally, choosing the right metric is enormously helpful in focusing the design team. Once you go through the exercise of choosing metrics for our objectives, you’re forced to consider what success looks like concretely and how you can prove that you’ve reached your ethical objectives. It also forces you to consider what we as designers have control over: what can I include in my design or change in my process that will lead to the right type of success? The answer to this question brings a lot of clarity and focus.
And finally, it’s good to remember that traditional businesses run on measurements, and managers love to spend much time discussing charts (ideally hockey-stick shaped)—especially if they concern profit, the one-above-all of metrics. For good or ill, to improve the system, to have a serious discussion about ethical design with managers, we’ll need to speak that business language.
Practice daily ethical designOnce you’ve defined your objectives and you have a reasonable idea of the potential metrics for your design project, only then do you have a chance to structurally practice ethical design. It “simply” becomes a matter of using your creativity and choosing from all the knowledge and toolkits already available to you.
I think this is quite exciting! It opens a whole new set of challenges and considerations for the design process. Should you go with that energy-consuming video or would a simple illustration be enough? Which typeface is the most calm and inclusive? Which new tools and methods do you use? When is the website’s end of life? How can you provide the same service while requiring less attention from users? How do you make sure that those who are affected by decisions are there when those decisions are made? How can you measure our effects?
The redefinition of success will completely change what it means to do good design.
There is, however, a final piece of the puzzle that’s missing: convincing your client, product owner, or manager to be mindful of well-being, equity, and sustainability. For this, it’s essential to engage stakeholders in a dedicated kickoff session.
Kick it off or fall back to status quoThe kickoff is the most important meeting that can be so easy to forget to include. It consists of two major phases: 1) the alignment of expectations, and 2) the definition of success.
In the first phase, the entire (design) team goes over the project brief and meets with all the relevant stakeholders. Everyone gets to know one another and express their expectations on the outcome and their contributions to achieving it. Assumptions are raised and discussed. The aim is to get on the same level of understanding and to in turn avoid preventable miscommunications and surprises later in the project.
For example, for a recent freelance project that aimed to design a digital platform that facilitates US student advisors’ documentation and communication, we conducted an online kickoff with the client, a subject-matter expert, and two other designers. We used a combination of canvases on Miro: one with questions from “Manual of Me” (to get to know each other), a Team Canvas (to express expectations), and a version of the Project Canvas to align on scope, timeline, and other practical matters.
The above is the traditional purpose of a kickoff. But just as important as expressing expectations is agreeing on what success means for the project—in terms of desirability, viability, feasibility, and ethics. What are the objectives in each dimension?
Agreement on what success means at such an early stage is crucial because you can rely on it for the remainder of the project. If, for example, the design team wants to build an inclusive app for a diverse user group, they can raise diversity as a specific success criterion during the kickoff. If the client agrees, the team can refer back to that promise throughout the project. “As we agreed in our first meeting, having a diverse user group that includes A and B is necessary to build a successful product. So we do activity X and follow research process Y.” Compare those odds to a situation in which the team didn’t agree to that beforehand and had to ask for permission halfway through the project. The client might argue that that came on top of the agreed scope—and she’d be right.
In the case of this freelance project, to define success I prepared a round canvas that I call the Wheel of Success. It consists of an inner ring, meant to capture ideas for objectives, and a set of outer rings, meant to capture ideas on how to measure those objectives. The rings are divided into five dimensions of successful design: healthy, equitable, sustainable, desirable, feasible, and viable.
We went through each dimension, writing down ideas on digital sticky notes. Then we discussed our ideas and verbally agreed on the most important ones. For example, our client agreed that sustainability and progressive enhancement are important success criteria for the platform. And the subject-matter expert emphasized the importance of including students from low-income and disadvantaged groups in the design process.
After the kickoff, we summarized our ideas and shared understanding in a project brief that captured these aspects:
- the project’s origin and purpose: why are we doing this project?
- the problem definition: what do we want to solve?
- the concrete goals and metrics for each success dimension: what do we want to achieve?
- the scope, process, and role descriptions: how will we achieve it?
With such a brief in place, you can use the agreed-upon objectives and concrete metrics as a checklist of success, and your design team will be ready to pursue the right objective—using the tools, methods, and metrics at their disposal to achieve ethical outcomes.
ConclusionOver the past year, quite a few colleagues have asked me, “Where do I start with ethical design?” My answer has always been the same: organize a session with your stakeholders to (re)define success. Even though you might not always be 100 percent successful in agreeing on goals that cover all responsibility objectives, that beats the alternative (the status quo) every time. If you want to be an ethical, responsible designer, there’s no skipping this step.
To be even more specific: if you consider yourself a strategic designer, your challenge is to define ethical objectives, set the right metrics, and conduct those kick-off sessions. If you consider yourself a system designer, your starting point is to understand how your industry contributes to consumerism and inequality, understand how finance drives business, and brainstorm which levers are available to influence the system on the highest level. Then redefine success to create the space to exercise those levers.
And for those who consider themselves service designers or UX designers or UI designers: if you truly want to have a positive, meaningful impact, stay away from the toolkits and meetups and conferences for a while. Instead, gather your colleagues and define goals for well-being, equity, and sustainability through design. Engage your stakeholders in a workshop and challenge them to think of ways to achieve and measure those ethical goals. Take their input, make it concrete and visible, ask for their agreement, and hold them to it.
Otherwise, I’m genuinely sorry to say, you’re wasting your precious time and creative energy.
Of course, engaging your stakeholders in this way can be uncomfortable. Many of my colleagues expressed doubts such as “What will the client think of this?,” “Will they take me seriously?,” and “Can’t we just do it within the design team instead?” In fact, a product manager once asked me why ethics couldn’t just be a structured part of the design process—to just do it without spending the effort to define ethical objectives. It’s a tempting idea, right? We wouldn’t have to have difficult discussions with stakeholders about what values or which key-performance indicators to pursue. It would let us focus on what we like and do best: designing.
But as systems theory tells us, that’s not enough. For those of us who aren’t from marginalized groups and have the privilege to be able to speak up and be heard, that uncomfortable space is exactly where we need to be if we truly want to make a difference. We can’t remain within the design-for-designers bubble, enjoying our privileged working-from-home situation, disconnected from the real world out there. For those of us who have the possibility to speak up and be heard: if we solely keep talking about ethical design and it remains at the level of articles and toolkits—we’re not designing ethically. It’s just theory. We need to actively engage our colleagues and clients by challenging them to redefine success in business.
With a bit of courage, determination, and focus, we can break out of this cage that finance and business-as-usual have built around us and become facilitators of a new type of business that can see beyond financial value. We just need to agree on the right objectives at the start of each design project, find the right metrics, and realize that we already have everything that we need to get started. That’s what it means to do daily ethical design.
For their inspiration and support over the years, I would like to thank Emanuela Cozzi Schettini, José Gallegos, Annegret Bönemann, Ian Dorr, Vera Rademaker, Virginia Rispoli, Cecilia Scolaro, Rouzbeh Amini, and many others.
Breaking Out of the Box
CSS is about styling boxes. In fact, the whole web is made of boxes, from the browser viewport to elements on a page. But every once in a while a new feature comes along that makes us rethink our design approach.
Round displays, for example, make it fun to play with circular clip areas. Mobile screen notches and virtual keyboards offer challenges to best organize content that stays clear of them. And dual screen or foldable devices make us rethink how to best use available space in a number of different device postures.
Sketches of a round display, a common rectangular mobile display, and a device with a foldable display.These recent evolutions of the web platform made it both more challenging and more interesting to design products. They’re great opportunities for us to break out of our rectangular boxes.
I’d like to talk about a new feature similar to the above: the Window Controls Overlay for Progressive Web Apps (PWAs).
Progressive Web Apps are blurring the lines between apps and websites. They combine the best of both worlds. On one hand, they’re stable, linkable, searchable, and responsive just like websites. On the other hand, they provide additional powerful capabilities, work offline, and read files just like native apps.
As a design surface, PWAs are really interesting because they challenge us to think about what mixing web and device-native user interfaces can be. On desktop devices in particular, we have more than 40 years of history telling us what applications should look like, and it can be hard to break out of this mental model.
At the end of the day though, PWAs on desktop are constrained to the window they appear in: a rectangle with a title bar at the top.
Here’s what a typical desktop PWA app looks like:
Sketches of two rectangular user interfaces representing the desktop Progressive Web App status quo on the macOS and Windows operating systems, respectively.Sure, as the author of a PWA, you get to choose the color of the title bar (using the Web Application Manifest theme_color property), but that’s about it.
What if we could think outside this box, and reclaim the real estate of the app’s entire window? Doing so would give us a chance to make our apps more beautiful and feel more integrated in the operating system.
This is exactly what the Window Controls Overlay offers. This new PWA functionality makes it possible to take advantage of the full surface area of the app, including where the title bar normally appears.
About the title bar and window controlsLet’s start with an explanation of what the title bar and window controls are.
The title bar is the area displayed at the top of an app window, which usually contains the app’s name. Window controls are the affordances, or buttons, that make it possible to minimize, maximize, or close the app’s window, and are also displayed at the top.
A sketch of a rectangular application user interface highlighting the title bar area and window control buttons.Window Controls Overlay removes the physical constraint of the title bar and window controls areas. It frees up the full height of the app window, enabling the title bar and window control buttons to be overlaid on top of the application’s web content.
A sketch of a rectangular application user interface using Window Controls Overlay. The title bar and window controls are no longer in an area separated from the app’s content.If you are reading this article on a desktop computer, take a quick look at other apps. Chances are they’re already doing something similar to this. In fact, the very web browser you are using to read this uses the top area to display tabs.
A screenshot of the top area of a browser’s user interface showing a group of tabs that share the same horizontal space as the app window controls.Spotify displays album artwork all the way to the top edge of the application window.
A screenshot of an album in Spotify’s desktop application. Album artwork spans the entire width of the main content area, all the way to the top and right edges of the window, and the right edge of the main navigation area on the left side. The application and album navigation controls are overlaid directly on top of the album artwork.Microsoft Word uses the available title bar space to display the auto-save and search functionalities, and more.
A screenshot of Microsoft Word’s toolbar interface. Document file information, search, and other functionality appear at the top of the window, sharing the same horizontal space as the app’s window controls.The whole point of this feature is to allow you to make use of this space with your own content while providing a way to account for the window control buttons. And it enables you to offer this modified experience on a range of platforms while not adversely affecting the experience on browsers or devices that don’t support Window Controls Overlay. After all, PWAs are all about progressive enhancement, so this feature is a chance to enhance your app to use this extra space when it’s available.
Let’s use the featureFor the rest of this article, we’ll be working on a demo app to learn more about using the feature.
The demo app is called 1DIV. It’s a simple CSS playground where users can create designs using CSS and a single HTML element.
The app has two pages. The first lists the existing CSS designs you’ve created:
A screenshot of the 1DIV app displaying a thumbnail grid of CSS designs a user created.The second page enables you to create and edit CSS designs:
A screenshot of the 1DIV app editor page. The top half of the window displays a rendered CSS design, and a text editor on the bottom half of the window displays the CSS used to create it.Since I’ve added a simple web manifest and service worker, we can install the app as a PWA on desktop. Here is what it looks like on macOS:
Screenshots of the 1DIV app thumbnail view and CSS editor view on macOS. This version of the app’s window has a separate control bar at the top for the app name and window control buttons.And on Windows:
Screenshots of the 1DIV app thumbnail view and CSS editor view on the Windows operating system. This version of the app’s window also has a separate control bar at the top for the app name and window control buttons.Our app is looking good, but the white title bar in the first page is wasted space. In the second page, it would be really nice if the design area went all the way to the top of the app window.
Let’s use the Window Controls Overlay feature to improve this.
Enabling Window Controls OverlayThe feature is still experimental at the moment. To try it, you need to enable it in one of the supported browsers.
As of now, it has been implemented in Chromium, as a collaboration between Microsoft and Google. We can therefore use it in Chrome or Edge by going to the internal about://flags page, and enabling the Desktop PWA Window Controls Overlay flag.
Using Window Controls OverlayTo use the feature, we need to add the following display_override member to our web app’s manifest file:
{
"name": "1DIV",
"description": "1DIV is a mini CSS playground",
"lang": "en-US",
"start_url": "/",
"theme_color": "#ffffff",
"background_color": "#ffffff",
"display_override": [
"window-controls-overlay"
],
"icons": [
...
]
}
On the surface, the feature is really simple to use. This manifest change is the only thing we need to make the title bar disappear and turn the window controls into an overlay.
However, to provide a great experience for all users regardless of what device or browser they use, and to make the most of the title bar area in our design, we’ll need a bit of CSS and JavaScript code.
Here is what the app looks like now:
Screenshot of the 1DIV app thumbnail view using Window Controls Overlay on macOS. The separate top bar area is gone, but the window controls are now blocking some of the app’s interfaceThe title bar is gone, which is what we wanted, but our logo, search field, and NEW button are partially covered by the window controls because now our layout starts at the top of the window.
It’s similar on Windows, with the difference that the close, maximize, and minimize buttons appear on the right side, grouped together with the PWA control buttons:
Screenshot of the 1DIV app thumbnail display using Window Controls Overlay on the Windows operating system. The separate top bar area is gone, but the window controls are now blocking some of the app’s content. Using CSS to keep clear of the window controlsAlong with the feature, new CSS environment variables have been introduced:
titlebar-area-x
titlebar-area-y
titlebar-area-width
titlebar-area-height
You use these variables with the CSS env() function to position your content where the title bar would have been while ensuring it won’t overlap with the window controls. In our case, we’ll use two of the variables to position our header, which contains the logo, search bar, and NEW button.
header {
position: absolute;
left: env(titlebar-area-x, 0);
width: env(titlebar-area-width, 100%);
height: var(--toolbar-height);
}
The titlebar-area-x
variable gives us the distance from the left of the viewport to where the title bar would appear, and titlebar-area-width
is its width. (Remember, this is not equivalent to the width of the entire viewport, just the title bar portion, which as noted earlier, doesn’t include the window controls.)
By doing this, we make sure our content remains fully visible. We’re also defining fallback values (the second parameter in the env()
function) for when the variables are not defined (such as on non-supporting browsers, or when the Windows Control Overlay feature is disabled).
Now our header adapts to its surroundings, and it doesn’t feel like the window control buttons have been added as an afterthought. The app looks a lot more like a native app.
Changing the window controls background color so it blends inNow let’s take a closer look at our second page: the CSS playground editor.
Screenshots of the 1DIV app CSS editor view with Window Controls Overlay in macOS and Windows, respectively. The window controls overlay areas have a solid white background color, which contrasts with the hot pink color of the example CSS design displayed in the editor.Not great. Our CSS demo area does go all the way to the top, which is what we wanted, but the way the window controls appear as white rectangles on top of it is quite jarring.
We can fix this by changing the app’s theme color. There are a couple of ways to define it:
- PWAs can define a theme color in the web app manifest file using the theme_color manifest member. This color is then used by the OS in different ways. On desktop platforms, it is used to provide a background color to the title bar and window controls.
- Websites can use the theme-color meta tag as well. It’s used by browsers to customize the color of the UI around the web page. For PWAs, this color can override the manifest
theme_color
.
In our case, we can set the manifest theme_color
to white to provide the right default color for our app. The OS will read this color value when the app is installed and use it to make the window controls background color white. This color works great for our main page with the list of demos.
The theme-color
meta tag can be changed at runtime, using JavaScript. So we can do that to override the white with the right demo background color when one is opened.
Here is the function we’ll use:
function themeWindow(bgColor) {
document.querySelector("meta[name=theme-color]").setAttribute('content', bgColor);
}
With this in place, we can imagine how using color and CSS transitions can produce a smooth change from the list page to the demo page, and enable the window control buttons to blend in with the rest of the app’s interface.
Screenshot of the 1DIV app CSS editor view on the Windows operating system with Window Controls Overlay and updated CSS demonstrating how the window control buttons blend in with the rest of the app’s interface. Dragging the windowNow, getting rid of the title bar entirely does have an important accessibility consequence: it’s much more difficult to move the application window around.
The title bar provides a sizable area for users to click and drag, but by using the Window Controls Overlay feature, this area becomes limited to where the control buttons are, and users have to very precisely aim between these buttons to move the window.
Fortunately, this can be fixed using CSS with the app-region
property. This property is, for now, only supported in Chromium-based browsers and needs the -webkit-
vendor prefix.
To make any element of the app become a dragging target for the window, we can use the following:
-webkit-app-region: drag;
It is also possible to explicitly make an element non-draggable:
-webkit-app-region: no-drag;
These options can be useful for us. We can make the entire header a dragging target, but make the search field and NEW button within it non-draggable so they can still be used as normal.
However, because the editor page doesn’t display the header, users wouldn’t be able to drag the window while editing code. So let's use a different approach. We’ll create another element before our header, also absolutely positioned, and dedicated to dragging the window.
<div class="drag"></div>
<header>...</header>
.drag {
position: absolute;
top: 0;
width: 100%;
height: env(titlebar-area-height, 0);
-webkit-app-region: drag;
}
With the above code, we’re making the draggable area span the entire viewport width, and using the titlebar-area-height
variable to make it as tall as what the title bar would have been. This way, our draggable area is aligned with the window control buttons as shown below.
And, now, to make sure our search field and button remain usable:
header .search,
header .new {
-webkit-app-region: no-drag;
}
With the above code, users can click and drag where the title bar used to be. It is an area that users expect to be able to use to move windows on desktop, and we’re not breaking this expectation, which is good.
An animated view of the 1DIV app being dragged across a Windows desktop with the mouse. Adapting to window resizeIt may be useful for an app to know both whether the window controls overlay is visible and when its size changes. In our case, if the user made the window very narrow, there wouldn’t be enough space for the search field, logo, and button to fit, so we’d want to push them down a bit.
The Window Controls Overlay feature comes with a JavaScript API we can use to do this: navigator.windowControlsOverlay
.
The API provides three interesting things:
navigator.windowControlsOverlay.visible
lets us know whether the overlay is visible.navigator.windowControlsOverlay.getBoundingClientRect()
lets us know the position and size of the title bar area.navigator.windowControlsOverlay.ongeometrychange
lets us know when the size or visibility changes.
Let’s use this to be aware of the size of the title bar area and move the header down if it’s too narrow.
if (navigator.windowControlsOverlay) {
navigator.windowControlsOverlay.addEventListener('geometrychange', () => {
const { width } = navigator.windowControlsOverlay.getBoundingClientRect();
document.body.classList.toggle('narrow', width < 250);
});
}
In the example above, we set the narrow
class on the body
of the app if the title bar area is narrower than 250px. We could do something similar with a media query, but using the windowControlsOverlay
API has two advantages for our use case:
- It’s only fired when the feature is supported and used; we don’t want to adapt the design otherwise.
- We get the size of the title bar area across operating systems, which is great because the size of the window controls is different on Mac and Windows. Using a media query wouldn’t make it possible for us to know exactly how much space remains.
.narrow header {
top: env(titlebar-area-height, 0);
left: 0;
width: 100%;
}
Using the above CSS code, we can move our header down to stay clear of the window control buttons when the window is too narrow, and move the thumbnails down accordingly.
A screenshot of the 1DIV app on Windows showing the app’s content adjusted for a much narrower viewport. Thirty pixels of exciting design opportunities
Using the Window Controls Overlay feature, we were able to take our simple demo app and turn it into something that feels so much more integrated on desktop devices. Something that reaches out of the usual window constraints and provides a custom experience for its users.
In reality, this feature only gives us about 30 pixels of extra room and comes with challenges on how to deal with the window controls. And yet, this extra room and those challenges can be turned into exciting design opportunities.
More devices of all shapes and forms get invented all the time, and the web keeps on evolving to adapt to them. New features get added to the web platform to allow us, web authors, to integrate more and more deeply with those devices. From watches or foldable devices to desktop computers, we need to evolve our design approach for the web. Building for the web now lets us think outside the rectangular box.
So let’s embrace this. Let’s use the standard technologies already at our disposal, and experiment with new ideas to provide tailored experiences for all devices, all from a single codebase!
If you get a chance to try the Window Controls Overlay feature and have feedback about it, you can open issues on the spec’s repository. It’s still early in the development of this feature, and you can help make it even better. Or, you can take a look at the feature’s existing documentation, or this demo app and its source code.
How to Sell UX Research with Two Simple Questions
Do you find yourself designing screens with only a vague idea of how the things on the screen relate to the things elsewhere in the system? Do you leave stakeholder meetings with unclear directives that often seem to contradict previous conversations? You know a better understanding of user needs would help the team get clear on what you are actually trying to accomplish, but time and budget for research is tight. When it comes to asking for more direct contact with your users, you might feel like poor Oliver Twist, timidly asking, “Please, sir, I want some more.”
Here’s the trick. You need to get stakeholders themselves to identify high-risk assumptions and hidden complexity, so that they become just as motivated as you to get answers from users. Basically, you need to make them think it’s their idea.
In this article, I’ll show you how to collaboratively expose misalignment and gaps in the team’s shared understanding by bringing the team together around two simple questions:
- What are the objects?
- What are the relationships between those objects?
These two questions align to the first two steps of the ORCA process, which might become your new best friend when it comes to reducing guesswork. Wait, what’s ORCA?! Glad you asked.
ORCA stands for Objects, Relationships, CTAs, and Attributes, and it outlines a process for creating solid object-oriented user experiences. Object-oriented UX is my design philosophy. ORCA is an iterative methodology for synthesizing user research into an elegant structural foundation to support screen and interaction design. OOUX and ORCA have made my work as a UX designer more collaborative, effective, efficient, fun, strategic, and meaningful.
The ORCA process has four iterative rounds and a whopping fifteen steps. In each round we get more clarity on our Os, Rs, Cs, and As.
The four rounds and fifteen steps of the ORCA process. In the OOUX world, we love color-coding. Blue is reserved for objects! (Yellow is for core content, pink is for metadata, and green is for calls-to-action. Learn more about the color-coded object map and connecting CTAs to objects.)I sometimes say that ORCA is a “garbage in, garbage out” process. To ensure that the testable prototype produced in the final round actually tests well, the process needs to be fed by good research. But if you don’t have a ton of research, the beginning of the ORCA process serves another purpose: it helps you sell the need for research.
ORCA strengthens the weak spot between research and design by helping distill research into solid information architecture—scaffolding for the screen design and interaction design to hang on.In other words, the ORCA process serves as a gauntlet between research and design. With good research, you can gracefully ride the killer whale from research into design. But without good research, the process effectively spits you back into research and with a cache of specific open questions.
Getting in the same curiosity-boatWhat gets us into trouble is not what we don’t know. It’s what we know for sure that just ain’t so.
Mark Twain
The first two steps of the ORCA process—Object Discovery and Relationship Discovery—shine a spotlight on the dark, dusty corners of your team’s misalignments and any inherent complexity that’s been swept under the rug. It begins to expose what this classic comic so beautifully illustrates:
The original “Tree Swing Project Management” cartoon dates back to the 1960s or 1970s and has no artist attribution we could find.This is one reason why so many UX designers are frustrated in their job and why many projects fail. And this is also why we often can’t sell research: every decision-maker is confident in their own mental picture.
Once we expose hidden fuzzy patches in each picture and the differences between them all, the case for user research makes itself.
But how we do this is important. However much we might want to, we can’t just tell everyone, “YOU ARE WRONG!” Instead, we need to facilitate and guide our team members to self-identify holes in their picture. When stakeholders take ownership of assumptions and gaps in understanding, BAM! Suddenly, UX research is not such a hard sell, and everyone is aboard the same curiosity-boat.
Say your users are doctors. And you have no idea how doctors use the system you are tasked with redesigning.
You might try to sell research by honestly saying: “We need to understand doctors better! What are their pain points? How do they use the current app?” But here’s the problem with that. Those questions are vague, and the answers to them don’t feel acutely actionable.
Instead, you want your stakeholders themselves to ask super-specific questions. This is more like the kind of conversation you need to facilitate. Let’s listen in:
“Wait a sec, how often do doctors share patients? Does a patient in this system have primary and secondary doctors?”
“Can a patient even have more than one primary doctor?”
“Is it a ‘primary doctor’ or just a ‘primary caregiver’… Can’t that role be a nurse practitioner?”
“No, caregivers are something else… That’s the patient’s family contacts, right?”
“So are caregivers in scope for this redesign?”
“Yeah, because if a caregiver is present at an appointment, the doctor needs to note that. Like, tag the caregiver on the note… Or on the appointment?”
Now we are getting somewhere. Do you see how powerful it can be getting stakeholders to debate these questions themselves? The diabolical goal here is to shake their confidence—gently and diplomatically.
When these kinds of questions bubble up collaboratively and come directly from the mouths of your stakeholders and decision-makers, suddenly, designing screens without knowing the answers to these questions seems incredibly risky, even silly.
If we create software without understanding the real-world information environment of our users, we will likely create software that does not align to the real-world information environment of our users. And this will, hands down, result in a more confusing, more complex, and less intuitive software product.
The two questionsBut how do we get to these kinds of meaty questions diplomatically, efficiently, collaboratively, and reliably?
We can do this by starting with those two big questions that align to the first two steps of the ORCA process:
- What are the objects?
- What are the relationships between those objects?
In practice, getting to these answers is easier said than done. I’m going to show you how these two simple questions can provide the outline for an Object Definition Workshop. During this workshop, these “seed” questions will blossom into dozens of specific questions and shine a spotlight on the need for more user research.
Prep work: Noun foragingIn the next section, I’ll show you how to run an Object Definition Workshop with your stakeholders (and entire cross-functional team, hopefully). But first, you need to do some prep work.
Basically, look for nouns that are particular to the business or industry of your project, and do it across at least a few sources. I call this noun foraging.
Here are just a few great noun foraging sources:
- the product’s marketing site
- the product’s competitors’ marketing sites (competitive analysis, anyone?)
- the existing product (look at labels!)
- user interview transcripts
- notes from stakeholder interviews or vision docs from stakeholders
Put your detective hat on, my dear Watson. Get resourceful and leverage what you have. If all you have is a marketing website, some screenshots of the existing legacy system, and access to customer service chat logs, then use those.
As you peruse these sources, watch for the nouns that are used over and over again, and start listing them (preferably on blue sticky notes if you’ll be creating an object map later!).
You’ll want to focus on nouns that might represent objects in your system. If you are having trouble determining if a noun might be object-worthy, remember the acronym SIP and test for:
- Structure
- Instances
- Purpose
Think of a library app, for example. Is “book” an object?
Structure: can you think of a few attributes for this potential object? Title, author, publish date… Yep, it has structure. Check!
Instance: what are some examples of this potential “book” object? Can you name a few? The Alchemist, Ready Player One, Everybody Poops… OK, check!
Purpose: why is this object important to the users and business? Well, “book” is what our library client is providing to people and books are why people come to the library… Check, check, check!
SIP: Structure, Instances, and Purpose! (Here’s a flowchart where I elaborate even more on SIP.)As you are noun foraging, focus on capturing the nouns that have SIP. Avoid capturing components like dropdowns, checkboxes, and calendar pickers—your UX system is not your design system! Components are just the packaging for objects—they are a means to an end. No one is coming to your digital place to play with your dropdown! They are coming for the VALUABLE THINGS and what they can do with them. Those things, or objects, are what we are trying to identify.
Let’s say we work for a startup disrupting the email experience. This is how I’d start my noun foraging.
First I’d look at my own email client, which happens to be Gmail. I’d then look at Outlook and the new HEY email. I’d look at Yahoo, Hotmail…I’d even look at Slack and Basecamp and other so-called “email replacers.” I’d read some articles, reviews, and forum threads where people are complaining about email. While doing all this, I would look for and write down the nouns.
(Before moving on, feel free to go noun foraging for this hypothetical product, too, and then scroll down to see how much our lists match up. Just don’t get lost in your own emails! Come back to me!)
Drumroll, please…
Here are a few nouns I came up with during my noun foraging:
- email message
- thread
- contact
- client
- rule/automation
- email address that is not a contact?
- contact groups
- attachment
- Google doc file / other integrated file
- newsletter? (HEY treats this differently)
- saved responses and templates
Scan your list of nouns and pick out words that you are completely clueless about. In our email example, it might be client or automation. Do as much homework as you can before your session with stakeholders: google what’s googleable. But other terms might be so specific to the product or domain that you need to have a conversation about them.
Aside: here are some real nouns foraged during my own past project work that I needed my stakeholders to help me understand:
- Record Locator
- Incentive Home
- Augmented Line Item
- Curriculum-Based Measurement Probe
This is really all you need to prepare for the workshop session: a list of nouns that represent potential objects and a short list of nouns that need to be defined further.
Facilitate an Object Definition WorkshopYou could actually start your workshop with noun foraging—this activity can be done collaboratively. If you have five people in the room, pick five sources, assign one to every person, and give everyone ten minutes to find the objects within their source. When the time’s up, come together and find the overlap. Affinity mapping is your friend here!
If your team is short on time and might be reluctant to do this kind of grunt work (which is usually the case) do your own noun foraging beforehand, but be prepared to show your work. I love presenting screenshots of documents and screens with all the nouns already highlighted. Bring the artifacts of your process, and start the workshop with a five-minute overview of your noun foraging journey.
HOT TIP: before jumping into the workshop, frame the conversation as a requirements-gathering session to help you better understand the scope and details of the system. You don’t need to let them know that you’re looking for gaps in the team’s understanding so that you can prove the need for more user research—that will be our little secret. Instead, go into the session optimistically, as if your knowledgeable stakeholders and PMs and biz folks already have all the answers.
Then, let the question whack-a-mole commence.
1. What is this thing?Want to have some real fun? At the beginning of your session, ask stakeholders to privately write definitions for the handful of obscure nouns you might be uncertain about. Then, have everyone show their cards at the same time and see if you get different definitions (you will). This is gold for exposing misalignment and starting great conversations.
As your discussion unfolds, capture any agreed-upon definitions. And when uncertainty emerges, quietly (but visibly) start an “open questions” parking lot. 😉
After definitions solidify, here’s a great follow-up:
2. Do our users know what these things are? What do users call this thing?Stakeholder 1: They probably call email clients “apps.” But I’m not sure.
Stakeholder 2: Automations are often called “workflows,” I think. Or, maybe users think workflows are something different.
If a more user-friendly term emerges, ask the group if they can agree to use only that term moving forward. This way, the team can better align to the users’ language and mindset.
OK, moving on.
If you have two or more objects that seem to overlap in purpose, ask one of these questions:
3. Are these the same thing? Or are these different? If they are not the same, how are they different?You: Is a saved response the same as a template?
Stakeholder 1: Yes! Definitely.
Stakeholder 2: I don’t think so… A saved response is text with links and variables, but a template is more about the look and feel, like default fonts, colors, and placeholder images.
Continue to build out your growing glossary of objects. And continue to capture areas of uncertainty in your “open questions” parking lot.
If you successfully determine that two similar things are, in fact, different, here’s your next follow-up question:
4. What’s the relationship between these objects?You: Are saved responses and templates related in any way?
Stakeholder 3: Yeah, a template can be applied to a saved response.
You, always with the follow-ups: When is the template applied to a saved response? Does that happen when the user is constructing the saved response? Or when they apply the saved response to an email? How does that actually work?
Listen. Capture uncertainty. Once the list of “open questions” grows to a critical mass, pause to start assigning questions to groups or individuals. Some questions might be for the dev team (hopefully at least one developer is in the room with you). One question might be specifically for someone who couldn’t make it to the workshop. And many questions will need to be labeled “user.”
Do you see how we are building up to our UXR sales pitch?
5. Is this object in scope?Your next question narrows the team’s focus toward what’s most important to your users. You can simply ask, “Are saved responses in scope for our first release?,” but I’ve got a better, more devious strategy.
By now, you should have a list of clearly defined objects. Ask participants to sort these objects from most to least important, either in small breakout groups or individually. Then, like you did with the definitions, have everyone reveal their sort order at once. Surprisingly—or not so surprisingly—it’s not unusual for the VP to rank something like “saved responses” as #2 while everyone else puts it at the bottom of the list. Try not to look too smug as you inevitably expose more misalignment.
I did this for a startup a few years ago. We posted the three groups’ wildly different sort orders on the whiteboard.
Here’s a snippet of the very messy middle from this session: three columns of object cards, showing the same cards prioritized completely differently by three different groups.The CEO stood back, looked at it, and said, “This is why we haven’t been able to move forward in two years.”
Admittedly, it’s tragic to hear that, but as a professional, it feels pretty awesome to be the one who facilitated a watershed realization.
Once you have a good idea of in-scope, clearly defined things, this is when you move on to doing more relationship mapping.
6. Create a visual representation of the objects’ relationshipsWe’ve already done a bit of this while trying to determine if two things are different, but this time, ask the team about every potential relationship. For each object, ask how it relates to all the other objects. In what ways are the objects connected? To visualize all the connections, pull out your trusty boxes-and-arrows technique. Here, we are connecting our objects with verbs. I like to keep my verbs to simple “has a” and “has many” statements.
A work-in-progress system model of our new email solution.This system modeling activity brings up all sorts of new questions:
- Can a saved response have attachments?
- Can a saved response use a template? If so, if an email uses a saved response with a template, can the user override that template?
- Do users want to see all the emails they sent that included a particular attachment? For example, “show me all the emails I sent with ProfessionalImage.jpg attached. I’ve changed my professional photo and I want to alert everyone to update it.”
Solid answers might emerge directly from the workshop participants. Great! Capture that new shared understanding. But when uncertainty surfaces, continue to add questions to your growing parking lot.
Light the fuseYou’ve positioned the explosives all along the floodgates. Now you simply have to light the fuse and BOOM. Watch the buy-in for user research flooooow.
Before your workshop wraps up, have the group reflect on the list of open questions. Make plans for getting answers internally, then focus on the questions that need to be brought before users.
Here’s your final step. Take those questions you’ve compiled for user research and discuss the level of risk associated with NOT answering them. Ask, “if we design without an answer to this question, if we make up our own answer and we are wrong, how bad might that turn out?”
With this methodology, we are cornering our decision-makers into advocating for user research as they themselves label questions as high-risk. Sorry, not sorry.
Now is your moment of truth. With everyone in the room, ask for a reasonable budget of time and money to conduct 6–8 user interviews focused specifically on these questions.
HOT TIP: if you are new to UX research, please note that you’ll likely need to rephrase the questions that came up during the workshop before you present them to users. Make sure your questions are open-ended and don’t lead the user into any default answers.
Final words: Hold the screen design!Seriously, if at all possible, do not ever design screens again without first answering these fundamental questions: what are the objects and how do they relate?
I promise you this: if you can secure a shared understanding between the business, design, and development teams before you start designing screens, you will have less heartache and save more time and money, and (it almost feels like a bonus at this point!) users will be more receptive to what you put out into the world.
I sincerely hope this helps you win time and budget to go talk to your users and gain clarity on what you are designing before you start building screens. If you find success using noun foraging and the Object Definition Workshop, there’s more where that came from in the rest of the ORCA process, which will help prevent even more late-in-the-game scope tugs-of-war and strategy pivots.
All the best of luck! Now go sell research!
A Content Model Is Not a Design System
Do you remember when having a great website was enough? Now, people are getting answers from Siri, Google search snippets, and mobile apps, not just our websites. Forward-thinking organizations have adopted an omnichannel content strategy, whose mission is to reach audiences across multiple digital channels and platforms.
But how do you set up a content management system (CMS) to reach your audience now and in the future? I learned the hard way that creating a content model—a definition of content types, attributes, and relationships that let people and systems understand content—with my more familiar design-system thinking would capsize my customer’s omnichannel content strategy. You can avoid that outcome by creating content models that are semantic and that also connect related content.
I recently had the opportunity to lead the CMS implementation for a Fortune 500 company. The client was excited by the benefits of an omnichannel content strategy, including content reuse, multichannel marketing, and robot delivery—designing content to be intelligible to bots, Google knowledge panels, snippets, and voice user interfaces.
A content model is a critical foundation for an omnichannel content strategy, and for our content to be understood by multiple systems, the model needed semantic types—types named according to their meaning instead of their presentation. Our goal was to let authors create content and reuse it wherever it was relevant. But as the project proceeded, I realized that supporting content reuse at the scale that my customer needed required the whole team to recognize a new pattern.
Despite our best intentions, we kept drawing from what we were more familiar with: design systems. Unlike web-focused content strategies, an omnichannel content strategy can’t rely on WYSIWYG tools for design and layout. Our tendency to approach the content model with our familiar design-system thinking constantly led us to veer away from one of the primary purposes of a content model: delivering content to audiences on multiple marketing channels.
Two essential principles for an effective content modelWe needed to help our designers, developers, and stakeholders understand that we were doing something very different from their prior web projects, where it was natural for everyone to think about content as visual building blocks fitting into layouts. The previous approach was not only more familiar but also more intuitive—at least at first—because it made the designs feel more tangible. We discovered two principles that helped the team understand how a content model differs from the design systems that we were used to:
- Content models must define semantics instead of layout.
- And content models should connect content that belongs together.
A semantic content model uses type and attribute names that reflect the meaning of the content, not how it will be displayed. For example, in a nonsemantic model, teams might create types like teasers, media blocks, and cards. Although these types might make it easy to lay out content, they don’t help delivery channels understand the content’s meaning, which in turn would have opened the door to the content being presented in each marketing channel. In contrast, a semantic content model uses type names like product, service, and testimonial so that each delivery channel can understand the content and use it as it sees fit.
When you’re creating a semantic content model, a great place to start is to look over the types and properties defined by Schema.org, a community-driven resource for type definitions that are intelligible to platforms like Google search.
A semantic content model has several benefits:
- Even if your team doesn’t care about omnichannel content, a semantic content model decouples content from its presentation so that teams can evolve the website’s design without needing to refactor its content. In this way, content can withstand disruptive website redesigns.
- A semantic content model also provides a competitive edge. By adding structured data based on Schema.org’s types and properties, a website can provide hints to help Google understand the content, display it in search snippets or knowledge panels, and use it to answer voice-interface user questions. Potential visitors could discover your content without ever setting foot in your website.
- Beyond those practical benefits, you’ll also need a semantic content model if you want to deliver omnichannel content. To use the same content in multiple marketing channels, delivery channels need to be able to understand it. For example, if your content model were to provide a list of questions and answers, it could easily be rendered on a frequently asked questions (FAQ) page, but it could also be used in a voice interface or by a bot that answers common questions.
For example, using a semantic content model for articles, events, people, and locations lets A List Apart provide cleanly structured data for search engines so that users can read the content on the website, in Google knowledge panels, and even with hypothetical voice interfaces in the future.
Content models that connectAfter struggling to describe what makes a good content model, I’ve come to realize that the best models are those that are semantic and that also connect related content components (such as a FAQ item’s question and answer pair), instead of slicing up related content across disparate content components. A good content model connects content that should remain together so that multiple delivery channels can use it without needing to first put those pieces back together.
Think about writing an article or essay. An article’s meaning and usefulness depends upon its parts being kept together. Would one of the headings or paragraphs be meaningful on their own without the context of the full article? On our project, our familiar design-system thinking often led us to want to create content models that would slice content into disparate chunks to fit the web-centric layout. This had a similar impact to an article that were to have been separated from its headline. Because we were slicing content into standalone pieces based on layout, content that belonged together became difficult to manage and nearly impossible for multiple delivery channels to understand.
To illustrate, let’s look at how connecting related content applies in a real-world scenario. The design team for our customer presented a complex layout for a software product page that included multiple tabs and sections. Our instincts were to follow suit with the content model. Shouldn’t we make it as easy and as flexible as possible to add any number of tabs in the future?
Because our design-system instincts were so familiar, it felt like we had needed a content type called “tab section” so that multiple tab sections could be added to a page. Each tab section would display various types of content. One tab might provide the software’s overview or its specifications. Another tab might provide a list of resources.
Our inclination to break down the content model into “tab section” pieces would have led to an unnecessarily complex model and a cumbersome editing experience, and it would have also created content that couldn’t have been understood by additional delivery channels. For example, how would another system have been able to tell which “tab section” referred to a product’s specifications or its resource list—would that other system have to have resorted to counting tab sections and content blocks? This would have prevented the tabs from ever being reordered, and it would have required adding logic in every other delivery channel to interpret the design system’s layout. Furthermore, if the customer were to have no longer wanted to display this content in a tab layout, it would have been tedious to migrate to a new content model to reflect the new page redesign.
A content model based on design components is unnecessarily complex, and it’s unintelligible to systems.We had a breakthrough when we discovered that our customer had a specific purpose in mind for each tab: it would reveal specific information such as the software product’s overview, specifications, related resources, and pricing. Once implementation began, our inclination to focus on what’s visual and familiar had obscured the intent of the designs. With a little digging, it didn’t take long to realize that the concept of tabs wasn’t relevant to the content model. The meaning of the content that they were planning to display in the tabs was what mattered.
In fact, the customer could have decided to display this content in a different way—without tabs—somewhere else. This realization prompted us to define content types for the software product based on the meaningful attributes that the customer had wanted to render on the web. There were obvious semantic attributes like name and description as well as rich attributes like screenshots, software requirements, and feature lists. The software’s product information stayed together because it wasn’t sliced across separate components like “tab sections” that were derived from the content’s presentation. Any delivery channel—including future ones—could understand and present this content.
A good content model connects content that belongs together so it can be easily managed and reused. ConclusionIn this omnichannel marketing project, we discovered that the best way to keep our content model on track was to ensure that it was semantic (with type and attribute names that reflected the meaning of the content) and that it kept content together that belonged together (instead of fragmenting it). These two concepts curtailed our temptation to shape the content model based on the design. So if you’re working on a content model to support an omnichannel content strategy—or even if you just want to make sure that Google and other interfaces understand your content—remember:
- A design system isn’t a content model. Team members may be tempted to conflate them and to make your content model mirror your design system, so you should protect the semantic value and contextual structure of the content strategy during the entire implementation process. This will let every delivery channel consume the content without needing a magic decoder ring.
- If your team is struggling to make this transition, you can still reap some of the benefits by using Schema.org–based structured data in your website. Even if additional delivery channels aren’t on the immediate horizon, the benefit to search engine optimization is a compelling reason on its own.
- Additionally, remind the team that decoupling the content model from the design will let them update the designs more easily because they won’t be held back by the cost of content migrations. They’ll be able to create new designs without the obstacle of compatibility between the design and the content, and they’ll be ready for the next big thing.
By rigorously advocating for these principles, you’ll help your team treat content the way that it deserves—as the most critical asset in your user experience and the best way to connect with your audience.
Design for Safety, An Excerpt
Antiracist economist Kim Crayton says that “intention without strategy is chaos.” We’ve discussed how our biases, assumptions, and inattention toward marginalized and vulnerable groups lead to dangerous and unethical tech—but what, specifically, do we need to do to fix it? The intention to make our tech safer is not enough; we need a strategy.
This chapter will equip you with that plan of action. It covers how to integrate safety principles into your design work in order to create tech that’s safe, how to convince your stakeholders that this work is necessary, and how to respond to the critique that what we actually need is more diversity. (Spoiler: we do, but diversity alone is not the antidote to fixing unethical, unsafe tech.)
The process for inclusive safetyWhen you are designing for safety, your goals are to:
- identify ways your product can be used for abuse,
- design ways to prevent the abuse, and
- provide support for vulnerable users to reclaim power and control.
The Process for Inclusive Safety is a tool to help you reach those goals (Fig 5.1). It’s a methodology I created in 2018 to capture the various techniques I was using when designing products with safety in mind. Whether you are creating an entirely new product or adding to an existing feature, the Process can help you make your product safe and inclusive. The Process includes five general areas of action:
- Conducting research
- Creating archetypes
- Brainstorming problems
- Designing solutions
- Testing for safety
The Process is meant to be flexible—it won’t make sense for teams to implement every step in some situations. Use the parts that are relevant to your unique work and context; this is meant to be something you can insert into your existing design practice.
And once you use it, if you have an idea for making it better or simply want to provide context of how it helped your team, please get in touch with me. It’s a living document that I hope will continue to be a useful and realistic tool that technologists can use in their day-to-day work.
If you’re working on a product specifically for a vulnerable group or survivors of some form of trauma, such as an app for survivors of domestic violence, sexual assault, or drug addiction, be sure to read Chapter 7, which covers that situation explicitly and should be handled a bit differently. The guidelines here are for prioritizing safety when designing a more general product that will have a wide user base (which, we already know from statistics, will include certain groups that should be protected from harm). Chapter 7 is focused on products that are specifically for vulnerable groups and people who have experienced trauma.
Step 1: Conduct researchDesign research should include a broad analysis of how your tech might be weaponized for abuse as well as specific insights into the experiences of survivors and perpetrators of that type of abuse. At this stage, you and your team will investigate issues of interpersonal harm and abuse, and explore any other safety, security, or inclusivity issues that might be a concern for your product or service, like data security, racist algorithms, and harassment.
Broad researchYour project should begin with broad, general research into similar products and issues around safety and ethical concerns that have already been reported. For example, a team building a smart home device would do well to understand the multitude of ways that existing smart home devices have been used as tools of abuse. If your product will involve AI, seek to understand the potentials for racism and other issues that have been reported in existing AI products. Nearly all types of technology have some kind of potential or actual harm that’s been reported on in the news or written about by academics. Google Scholar is a useful tool for finding these studies.
Specific research: SurvivorsWhen possible and appropriate, include direct research (surveys and interviews) with people who are experts in the forms of harm you have uncovered. Ideally, you’ll want to interview advocates working in the space of your research first so that you have a more solid understanding of the topic and are better equipped to not retraumatize survivors. If you’ve uncovered possible domestic violence issues, for example, the experts you’ll want to speak with are survivors themselves, as well as workers at domestic violence hotlines, shelters, other related nonprofits, and lawyers.
Especially when interviewing survivors of any kind of trauma, it is important to pay people for their knowledge and lived experiences. Don’t ask survivors to share their trauma for free, as this is exploitative. While some survivors may not want to be paid, you should always make the offer in the initial ask. An alternative to payment is to donate to an organization working against the type of violence that the interviewee experienced. We’ll talk more about how to appropriately interview survivors in Chapter 6.
Specific research: AbusersIt’s unlikely that teams aiming to design for safety will be able to interview self-proclaimed abusers or people who have broken laws around things like hacking. Don’t make this a goal; rather, try to get at this angle in your general research. Aim to understand how abusers or bad actors weaponize technology to use against others, how they cover their tracks, and how they explain or rationalize the abuse.
Step 2: Create archetypesOnce you’ve finished conducting your research, use your insights to create abuser and survivor archetypes. Archetypes are not personas, as they’re not based on real people that you interviewed and surveyed. Instead, they’re based on your research into likely safety issues, much like when we design for accessibility: we don’t need to have found a group of blind or low-vision users in our interview pool to create a design that’s inclusive of them. Instead, we base those designs on existing research into what this group needs. Personas typically represent real users and include many details, while archetypes are broader and can be more generalized.
The abuser archetype is someone who will look at the product as a tool to perform harm (Fig 5.2). They may be trying to harm someone they don’t know through surveillance or anonymous harassment, or they may be trying to control, monitor, abuse, or torment someone they know personally.
Fig 5.2: Harry Oleson, an abuser archetype for a fitness product, is looking for ways to stalk his ex-girlfriend through the fitness apps she uses.The survivor archetype is someone who is being abused with the product. There are various situations to consider in terms of the archetype’s understanding of the abuse and how to put an end to it: Do they need proof of abuse they already suspect is happening, or are they unaware they’ve been targeted in the first place and need to be alerted (Fig 5.3)?
Fig 5.3: The survivor archetype Lisa Zwaan suspects her husband is weaponizing their home’s IoT devices against her, but in the face of his insistence that she simply doesn’t understand how to use the products, she’s unsure. She needs some kind of proof of the abuse.You may want to make multiple survivor archetypes to capture a range of different experiences. They may know that the abuse is happening but not be able to stop it, like when an abuser locks them out of IoT devices; or they know it’s happening but don’t know how, such as when a stalker keeps figuring out their location (Fig 5.4). Include as many of these scenarios as you need to in your survivor archetype. You’ll use these later on when you design solutions to help your survivor archetypes achieve their goals of preventing and ending abuse.
Fig 5.4: The survivor archetype Eric Mitchell knows he’s being stalked by his ex-boyfriend Rob but can’t figure out how Rob is learning his location information.It may be useful for you to create persona-like artifacts for your archetypes, such as the three examples shown. Instead of focusing on the demographic information we often see in personas, focus on their goals. The goals of the abuser will be to carry out the specific abuse you’ve identified, while the goals of the survivor will be to prevent abuse, understand that abuse is happening, make ongoing abuse stop, or regain control over the technology that’s being used for abuse. Later, you’ll brainstorm how to prevent the abuser’s goals and assist the survivor’s goals.
And while the “abuser/survivor” model fits most cases, it doesn’t fit all, so modify it as you need to. For example, if you uncovered an issue with security, such as the ability for someone to hack into a home camera system and talk to children, the malicious hacker would get the abuser archetype and the child’s parents would get survivor archetype.
Step 3: Brainstorm problemsAfter creating archetypes, brainstorm novel abuse cases and safety issues. “Novel” means things not found in your research; you’re trying to identify completely new safety issues that are unique to your product or service. The goal with this step is to exhaust every effort of identifying harms your product could cause. You aren’t worrying about how to prevent the harm yet—that comes in the next step.
How could your product be used for any kind of abuse, outside of what you’ve already identified in your research? I recommend setting aside at least a few hours with your team for this process.
If you’re looking for somewhere to start, try doing a Black Mirror brainstorm. This exercise is based on the show Black Mirror, which features stories about the dark possibilities of technology. Try to figure out how your product would be used in an episode of the show—the most wild, awful, out-of-control ways it could be used for harm. When I’ve led Black Mirror brainstorms, participants usually end up having a good deal of fun (which I think is great—it’s okay to have fun when designing for safety!). I recommend time-boxing a Black Mirror brainstorm to half an hour, and then dialing it back and using the rest of the time thinking of more realistic forms of harm.
After you’ve identified as many opportunities for abuse as possible, you may still not feel confident that you’ve uncovered every potential form of harm. A healthy amount of anxiety is normal when you’re doing this kind of work. It’s common for teams designing for safety to worry, “Have we really identified every possible harm? What if we’ve missed something?” If you’ve spent at least four hours coming up with ways your product could be used for harm and have run out of ideas, go to the next step.
It’s impossible to guarantee you’ve thought of everything; instead of aiming for 100 percent assurance, recognize that you’ve taken this time and have done the best you can, and commit to continuing to prioritize safety in the future. Once your product is released, your users may identify new issues that you missed; aim to receive that feedback graciously and course-correct quickly.
Step 4: Design solutionsAt this point, you should have a list of ways your product can be used for harm as well as survivor and abuser archetypes describing opposing user goals. The next step is to identify ways to design against the identified abuser’s goals and to support the survivor’s goals. This step is a good one to insert alongside existing parts of your design process where you’re proposing solutions for the various problems your research uncovered.
Some questions to ask yourself to help prevent harm and support your archetypes include:
- Can you design your product in such a way that the identified harm cannot happen in the first place? If not, what roadblocks can you put up to prevent the harm from happening?
- How can you make the victim aware that abuse is happening through your product?
- How can you help the victim understand what they need to do to make the problem stop?
- Can you identify any types of user activity that would indicate some form of harm or abuse? Could your product help the user access support?
In some products, it’s possible to proactively recognize that harm is happening. For example, a pregnancy app might be modified to allow the user to report that they were the victim of an assault, which could trigger an offer to receive resources for local and national organizations. This sort of proactiveness is not always possible, but it’s worth taking a half hour to discuss if any type of user activity would indicate some form of harm or abuse, and how your product could assist the user in receiving help in a safe manner.
That said, use caution: you don’t want to do anything that could put a user in harm’s way if their devices are being monitored. If you do offer some kind of proactive help, always make it voluntary, and think through other safety issues, such as the need to keep the user in-app in case an abuser is checking their search history. We’ll walk through a good example of this in the next chapter.
Step 5: Test for safetyThe final step is to test your prototypes from the point of view of your archetypes: the person who wants to weaponize the product for harm and the victim of the harm who needs to regain control over the technology. Just like any other kind of product testing, at this point you’ll aim to rigorously test out your safety solutions so that you can identify gaps and correct them, validate that your designs will help keep your users safe, and feel more confident releasing your product into the world.
Ideally, safety testing happens along with usability testing. If you’re at a company that doesn’t do usability testing, you might be able to use safety testing to cleverly perform both; a user who goes through your design attempting to weaponize the product against someone else can also be encouraged to point out interactions or other elements of the design that don’t make sense to them.
You’ll want to conduct safety testing on either your final prototype or the actual product if it’s already been released. There’s nothing wrong with testing an existing product that wasn’t designed with safety goals in mind from the onset—“retrofitting” it for safety is a good thing to do.
Remember that testing for safety involves testing from the perspective of both an abuser and a survivor, though it may not make sense for you to do both. Alternatively, if you made multiple survivor archetypes to capture multiple scenarios, you’ll want to test from the perspective of each one.
As with other sorts of usability testing, you as the designer are most likely too close to the product and its design by this point to be a valuable tester; you know the product too well. Instead of doing it yourself, set up testing as you would with other usability testing: find someone who is not familiar with the product and its design, set the scene, give them a task, encourage them to think out loud, and observe how they attempt to complete it.
Abuser testingThe goal of this testing is to understand how easy it is for someone to weaponize your product for harm. Unlike with usability testing, you want to make it impossible, or at least difficult, for them to achieve their goal. Reference the goals in the abuser archetype you created earlier, and use your product in an attempt to achieve them.
For example, for a fitness app with GPS-enabled location features, we can imagine that the abuser archetype would have the goal of figuring out where his ex-girlfriend now lives. With this goal in mind, you’d try everything possible to figure out the location of another user who has their privacy settings enabled. You might try to see her running routes, view any available information on her profile, view anything available about her location (which she has set to private), and investigate the profiles of any other users somehow connected with her account, such as her followers.
If by the end of this you’ve managed to uncover some of her location data, despite her having set her profile to private, you know now that your product enables stalking. Your next step is to go back to step 4 and figure out how to prevent this from happening. You may need to repeat the process of designing solutions and testing them more than once.
Survivor testingSurvivor testing involves identifying how to give information and power to the survivor. It might not always make sense based on the product or context. Thwarting the attempt of an abuser archetype to stalk someone also satisfies the goal of the survivor archetype to not be stalked, so separate testing wouldn’t be needed from the survivor’s perspective.
However, there are cases where it makes sense. For example, for a smart thermostat, a survivor archetype’s goals would be to understand who or what is making the temperature change when they aren’t doing it themselves. You could test this by looking for the thermostat’s history log and checking for usernames, actions, and times; if you couldn’t find that information, you would have more work to do in step 4.
Another goal might be regaining control of the thermostat once the survivor realizes the abuser is remotely changing its settings. Your test would involve attempting to figure out how to do this: are there instructions that explain how to remove another user and change the password, and are they easy to find? This might again reveal that more work is needed to make it clear to the user how they can regain control of the device or account.
Stress testingTo make your product more inclusive and compassionate, consider adding stress testing. This concept comes from Design for Real Life by Eric Meyer and Sara Wachter-Boettcher. The authors pointed out that personas typically center people who are having a good day—but real users are often anxious, stressed out, having a bad day, or even experiencing tragedy. These are called “stress cases,” and testing your products for users in stress-case situations can help you identify places where your design lacks compassion. Design for Real Life has more details about what it looks like to incorporate stress cases into your design as well as many other great tactics for compassionate design.
Sustainable Web Design, An Excerpt
In the 1950s, many in the elite running community had begun to believe it wasn’t possible to run a mile in less than four minutes. Runners had been attempting it since the late 19th century and were beginning to draw the conclusion that the human body simply wasn’t built for the task.
But on May 6, 1956, Roger Bannister took everyone by surprise. It was a cold, wet day in Oxford, England—conditions no one expected to lend themselves to record-setting—and yet Bannister did just that, running a mile in 3:59.4 and becoming the first person in the record books to run a mile in under four minutes.
This shift in the benchmark had profound effects; the world now knew that the four-minute mile was possible. Bannister’s record lasted only forty-six days, when it was snatched away by Australian runner John Landy. Then a year later, three runners all beat the four-minute barrier together in the same race. Since then, over 1,400 runners have officially run a mile in under four minutes; the current record is 3:43.13, held by Moroccan athlete Hicham El Guerrouj.
We achieve far more when we believe that something is possible, and we will believe it’s possible only when we see someone else has already done it—and as with human running speed, so it is with what we believe are the hard limits for how a website needs to perform.
Establishing standards for a sustainable webIn most major industries, the key metrics of environmental performance are fairly well established, such as miles per gallon for cars or energy per square meter for homes. The tools and methods for calculating those metrics are standardized as well, which keeps everyone on the same page when doing environmental assessments. In the world of websites and apps, however, we aren’t held to any particular environmental standards, and only recently have gained the tools and methods we need to even make an environmental assessment.
The primary goal in sustainable web design is to reduce carbon emissions. However, it’s almost impossible to actually measure the amount of CO2 produced by a web product. We can’t measure the fumes coming out of the exhaust pipes on our laptops. The emissions of our websites are far away, out of sight and out of mind, coming out of power stations burning coal and gas. We have no way to trace the electrons from a website or app back to the power station where the electricity is being generated and actually know the exact amount of greenhouse gas produced. So what do we do?
If we can’t measure the actual carbon emissions, then we need to find what we can measure. The primary factors that could be used as indicators of carbon emissions are:
- Data transfer
- Carbon intensity of electricity
Let’s take a look at how we can use these metrics to quantify the energy consumption, and in turn the carbon footprint, of the websites and web apps we create.
Data transferMost researchers use kilowatt-hours per gigabyte (kWh/GB) as a metric of energy efficiency when measuring the amount of data transferred over the internet when a website or application is used. This provides a great reference point for energy consumption and carbon emissions. As a rule of thumb, the more data transferred, the more energy used in the data center, telecoms networks, and end user devices.
For web pages, data transfer for a single visit can be most easily estimated by measuring the page weight, meaning the transfer size of the page in kilobytes the first time someone visits the page. It’s fairly easy to measure using the developer tools in any modern web browser. Often your web hosting account will include statistics for the total data transfer of any web application (Fig 2.1).
Fig 2.1: The Kinsta hosting dashboard displays data transfer alongside traffic volumes. If you divide data transfer by visits, you get the average data per visit, which can be used as a metric of efficiency.The nice thing about page weight as a metric is that it allows us to compare the efficiency of web pages on a level playing field without confusing the issue with constantly changing traffic volumes.
Reducing page weight requires a large scope. By early 2020, the median page weight was 1.97 MB for setups the HTTP Archive classifies as “desktop” and 1.77 MB for “mobile,” with desktop increasing 36 percent since January 2016 and mobile page weights nearly doubling in the same period (Fig 2.2). Roughly half of this data transfer is image files, making images the single biggest source of carbon emissions on the average website.
History clearly shows us that our web pages can be smaller, if only we set our minds to it. While most technologies become ever more energy efficient, including the underlying technology of the web such as data centers and transmission networks, websites themselves are a technology that becomes less efficient as time goes on.
Fig 2.2: The historical page weight data from HTTP Archive can teach us a lot about what is possible in the future.You might be familiar with the concept of performance budgeting as a way of focusing a project team on creating faster user experiences. For example, we might specify that the website must load in a maximum of one second on a broadband connection and three seconds on a 3G connection. Much like speed limits while driving, performance budgets are upper limits rather than vague suggestions, so the goal should always be to come in under budget.
Designing for fast performance does often lead to reduced data transfer and emissions, but it isn’t always the case. Web performance is often more about the subjective perception of load times than it is about the true efficiency of the underlying system, whereas page weight and transfer size are more objective measures and more reliable benchmarks for sustainable web design.
We can set a page weight budget in reference to a benchmark of industry averages, using data from sources like HTTP Archive. We can also benchmark page weight against competitors or the old version of the website we’re replacing. For example, we might set a maximum page weight budget as equal to our most efficient competitor, or we could set the benchmark lower to guarantee we are best in class.
If we want to take it to the next level, then we could also start looking at the transfer size of our web pages for repeat visitors. Although page weight for the first time someone visits is the easiest thing to measure, and easy to compare on a like-for-like basis, we can learn even more if we start looking at transfer size in other scenarios too. For example, visitors who load the same page multiple times will likely have a high percentage of the files cached in their browser, meaning they don’t need to transfer all of the files on subsequent visits. Likewise, a visitor who navigates to new pages on the same website will likely not need to load the full page each time, as some global assets from areas like the header and footer may already be cached in their browser. Measuring transfer size at this next level of detail can help us learn even more about how we can optimize efficiency for users who regularly visit our pages, and enable us to set page weight budgets for additional scenarios beyond the first visit.
Page weight budgets are easy to track throughout a design and development process. Although they don’t actually tell us carbon emission and energy consumption analytics directly, they give us a clear indication of efficiency relative to other websites. And as transfer size is an effective analog for energy consumption, we can actually use it to estimate energy consumption too.
In summary, reduced data transfer translates to energy efficiency, a key factor to reducing carbon emissions of web products. The more efficient our products, the less electricity they use, and the less fossil fuels need to be burned to produce the electricity to power them. But as we’ll see next, since all web products demand some power, it’s important to consider the source of that electricity, too.
Carbon intensity of electricityRegardless of energy efficiency, the level of pollution caused by digital products depends on the carbon intensity of the energy being used to power them. Carbon intensity is a term used to define the grams of CO2 produced for every kilowatt-hour of electricity (gCO2/kWh). This varies widely, with renewable energy sources and nuclear having an extremely low carbon intensity of less than 10 gCO2/kWh (even when factoring in their construction); whereas fossil fuels have very high carbon intensity of approximately 200–400 gCO2/kWh.
Most electricity comes from national or state grids, where energy from a variety of different sources is mixed together with varying levels of carbon intensity. The distributed nature of the internet means that a single user of a website or app might be using energy from multiple different grids simultaneously; a website user in Paris uses electricity from the French national grid to power their home internet and devices, but the website’s data center could be in Dallas, USA, pulling electricity from the Texas grid, while the telecoms networks use energy from everywhere between Dallas and Paris.
We don’t have control over the full energy supply of web services, but we do have some control over where we host our projects. With a data center using a significant proportion of the energy of any website, locating the data center in an area with low carbon energy will tangibly reduce its carbon emissions. Danish startup Tomorrow reports and maps this user-contributed data, and a glance at their map shows how, for example, choosing a data center in France will have significantly lower carbon emissions than a data center in the Netherlands (Fig 2.3).
Fig 2.3: Tomorrow’s electricityMap shows live data for the carbon intensity of electricity by country.That said, we don’t want to locate our servers too far away from our users; it takes energy to transmit data through the telecom’s networks, and the further the data travels, the more energy is consumed. Just like food miles, we can think of the distance from the data center to the website’s core user base as “megabyte miles”—and we want it to be as small as possible.
Using the distance itself as a benchmark, we can use website analytics to identify the country, state, or even city where our core user group is located and measure the distance from that location to the data center used by our hosting company. This will be a somewhat fuzzy metric as we don’t know the precise center of mass of our users or the exact location of a data center, but we can at least get a rough idea.
For example, if a website is hosted in London but the primary user base is on the West Coast of the USA, then we could look up the distance from London to San Francisco, which is 5,300 miles. That’s a long way! We can see that hosting it somewhere in North America, ideally on the West Coast, would significantly reduce the distance and thus the energy used to transmit the data. In addition, locating our servers closer to our visitors helps reduce latency and delivers better user experience, so it’s a win-win.
Converting it back to carbon emissionsIf we combine carbon intensity with a calculation for energy consumption, we can calculate the carbon emissions of our websites and apps. A tool my team created does this by measuring the data transfer over the wire when loading a web page, calculating the amount of electricity associated, and then converting that into a figure for CO2 (Fig 2.4). It also factors in whether or not the web hosting is powered by renewable energy.
If you want to take it to the next level and tailor the data more accurately to the unique aspects of your project, the Energy and Emissions Worksheet accompanying this book shows you how.
Fig 2.4: The Website Carbon Calculator shows how the Riverford Organic website embodies their commitment to sustainability, being both low carbon and hosted in a data center using renewable energy.With the ability to calculate carbon emissions for our projects, we could actually take a page weight budget one step further and set carbon budgets as well. CO2 is not a metric commonly used in web projects; we’re more familiar with kilobytes and megabytes, and can fairly easily look at design options and files to assess how big they are. Translating that into carbon adds a layer of abstraction that isn’t as intuitive—but carbon budgets do focus our minds on the primary thing we’re trying to reduce, and support the core objective of sustainable web design: reducing carbon emissions.
Browser EnergyData transfer might be the simplest and most complete analog for energy consumption in our digital projects, but by giving us one number to represent the energy used in the data center, the telecoms networks, and the end user’s devices, it can’t offer us insights into the efficiency in any specific part of the system.
One part of the system we can look at in more detail is the energy used by end users’ devices. As front-end web technologies become more advanced, the computational load is increasingly moving from the data center to users’ devices, whether they be phones, tablets, laptops, desktops, or even smart TVs. Modern web browsers allow us to implement more complex styling and animation on the fly using CSS and JavaScript. Furthermore, JavaScript libraries such as Angular and React allow us to create applications where the “thinking” work is done partly or entirely in the browser.
All of these advances are exciting and open up new possibilities for what the web can do to serve society and create positive experiences. However, more computation in the user’s web browser means more energy used by their devices. This has implications not just environmentally, but also for user experience and inclusivity. Applications that put a heavy processing load on the user’s device can inadvertently exclude users with older, slower devices and cause batteries on phones and laptops to drain faster. Furthermore, if we build web applications that require the user to have up-to-date, powerful devices, people throw away old devices much more frequently. This isn’t just bad for the environment, but it puts a disproportionate financial burden on the poorest in society.
In part because the tools are limited, and partly because there are so many different models of devices, it’s difficult to measure website energy consumption on end users’ devices. One tool we do currently have is the Energy Impact monitor inside the developer console of the Safari browser (Fig 2.5).
Fig 2.5: The Energy Impact meter in Safari (on the right) shows how a website consumes CPU energy.You know when you load a website and your computer’s cooling fans start spinning so frantically you think it might actually take off? That’s essentially what this tool is measuring.
It shows us the percentage of CPU used and the duration of CPU usage when loading the web page, and uses these figures to generate an energy impact rating. It doesn’t give us precise data for the amount of electricity used in kilowatts, but the information it does provide can be used to benchmark how efficiently your websites use energy and set targets for improvement.
Voice Content and Usability
We’ve been having conversations for thousands of years. Whether to convey information, conduct transactions, or simply to check in on one another, people have yammered away, chattering and gesticulating, through spoken conversation for countless generations. Only in the last few millennia have we begun to commit our conversations to writing, and only in the last few decades have we begun to outsource them to the computer, a machine that shows much more affinity for written correspondence than for the slangy vagaries of spoken language.
Computers have trouble because between spoken and written language, speech is more primordial. To have successful conversations with us, machines must grapple with the messiness of human speech: the disfluencies and pauses, the gestures and body language, and the variations in word choice and spoken dialect that can stymie even the most carefully crafted human-computer interaction. In the human-to-human scenario, spoken language also has the privilege of face-to-face contact, where we can readily interpret nonverbal social cues.
In contrast, written language immediately concretizes as we commit it to record and retains usages long after they become obsolete in spoken communication (the salutation “To whom it may concern,” for example), generating its own fossil record of outdated terms and phrases. Because it tends to be more consistent, polished, and formal, written text is fundamentally much easier for machines to parse and understand.
Spoken language has no such luxury. Besides the nonverbal cues that decorate conversations with emphasis and emotional context, there are also verbal cues and vocal behaviors that modulate conversation in nuanced ways: how something is said, not what. Whether rapid-fire, low-pitched, or high-decibel, whether sarcastic, stilted, or sighing, our spoken language conveys much more than the written word could ever muster. So when it comes to voice interfaces—the machines we conduct spoken conversations with—we face exciting challenges as designers and content strategists.
Voice InteractionsWe interact with voice interfaces for a variety of reasons, but according to Michael McTear, Zoraida Callejas, and David Griol in The Conversational Interface, those motivations by and large mirror the reasons we initiate conversations with other people, too (http://bkaprt.com/vcu36/01-01). Generally, we start up a conversation because:
- we need something done (such as a transaction),
- we want to know something (information of some sort), or
- we are social beings and want someone to talk to (conversation for conversation’s sake).
These three categories—which I call transactional, informational, and prosocial—also characterize essentially every voice interaction: a single conversation from beginning to end that realizes some outcome for the user, starting with the voice interface’s first greeting and ending with the user exiting the interface. Note here that a conversation in our human sense—a chat between people that leads to some result and lasts an arbitrary length of time—could encompass multiple transactional, informational, and prosocial voice interactions in succession. In other words, a voice interaction is a conversation, but a conversation is not necessarily a single voice interaction.
Purely prosocial conversations are more gimmicky than captivating in most voice interfaces, because machines don’t yet have the capacity to really want to know how we’re doing and to do the sort of glad-handing humans crave. There’s also ongoing debate as to whether users actually prefer the sort of organic human conversation that begins with a prosocial voice interaction and shifts seamlessly into other types. In fact, in Voice User Interface Design, Michael Cohen, James Giangola, and Jennifer Balogh recommend sticking to users’ expectations by mimicking how they interact with other voice interfaces rather than trying too hard to be human—potentially alienating them in the process (http://bkaprt.com/vcu36/01-01).
That leaves two genres of conversations we can have with one another that a voice interface can easily have with us, too: a transactional voice interaction realizing some outcome (“buy iced tea”) and an informational voice interaction teaching us something new (“discuss a musical”).
Transactional voice interactionsUnless you’re tapping buttons on a food delivery app, you’re generally having a conversation—and therefore a voice interaction—when you order a Hawaiian pizza with extra pineapple. Even when we walk up to the counter and place an order, the conversation quickly pivots from an initial smattering of neighborly small talk to the real mission at hand: ordering a pizza (generously topped with pineapple, as it should be).
Alison: Hey, how’s it going?
Burhan: Hi, welcome to Crust Deluxe! It’s cold out there. How can I help you?
Alison: Can I get a Hawaiian pizza with extra pineapple?
Burhan: Sure, what size?
Alison: Large.
Burhan: Anything else?
Alison: No thanks, that’s it.
Burhan: Something to drink?
Alison: I’ll have a bottle of Coke.
Burhan: You got it. That’ll be $13.55 and about fifteen minutes.
Each progressive disclosure in this transactional conversation reveals more and more of the desired outcome of the transaction: a service rendered or a product delivered. Transactional conversations have certain key traits: they’re direct, to the point, and economical. They quickly dispense with pleasantries.
Informational voice interactionsMeanwhile, some conversations are primarily about obtaining information. Though Alison might visit Crust Deluxe with the sole purpose of placing an order, she might not actually want to walk out with a pizza at all. She might be just as interested in whether they serve halal or kosher dishes, gluten-free options, or something else. Here, though we again have a prosocial mini-conversation at the beginning to establish politeness, we’re after much more.
Alison: Hey, how’s it going?
Burhan: Hi, welcome to Crust Deluxe! It’s cold out there. How can I help you?
Alison: Can I ask a few questions?
Burhan: Of course! Go right ahead.
Alison: Do you have any halal options on the menu?
Burhan: Absolutely! We can make any pie halal by request. We also have lots of vegetarian, ovo-lacto, and vegan options. Are you thinking about any other dietary restrictions?
Alison: What about gluten-free pizzas?
Burhan: We can definitely do a gluten-free crust for you, no problem, for both our deep-dish and thin-crust pizzas. Anything else I can answer for you?
Alison: That’s it for now. Good to know. Thanks!
Burhan: Anytime, come back soon!
This is a very different dialogue. Here, the goal is to get a certain set of facts. Informational conversations are investigative quests for the truth—research expeditions to gather data, news, or facts. Voice interactions that are informational might be more long-winded than transactional conversations by necessity. Responses tend to be lengthier, more informative, and carefully communicated so the customer understands the key takeaways.
Voice InterfacesAt their core, voice interfaces employ speech to support users in reaching their goals. But simply because an interface has a voice component doesn’t mean that every user interaction with it is mediated through voice. Because multimodal voice interfaces can lean on visual components like screens as crutches, we’re most concerned in this book with pure voice interfaces, which depend entirely on spoken conversation, lack any visual component whatsoever, and are therefore much more nuanced and challenging to tackle.
Though voice interfaces have long been integral to the imagined future of humanity in science fiction, only recently have those lofty visions become fully realized in genuine voice interfaces.
Interactive voice response (IVR) systemsThough written conversational interfaces have been fixtures of computing for many decades, voice interfaces first emerged in the early 1990s with text-to-speech (TTS) dictation programs that recited written text aloud, as well as speech-enabled in-car systems that gave directions to a user-provided address. With the advent of interactive voice response (IVR) systems, intended as an alternative to overburdened customer service representatives, we became acquainted with the first true voice interfaces that engaged in authentic conversation.
IVR systems allowed organizations to reduce their reliance on call centers but soon became notorious for their clunkiness. Commonplace in the corporate world, these systems were primarily designed as metaphorical switchboards to guide customers to a real phone agent (“Say Reservations to book a flight or check an itinerary”); chances are you will enter a conversation with one when you call an airline or hotel conglomerate. Despite their functional issues and users’ frustration with their inability to speak to an actual human right away, IVR systems proliferated in the early 1990s across a variety of industries (http://bkaprt.com/vcu36/01-02, PDF).
While IVR systems are great for highly repetitive, monotonous conversations that generally don’t veer from a single format, they have a reputation for less scintillating conversation than we’re used to in real life (or even in science fiction).
Screen readersParallel to the evolution of IVR systems was the invention of the screen reader, a tool that transcribes visual content into synthesized speech. For Blind or visually impaired website users, it’s the predominant method of interacting with text, multimedia, or form elements. Screen readers represent perhaps the closest equivalent we have today to an out-of-the-box implementation of content delivered through voice.
Among the first screen readers known by that moniker was the Screen Reader for the BBC Micro and NEEC Portable developed by the Research Centre for the Education of the Visually Handicapped (RCEVH) at the University of Birmingham in 1986 (http://bkaprt.com/vcu36/01-03). That same year, Jim Thatcher created the first IBM Screen Reader for text-based computers, later recreated for computers with graphical user interfaces (GUIs) (http://bkaprt.com/vcu36/01-04).
With the rapid growth of the web in the 1990s, the demand for accessible tools for websites exploded. Thanks to the introduction of semantic HTML and especially ARIA roles beginning in 2008, screen readers started facilitating speedy interactions with web pages that ostensibly allow disabled users to traverse the page as an aural and temporal space rather than a visual and physical one. In other words, screen readers for the web “provide mechanisms that translate visual design constructs—proximity, proportion, etc.—into useful information,” writes Aaron Gustafson in A List Apart. “At least they do when documents are authored thoughtfully” (http://bkaprt.com/vcu36/01-05).
Though deeply instructive for voice interface designers, there’s one significant problem with screen readers: they’re difficult to use and unremittingly verbose. The visual structures of websites and web navigation don’t translate well to screen readers, sometimes resulting in unwieldy pronouncements that name every manipulable HTML element and announce every formatting change. For many screen reader users, working with web-based interfaces exacts a cognitive toll.
In Wired, accessibility advocate and voice engineer Chris Maury considers why the screen reader experience is ill-suited to users relying on voice:
From the beginning, I hated the way that Screen Readers work. Why are they designed the way they are? It makes no sense to present information visually and then, and only then, translate that into audio. All of the time and energy that goes into creating the perfect user experience for an app is wasted, or even worse, adversely impacting the experience for blind users. (http://bkaprt.com/vcu36/01-06)
In many cases, well-designed voice interfaces can speed users to their destination better than long-winded screen reader monologues. After all, visual interface users have the benefit of darting around the viewport freely to find information, ignoring areas irrelevant to them. Blind users, meanwhile, are obligated to listen to every utterance synthesized into speech and therefore prize brevity and efficiency. Disabled users who have long had no choice but to employ clunky screen readers may find that voice interfaces, particularly more modern voice assistants, offer a more streamlined experience.
Voice assistantsWhen we think of voice assistants (the subset of voice interfaces now commonplace in living rooms, smart homes, and offices), many of us immediately picture HAL from 2001: A Space Odyssey or hear Majel Barrett’s voice as the omniscient computer in Star Trek. Voice assistants are akin to personal concierges that can answer questions, schedule appointments, conduct searches, and perform other common day-to-day tasks. And they’re rapidly gaining more attention from accessibility advocates for their assistive potential.
Before the earliest IVR systems found success in the enterprise, Apple published a demonstration video in 1987 depicting the Knowledge Navigator, a voice assistant that could transcribe spoken words and recognize human speech to a great degree of accuracy. Then, in 2001, Tim Berners-Lee and others formulated their vision for a Semantic Web “agent” that would perform typical errands like “checking calendars, making appointments, and finding locations” (http://bkaprt.com/vcu36/01-07, behind paywall). It wasn’t until 2011 that Apple’s Siri finally entered the picture, making voice assistants a tangible reality for consumers.
Thanks to the plethora of voice assistants available today, there is considerable variation in how programmable and customizable certain voice assistants are over others (Fig 1.1). At one extreme, everything except vendor-provided features is locked down; for example, at the time of their release, the core functionality of Apple’s Siri and Microsoft’s Cortana couldn’t be extended beyond their existing capabilities. Even today, it isn’t possible to program Siri to perform arbitrary functions, because there’s no means by which developers can interact with Siri at a low level, apart from predefined categories of tasks like sending messages, hailing rideshares, making restaurant reservations, and certain others.
At the opposite end of the spectrum, voice assistants like Amazon Alexa and Google Home offer a core foundation on which developers can build custom voice interfaces. For this reason, programmable voice assistants that lend themselves to customization and extensibility are becoming increasingly popular for developers who feel stifled by the limitations of Siri and Cortana. Amazon offers the Alexa Skills Kit, a developer framework for building custom voice interfaces for Amazon Alexa, while Google Home offers the ability to program arbitrary Google Assistant skills. Today, users can choose from among thousands of custom-built skills within both the Amazon Alexa and Google Assistant ecosystems.
Fig 1.1: Voice assistants like Amazon Alexa and Google Home tend to be more programmable, and thus more flexible, than their counterpart Apple Siri.As corporations like Amazon, Apple, Microsoft, and Google continue to stake their territory, they’re also selling and open-sourcing an unprecedented array of tools and frameworks for designers and developers that aim to make building voice interfaces as easy as possible, even without code.
Often by necessity, voice assistants like Amazon Alexa tend to be monochannel—they’re tightly coupled to a device and can’t be accessed on a computer or smartphone instead. By contrast, many development platforms like Google’s Dialogflow have introduced omnichannel capabilities so users can build a single conversational interface that then manifests as a voice interface, textual chatbot, and IVR system upon deployment. I don’t prescribe any specific implementation approaches in this design-focused book, but in Chapter 4 we’ll get into some of the implications these variables might have on the way you build out your design artifacts.
Voice ContentSimply put, voice content is content delivered through voice. To preserve what makes human conversation so compelling in the first place, voice content needs to be free-flowing and organic, contextless and concise—everything written content isn’t.
Our world is replete with voice content in various forms: screen readers reciting website content, voice assistants rattling off a weather forecast, and automated phone hotline responses governed by IVR systems. In this book, we’re most concerned with content delivered auditorily—not as an option, but as a necessity.
For many of us, our first foray into informational voice interfaces will be to deliver content to users. There’s only one problem: any content we already have isn’t in any way ready for this new habitat. So how do we make the content trapped on our websites more conversational? And how do we write new copy that lends itself to voice interactions?
Lately, we’ve begun slicing and dicing our content in unprecedented ways. Websites are, in many respects, colossal vaults of what I call macrocontent: lengthy prose that can extend for infinitely scrollable miles in a browser window, like microfilm viewers of newspaper archives. Back in 2002, well before the present-day ubiquity of voice assistants, technologist Anil Dash defined microcontent as permalinked pieces of content that stay legible regardless of environment, such as email or text messages:
A day’s weather forcast [sic], the arrival and departure times for an airplane flight, an abstract from a long publication, or a single instant message can all be examples of microcontent. (http://bkaprt.com/vcu36/01-08)
I’d update Dash’s definition of microcontent to include all examples of bite-sized content that go well beyond written communiqués. After all, today we encounter microcontent in interfaces where a small snippet of copy is displayed alone, unmoored from the browser, like a textbot confirmation of a restaurant reservation. Microcontent offers the best opportunity to gauge how your content can be stretched to the very edges of its capabilities, informing delivery channels both established and novel.
As microcontent, voice content is unique because it’s an example of how content is experienced in time rather than in space. We can glance at a digital sign underground for an instant and know when the next train is arriving, but voice interfaces hold our attention captive for periods of time that we can’t easily escape or skip, something screen reader users are all too familiar with.
Because microcontent is fundamentally made up of isolated blobs with no relation to the channels where they’ll eventually end up, we need to ensure that our microcontent truly performs well as voice content—and that means focusing on the two most important traits of robust voice content: voice content legibility and voice content discoverability.
Fundamentally, the legibility and discoverability of our voice content both have to do with how voice content manifests in perceived time and space.
Designing for the Unexpected
I’m not sure when I first heard this quote, but it’s something that has stayed with me over the years. How do you create services for situations you can’t imagine? Or design products that work on devices yet to be invented?
Flash, Photoshop, and responsive designWhen I first started designing websites, my go-to software was Photoshop. I created a 960px canvas and set about creating a layout that I would later drop content in. The development phase was about attaining pixel-perfect accuracy using fixed widths, fixed heights, and absolute positioning.
Ethan Marcotte’s talk at An Event Apart and subsequent article “Responsive Web Design” in A List Apart in 2010 changed all this. I was sold on responsive design as soon as I heard about it, but I was also terrified. The pixel-perfect designs full of magic numbers that I had previously prided myself on producing were no longer good enough.
The fear wasn’t helped by my first experience with responsive design. My first project was to take an existing fixed-width website and make it responsive. What I learned the hard way was that you can’t just add responsiveness at the end of a project. To create fluid layouts, you need to plan throughout the design phase.
A new way to designDesigning responsive or fluid sites has always been about removing limitations, producing content that can be viewed on any device. It relies on the use of percentage-based layouts, which I initially achieved with native CSS and utility classes:
.column-span-6 {
width: 49%;
float: left;
margin-right: 0.5%;
margin-left: 0.5%;
}
.column-span-4 {
width: 32%;
float: left;
margin-right: 0.5%;
margin-left: 0.5%;
}
.column-span-3 {
width: 24%;
float: left;
margin-right: 0.5%;
margin-left: 0.5%;
}
Then with Sass so I could take advantage of @includes to re-use repeated blocks of code and move back to more semantic markup:
.logo {
@include colSpan(6);
}
.search {
@include colSpan(3);
}
.social-share {
@include colSpan(3);
}
Media queries
The second ingredient for responsive design is media queries. Without them, content would shrink to fit the available space regardless of whether that content remained readable (The exact opposite problem occurred with the introduction of a mobile-first approach).
Components becoming too small at mobile breakpointsMedia queries prevented this by allowing us to add breakpoints where the design could adapt. Like most people, I started out with three breakpoints: one for desktop, one for tablets, and one for mobile. Over the years, I added more and more for phablets, wide screens, and so on.
For years, I happily worked this way and improved both my design and front-end skills in the process. The only problem I encountered was making changes to content, since with our Sass grid system in place, there was no way for the site owners to add content without amending the markup—something a small business owner might struggle with. This is because each row in the grid was defined using a div
as a container. Adding content meant creating new row markup, which requires a level of HTML knowledge.
Row markup was a staple of early responsive design, present in all the widely used frameworks like Bootstrap and Skeleton.
<section class="row">
<div class="column-span-4">1 of 7</div>
<div class="column-span-4">2 of 7</div>
<div class="column-span-4">3 of 7</div>
</section>
<section class="row">
<div class="column-span-4">4 of 7</div>
<div class="column-span-4">5 of 7</div>
<div class="column-span-4">6 of 7</div>
</section>
<section class="row">
<div class="column-span-4">7 of 7</div>
</section>
Components placed in the rows of a Sass grid
Another problem arose as I moved from a design agency building websites for small- to medium-sized businesses, to larger in-house teams where I worked across a suite of related sites. In those roles I started to work much more with reusable components.
Our reliance on media queries resulted in components that were tied to common viewport sizes. If the goal of component libraries is reuse, then this is a real problem because you can only use these components if the devices you’re designing for correspond to the viewport sizes used in the pattern library—in the process not really hitting that “devices that don’t yet exist” goal.
Then there’s the problem of space. Media queries allow components to adapt based on the viewport size, but what if I put a component into a sidebar, like in the figure below?
Components responding to the viewport width with media queries Container queries: our savior or a false dawn?Container queries have long been touted as an improvement upon media queries, but at the time of writing are unsupported in most browsers. There are JavaScript workarounds, but they can create dependency and compatibility issues. The basic theory underlying container queries is that elements should change based on the size of their parent container and not the viewport width, as seen in the following illustrations.
Components responding to their parent container with container queriesOne of the biggest arguments in favor of container queries is that they help us create components or design patterns that are truly reusable because they can be picked up and placed anywhere in a layout. This is an important step in moving toward a form of component-based design that works at any size on any device.
In other words, responsive components to replace responsive layouts.
Container queries will help us move from designing pages that respond to the browser or device size to designing components that can be placed in a sidebar or in the main content, and respond accordingly.
My concern is that we are still using layout to determine when a design needs to adapt. This approach will always be restrictive, as we will still need pre-defined breakpoints. For this reason, my main question with container queries is, How would we decide when to change the CSS used by a component?
A component library removed from context and real content is probably not the best place for that decision.
As the diagrams below illustrate, we can use container queries to create designs for specific container widths, but what if I want to change the design based on the image size or ratio?
Cards responding to their parent container with container queries Cards responding based on their own contentIn this example, the dimensions of the container are not what should dictate the design; rather, the image is.
It’s hard to say for sure whether container queries will be a success story until we have solid cross-browser support for them. Responsive component libraries would definitely evolve how we design and would improve the possibilities for reuse and design at scale. But maybe we will always need to adjust these components to suit our content.
CSS is changingWhilst the container query debate rumbles on, there have been numerous advances in CSS that change the way we think about design. The days of fixed-width elements measured in pixels and floated div
elements used to cobble layouts together are long gone, consigned to history along with table layouts. Flexbox and CSS Grid have revolutionized layouts for the web. We can now create elements that wrap onto new rows when they run out of space, not when the device changes.
.wrapper {
display: grid;
grid-template-columns: repeat(auto-fit, 450px);
gap: 10px;
}
The repeat()
function paired with auto-fit
or auto-fill
allows us to specify how much space each column should use while leaving it up to the browser to decide when to spill the columns onto a new line. Similar things can be achieved with Flexbox, as elements can wrap over multiple rows and “flex” to fill available space.
.wrapper {
display: flex;
flex-wrap: wrap;
justify-content: space-between;
}
.child {
flex-basis: 32%;
margin-bottom: 20px;
}
The biggest benefit of all this is you don’t need to wrap elements in container rows. Without rows, content isn’t tied to page markup in quite the same way, allowing for removals or additions of content without additional development.
A traditional Grid layout without the usual row containersThis is a big step forward when it comes to creating designs that allow for evolving content, but the real game changer for flexible designs is CSS Subgrid.
Remember the days of crafting perfectly aligned interfaces, only for the customer to add an unbelievably long header almost as soon as they're given CMS access, like the illustration below?
Cards unable to respond to a sibling’s content changesSubgrid allows elements to respond to adjustments in their own content and in the content of sibling elements, helping us create designs more resilient to change.
Cards responding to content in sibling cards.wrapper {
display: grid;
grid-template-columns: repeat(auto-fit, minmax(150px, 1fr));
grid-template-rows: auto 1fr auto;
gap: 10px;
}
.sub-grid {
display: grid;
grid-row: span 3;
grid-template-rows: subgrid; /* sets rows to parent grid */
}
CSS Grid allows us to separate layout and content, thereby enabling flexible designs. Meanwhile, Subgrid allows us to create designs that can adapt in order to suit morphing content. Subgrid at the time of writing is only supported in Firefox but the above code can be implemented behind an @supports feature query.
Intrinsic layoutsI’d be remiss not to mention intrinsic layouts, the term created by Jen Simmons to describe a mixture of new and old CSS features used to create layouts that respond to available space.
Responsive layouts have flexible columns using percentages. Intrinsic layouts, on the other hand, use the fr unit to create flexible columns that won’t ever shrink so much that they render the content illegible.
fr
units is a way to say I want you to distribute the extra space in this way, but...don’t ever make it smaller than the content that’s inside of it.
—Jen Simmons, “Designing Intrinsic Layouts”
Intrinsic layouts can also utilize a mixture of fixed and flexible units, allowing the content to dictate the space it takes up.
Slide from “Designing Intrinsic Layouts” by Jen SimmonsWhat makes intrinsic design stand out is that it not only creates designs that can withstand future devices but also helps scale design without losing flexibility. Components and patterns can be lifted and reused without the prerequisite of having the same breakpoints or the same amount of content as in the previous implementation.
We can now create designs that adapt to the space they have, the content within them, and the content around them. With an intrinsic approach, we can construct responsive components without depending on container queries.
Another 2010 moment?This intrinsic approach should in my view be every bit as groundbreaking as responsive web design was ten years ago. For me, it’s another “everything changed” moment.
But it doesn’t seem to be moving quite as fast; I haven’t yet had that same career-changing moment I had with responsive design, despite the widely shared and brilliant talk that brought it to my attention.
One reason for that could be that I now work in a large organization, which is quite different from the design agency role I had in 2010. In my agency days, every new project was a clean slate, a chance to try something new. Nowadays, projects use existing tools and frameworks and are often improvements to existing websites with an existing codebase.
Another could be that I feel more prepared for change now. In 2010 I was new to design in general; the shift was frightening and required a lot of learning. Also, an intrinsic approach isn’t exactly all-new; it’s about using existing skills and existing CSS knowledge in a different way.
You can’t framework your way out of a content problemAnother reason for the slightly slower adoption of intrinsic design could be the lack of quick-fix framework solutions available to kick-start the change.
Responsive grid systems were all over the place ten years ago. With a framework like Bootstrap or Skeleton, you had a responsive design template at your fingertips.
Intrinsic design and frameworks do not go hand in hand quite so well because the benefit of having a selection of units is a hindrance when it comes to creating layout templates. The beauty of intrinsic design is combining different units and experimenting with techniques to get the best for your content.
And then there are design tools. We probably all, at some point in our careers, used Photoshop templates for desktop, tablet, and mobile devices to drop designs in and show how the site would look at all three stages.
How do you do that now, with each component responding to content and layouts flexing as and when they need to? This type of design must happen in the browser, which personally I’m a big fan of.
The debate about “whether designers should code” is another that has rumbled on for years. When designing a digital product, we should, at the very least, design for a best- and worst-case scenario when it comes to content. To do this in a graphics-based software package is far from ideal. In code, we can add longer sentences, more radio buttons, and extra tabs, and watch in real time as the design adapts. Does it still work? Is the design too reliant on the current content?
Personally, I look forward to the day intrinsic design is the standard for design, when a design component can be truly flexible and adapt to both its space and content with no reliance on device or container dimensions.
Content firstContent is not constant. After all, to design for the unknown or unexpected we need to account for content changes like our earlier Subgrid card example that allowed the cards to respond to adjustments to their own content and the content of sibling elements.
Thankfully, there’s more to CSS than layout, and plenty of properties and values can help us put content first. Subgrid and pseudo-elements like ::first-line
and ::first-letter
help to separate design from markup so we can create designs that allow for changes.
Instead of old markup hacks like this—
<p>
<span class="first-line">First line of text with different styling</span>...
</p>
—we can target content based on where it appears.
.element::first-line {
font-size: 1.4em;
}
.element::first-letter {
color: red;
}
Much bigger additions to CSS include logical properties, which change the way we construct designs using logical dimensions (start and end) instead of physical ones (left and right), something CSS Grid also does with functions like min()
, max()
,
and clamp()
.
This flexibility allows for directional changes according to content, a common requirement when we need to present content in multiple languages. In the past, this was often achieved with Sass mixins but was often limited to switching from left-to-right to right-to-left orientation.
In the Sass version, directional variables need to be set.
$direction: rtl;
$opposite-direction: ltr;
$start-direction: right;
$end-direction: left;
These variables can be used as values—
body {
direction: $direction;
text-align: $start-direction;
}
—or as properties.
margin-#{$end-direction}: 10px;
padding-#{$start-direction}: 10px;
However, now we have native logical properties, removing the reliance on both Sass (or a similar tool) and pre-planning that necessitated using variables throughout a codebase. These properties also start to break apart the tight coupling between a design and strict physical dimensions, creating more flexibility for changes in language and in direction.
margin-block-end: 10px;
padding-block-start: 10px;
There are also native start and end values for properties like text-align
, which means we can replace text-align: right
with text-align: start
.
Like the earlier examples, these properties help to build out designs that aren’t constrained to one language; the design will reflect the content’s needs.
Fixed and fluidWe briefly covered the power of combining fixed widths with fluid widths with intrinsic layouts. The min()
and max()
functions are a similar concept, allowing you to specify a fixed value with a flexible alternative.
For min()
this means setting a fluid minimum value and a maximum fixed value.
.element {
width: min(50%, 300px);
}
The element in the figure above will be 50% of its container as long as the element’s width doesn’t exceed 300px.
For max()
we can set a flexible max value and a minimum fixed value.
.element {
width: max(50%, 300px);
}
Now the element will be 50% of its container as long as the element’s width is at least 300px. This means we can set limits but allow content to react to the available space.
The clamp()
function builds on this by allowing us to set a preferred value with a third parameter. Now we can allow the element to shrink or grow if it needs to without getting to a point where it becomes unusable.
.element {
width: clamp(300px, 50%, 600px);
}
This time, the element’s width will be 50% (the preferred value) of its container but never less than 300px and never more than 600px.
With these techniques, we have a content-first approach to responsive design. We can separate content from markup, meaning the changes users make will not affect the design. We can start to future-proof designs by planning for unexpected changes in language or direction. And we can increase flexibility by setting desired dimensions alongside flexible alternatives, allowing for more or less content to be displayed correctly.
Situation firstThanks to what we’ve discussed so far, we can cover device flexibility by changing our approach, designing around content and space instead of catering to devices. But what about that last bit of Jeffrey Zeldman’s quote, “...situations you haven’t imagined”?
It’s a very different thing to design for someone seated at a desktop computer as opposed to someone using a mobile phone and moving through a crowded street in glaring sunshine. Situations and environments are hard to plan for or predict because they change as people react to their own unique challenges and tasks.
This is why choice is so important. One size never fits all, so we need to design for multiple scenarios to create equal experiences for all our users.
Thankfully, there is a lot we can do to provide choice.
Responsible design“There are parts of the world where mobile data is prohibitively expensive, and where there is little or no broadband infrastructure.”
“I Used the Web for a Day on a 50 MB Budget”
Chris Ashton
One of the biggest assumptions we make is that people interacting with our designs have a good wifi connection and a wide screen monitor. But in the real world, our users may be commuters traveling on trains or other forms of transport using smaller mobile devices that can experience drops in connectivity. There is nothing more frustrating than a web page that won’t load, but there are ways we can help users use less data or deal with sporadic connectivity.
The srcset
attribute allows the browser to decide which image to serve. This means we can create smaller ‘cropped’ images to display on mobile devices in turn using less bandwidth and less data.
<img
src="image-file.jpg"
srcset="large.jpg 1024w,
medium.jpg 640w,
small.jpg 320w"
alt="Image alt text" />
The preload
attribute can also help us to think about how and when media is downloaded. It can be used to tell a browser about any critical assets that need to be downloaded with high priority, improving perceived performance and the user experience.
<link rel="stylesheet" href="style.css"> <!--Standard stylesheet markup-->
<link rel="preload" href="style.css" as="style"> <!--Preload stylesheet markup-->
There’s also native lazy loading, which indicates assets that should only be downloaded when they are needed.
<img src="image.png" loading="lazy" alt="…">
With srcset
, preload
, and lazy loading, we can start to tailor a user’s experience based on the situation they find themselves in. What none of this does, however, is allow the user themselves to decide what they want downloaded, as the decision is usually the browser’s to make.
So how can we put users in control?
The return of media queriesMedia queries have always been about much more than device sizes. They allow content to adapt to different situations, with screen size being just one of them.
We’ve long been able to check for media types like print and speech and features such as hover, resolution, and color. These checks allow us to provide options that suit more than one scenario; it’s less about one-size-fits-all and more about serving adaptable content.
As of this writing, the Media Queries Level 5 spec is still under development. It introduces some really exciting queries that in the future will help us design for multiple other unexpected situations.
For example, there’s a light-level feature that allows you to modify styles if a user is in sunlight or darkness. Paired with custom properties, these features allow us to quickly create designs or themes for specific environments.
@media (light-level: normal) {
--background-color: #fff;
--text-color: #0b0c0c;
}
@media (light-level: dim) {
--background-color: #efd226;
--text-color: #0b0c0c;
}
Another key feature of the Level 5 spec is personalization. Instead of creating designs that are the same for everyone, users can choose what works for them. This is achieved by using features like prefers-reduced-data
, prefers-color-scheme
, and prefers-reduced-motion
, the latter two of which already enjoy broad browser support. These features tap into preferences set via the operating system or browser so people don’t have to spend time making each site they visit more usable.
Media queries like this go beyond choices made by a browser to grant more control to the user.
Expect the unexpectedIn the end, the one thing we should always expect is for things to change. Devices in particular change faster than we can keep up, with foldable screens already on the market.
We can’t design the same way we have for this ever-changing landscape, but we can design for content. By putting content first and allowing that content to adapt to whatever space surrounds it, we can create more robust, flexible designs that increase the longevity of our products.
A lot of the CSS discussed here is about moving away from layouts and putting content at the heart of design. From responsive components to fixed and fluid units, there is so much more we can do to take a more intrinsic approach. Even better, we can test these techniques during the design phase by designing in-browser and watching how our designs adapt in real-time.
When it comes to unexpected situations, we need to make sure our products are usable when people need them, whenever and wherever that might be. We can move closer to achieving this by involving users in our design decisions, by creating choice via browsers, and by giving control to our users with user-preference-based media queries.
Good design for the unexpected should allow for change, provide choice, and give control to those we serve: our users themselves.
Asynchronous Design Critique: Getting Feedback
“Any comment?” is probably one of the worst ways to ask for feedback. It’s vague and open ended, and it doesn’t provide any indication of what we’re looking for. Getting good feedback starts earlier than we might expect: it starts with the request.
It might seem counterintuitive to start the process of receiving feedback with a question, but that makes sense if we realize that getting feedback can be thought of as a form of design research. In the same way that we wouldn’t do any research without the right questions to get the insights that we need, the best way to ask for feedback is also to craft sharp questions.
Design critique is not a one-shot process. Sure, any good feedback workflow continues until the project is finished, but this is particularly true for design because design work continues iteration after iteration, from a high level to the finest details. Each level needs its own set of questions.
And finally, as with any good research, we need to review what we got back, get to the core of its insights, and take action. Question, iteration, and review. Let’s look at each of those.
The questionBeing open to feedback is essential, but we need to be precise about what we’re looking for. Just saying “Any comment?”, “What do you think?”, or “I’d love to get your opinion” at the end of a presentation—whether it’s in person, over video, or through a written post—is likely to get a number of varied opinions or, even worse, get everyone to follow the direction of the first person who speaks up. And then... we get frustrated because vague questions like those can turn a high-level flows review into people instead commenting on the borders of buttons. Which might be a hearty topic, so it might be hard at that point to redirect the team to the subject that you had wanted to focus on.
But how do we get into this situation? It’s a mix of factors. One is that we don’t usually consider asking as a part of the feedback process. Another is how natural it is to just leave the question implied, expecting the others to be on the same page. Another is that in nonprofessional discussions, there’s often no need to be that precise. In short, we tend to underestimate the importance of the questions, so we don’t work on improving them.
The act of asking good questions guides and focuses the critique. It’s also a form of consent: it makes it clear that you’re open to comments and what kind of comments you’d like to get. It puts people in the right mental state, especially in situations when they weren’t expecting to give feedback.
There isn’t a single best way to ask for feedback. It just needs to be specific, and specificity can take many shapes. A model for design critique that I’ve found particularly useful in my coaching is the one of stage versus depth.
“Stage” refers to each of the steps of the process—in our case, the design process. In progressing from user research to the final design, the kind of feedback evolves. But within a single step, one might still review whether some assumptions are correct and whether there’s been a proper translation of the amassed feedback into updated designs as the project has evolved. A starting point for potential questions could derive from the layers of user experience. What do you want to know: Project objectives? User needs? Functionality? Content? Interaction design? Information architecture? UI design? Navigation design? Visual design? Branding?
Here’re a few example questions that are precise and to the point that refer to different layers:
- Functionality: Is automating account creation desirable?
- Interaction design: Take a look through the updated flow and let me know whether you see any steps or error states that I might’ve missed.
- Information architecture: We have two competing bits of information on this page. Is the structure effective in communicating them both?
- UI design: What are your thoughts on the error counter at the top of the page that makes sure that you see the next error, even if the error is out of the viewport?
- Navigation design: From research, we identified these second-level navigation items, but once you’re on the page, the list feels too long and hard to navigate. Are there any suggestions to address this?
- Visual design: Are the sticky notifications in the bottom-right corner visible enough?
The other axis of specificity is about how deep you’d like to go on what’s being presented. For example, we might have introduced a new end-to-end flow, but there was a specific view that you found particularly challenging and you’d like a detailed review of that. This can be especially useful from one iteration to the next where it’s important to highlight the parts that have changed.
There are other things that we can consider when we want to achieve more specific—and more effective—questions.
A simple trick is to remove generic qualifiers from your questions like “good,” “well,” “nice,” “bad,” “okay,” and “cool.” For example, asking, “When the block opens and the buttons appear, is this interaction good?” might look specific, but you can spot the “good” qualifier, and convert it to an even better question: “When the block opens and the buttons appear, is it clear what the next action is?”
Sometimes we actually do want broad feedback. That’s rare, but it can happen. In that sense, you might still make it explicit that you’re looking for a wide range of opinions, whether at a high level or with details. Or maybe just say, “At first glance, what do you think?” so that it’s clear that what you’re asking is open ended but focused on someone’s impression after their first five seconds of looking at it.
Sometimes the project is particularly expansive, and some areas may have already been explored in detail. In these situations, it might be useful to explicitly say that some parts are already locked in and aren’t open to feedback. It’s not something that I’d recommend in general, but I’ve found it useful to avoid falling again into rabbit holes of the sort that might lead to further refinement but aren’t what’s most important right now.
Asking specific questions can completely change the quality of the feedback that you receive. People with less refined critique skills will now be able to offer more actionable feedback, and even expert designers will welcome the clarity and efficiency that comes from focusing only on what’s needed. It can save a lot of time and frustration.
The iterationDesign iterations are probably the most visible part of the design work, and they provide a natural checkpoint for feedback. Yet a lot of design tools with inline commenting tend to show changes as a single fluid stream in the same file, and those types of design tools make conversations disappear once they’re resolved, update shared UI components automatically, and compel designs to always show the latest version—unless these would-be helpful features were to be manually turned off. The implied goal that these design tools seem to have is to arrive at just one final copy with all discussions closed, probably because they inherited patterns from how written documents are collaboratively edited. That’s probably not the best way to approach design critiques, but even if I don’t want to be too prescriptive here: that could work for some teams.
The asynchronous design-critique approach that I find most effective is to create explicit checkpoints for discussion. I’m going to use the term iteration post for this. It refers to a write-up or presentation of the design iteration followed by a discussion thread of some kind. Any platform that can accommodate this structure can use this. By the way, when I refer to a “write-up or presentation,” I’m including video recordings or other media too: as long as it’s asynchronous, it works.
Using iteration posts has many advantages:
- It creates a rhythm in the design work so that the designer can review feedback from each iteration and prepare for the next.
- It makes decisions visible for future review, and conversations are likewise always available.
- It creates a record of how the design changed over time.
- Depending on the tool, it might also make it easier to collect feedback and act on it.
These posts of course don’t mean that no other feedback approach should be used, just that iteration posts could be the primary rhythm for a remote design team to use. And other feedback approaches (such as live critique, pair designing, or inline comments) can build from there.
I don’t think there’s a standard format for iteration posts. But there are a few high-level elements that make sense to include as a baseline:
- The goal
- The design
- The list of changes
- The questions
Each project is likely to have a goal, and hopefully it’s something that’s already been summarized in a single sentence somewhere else, such as the client brief, the product manager’s outline, or the project owner’s request. So this is something that I’d repeat in every iteration post—literally copy and pasting it. The idea is to provide context and to repeat what’s essential to make each iteration post complete so that there’s no need to find information spread across multiple posts. If I want to know about the latest design, the latest iteration post will have all that I need.
This copy-and-paste part introduces another relevant concept: alignment comes from repetition. So having posts that repeat information is actually very effective toward making sure that everyone is on the same page.
The design is then the actual series of information-architecture outlines, diagrams, flows, maps, wireframes, screens, visuals, and any other kind of design work that’s been done. In short, it’s any design artifact. For the final stages of work, I prefer the term blueprint to emphasize that I’ll be showing full flows instead of individual screens to make it easier to understand the bigger picture.
It can also be useful to label the artifacts with clear titles because that can make it easier to refer to them. Write the post in a way that helps people understand the work. It’s not too different from organizing a good live presentation.
For an efficient discussion, you should also include a bullet list of the changes from the previous iteration to let people focus on what’s new, which can be especially useful for larger pieces of work where keeping track, iteration after iteration, could become a challenge.
And finally, as noted earlier, it’s essential that you include a list of the questions to drive the design critique in the direction you want. Doing this as a numbered list can also help make it easier to refer to each question by its number.
Not all iterations are the same. Earlier iterations don’t need to be as tightly focused—they can be more exploratory and experimental, maybe even breaking some of the design-language guidelines to see what’s possible. Then later, the iterations start settling on a solution and refining it until the design process reaches its end and the feature ships.
I want to highlight that even if these iteration posts are written and conceived as checkpoints, by no means do they need to be exhaustive. A post might be a draft—just a concept to get a conversation going—or it could be a cumulative list of each feature that was added over the course of each iteration until the full picture is done.
Over time, I also started using specific labels for incremental iterations: i1, i2, i3, and so on. This might look like a minor labelling tip, but it can help in multiple ways:
- Unique—It’s a clear unique marker. Within each project, one can easily say, “This was discussed in i4,” and everyone knows where they can go to review things.
- Unassuming—It works like versions (such as v1, v2, and v3) but in contrast, versions create the impression of something that’s big, exhaustive, and complete. Iterations must be able to be exploratory, incomplete, partial.
- Future proof—It resolves the “final” naming problem that you can run into with versions. No more files named “final final complete no-really-its-done.” Within each project, the largest number always represents the latest iteration.
To mark when a design is complete enough to be worked on, even if there might be some bits still in need of attention and in turn more iterations needed, the wording release candidate (RC) could be used to describe it: “with i8, we reached RC” or “i12 is an RC.”
The reviewWhat usually happens during a design critique is an open discussion, with a back and forth between people that can be very productive. This approach is particularly effective during live, synchronous feedback. But when we work asynchronously, it’s more effective to use a different approach: we can shift to a user-research mindset. Written feedback from teammates, stakeholders, or others can be treated as if it were the result of user interviews and surveys, and we can analyze it accordingly.
This shift has some major benefits that make asynchronous feedback particularly effective, especially around these friction points:
- It removes the pressure to reply to everyone.
- It reduces the frustration from swoop-by comments.
- It lessens our personal stake.
The first friction point is feeling a pressure to reply to every single comment. Sometimes we write the iteration post, and we get replies from our team. It’s just a few of them, it’s easy, and it doesn’t feel like a problem. But other times, some solutions might require more in-depth discussions, and the amount of replies can quickly increase, which can create a tension between trying to be a good team player by replying to everyone and doing the next design iteration. This might be especially true if the person who’s replying is a stakeholder or someone directly involved in the project who we feel that we need to listen to. We need to accept that this pressure is absolutely normal, and it’s human nature to try to accommodate people who we care about. Sometimes replying to all comments can be effective, but if we treat a design critique more like user research, we realize that we don’t have to reply to every comment, and in asynchronous spaces, there are alternatives:
- One is to let the next iteration speak for itself. When the design evolves and we post a follow-up iteration, that’s the reply. You might tag all the people who were involved in the previous discussion, but even that’s a choice, not a requirement.
- Another is to briefly reply to acknowledge each comment, such as “Understood. Thank you,” “Good points—I’ll review,” or “Thanks. I’ll include these in the next iteration.” In some cases, this could also be just a single top-level comment along the lines of “Thanks for all the feedback everyone—the next iteration is coming soon!”
- Another is to provide a quick summary of the comments before moving on. Depending on your workflow, this can be particularly useful as it can provide a simplified checklist that you can then use for the next iteration.
The second friction point is the swoop-by comment, which is the kind of feedback that comes from someone outside the project or team who might not be aware of the context, restrictions, decisions, or requirements—or of the previous iterations’ discussions. On their side, there’s something that one can hope that they might learn: they could start to acknowledge that they’re doing this and they could be more conscious in outlining where they’re coming from. Swoop-by comments often trigger the simple thought “We’ve already discussed this…”, and it can be frustrating to have to repeat the same reply over and over.
Let’s begin by acknowledging again that there’s no need to reply to every comment. If, however, replying to a previously litigated point might be useful, a short reply with a link to the previous discussion for extra details is usually enough. Remember, alignment comes from repetition, so it’s okay to repeat things sometimes!
Swoop-by commenting can still be useful for two reasons: they might point out something that still isn’t clear, and they also have the potential to stand in for the point of view of a user who’s seeing the design for the first time. Sure, you’ll still be frustrated, but that might at least help in dealing with it.
The third friction point is the personal stake we could have with the design, which could make us feel defensive if the review were to feel more like a discussion. Treating feedback as user research helps us create a healthy distance between the people giving us feedback and our ego (because yes, even if we don’t want to admit it, it’s there). And ultimately, treating everything in aggregated form allows us to better prioritize our work.
Always remember that while you need to listen to stakeholders, project owners, and specific advice, you don’t have to accept every piece of feedback. You have to analyze it and make a decision that you can justify, but sometimes “no” is the right answer.
As the designer leading the project, you’re in charge of that decision. Ultimately, everyone has their specialty, and as the designer, you’re the one who has the most knowledge and the most context to make the right decision. And by listening to the feedback that you’ve received, you’re making sure that it’s also the best and most balanced decision.
Thanks to Brie Anne Demkiw and Mike Shelton for reviewing the first draft of this article.
Asynchronous Design Critique: Giving Feedback
Feedback, in whichever form it takes, and whatever it may be called, is one of the most effective soft skills that we have at our disposal to collaboratively get our designs to a better place while growing our own skills and perspectives.
Feedback is also one of the most underestimated tools, and often by assuming that we’re already good at it, we settle, forgetting that it’s a skill that can be trained, grown, and improved. Poor feedback can create confusion in projects, bring down morale, and affect trust and team collaboration over the long term. Quality feedback can be a transformative force.
Practicing our skills is surely a good way to improve, but the learning gets even faster when it’s paired with a good foundation that channels and focuses the practice. What are some foundational aspects of giving good feedback? And how can feedback be adjusted for remote and distributed work environments?
On the web, we can identify a long tradition of asynchronous feedback: from the early days of open source, code was shared and discussed on mailing lists. Today, developers engage on pull requests, designers comment in their favorite design tools, project managers and scrum masters exchange ideas on tickets, and so on.
Design critique is often the name used for a type of feedback that’s provided to make our work better, collaboratively. So it shares a lot of the principles with feedback in general, but it also has some differences.
The contentThe foundation of every good critique is the feedback’s content, so that’s where we need to start. There are many models that you can use to shape your content. The one that I personally like best—because it’s clear and actionable—is this one from Lara Hogan.
While this equation is generally used to give feedback to people, it also fits really well in a design critique because it ultimately answers some of the core questions that we work on: What? Where? Why? How? Imagine that you’re giving some feedback about some design work that spans multiple screens, like an onboarding flow: there are some pages shown, a flow blueprint, and an outline of the decisions made. You spot something that could be improved. If you keep the three elements of the equation in mind, you’ll have a mental model that can help you be more precise and effective.
Here is a comment that could be given as a part of some feedback, and it might look reasonable at a first glance: it seems to superficially fulfill the elements in the equation. But does it?
Not sure about the buttons’ styles and hierarchy—it feels off. Can you change them?
Observation for design feedback doesn’t just mean pointing out which part of the interface your feedback refers to, but it also refers to offering a perspective that’s as specific as possible. Are you providing the user’s perspective? Your expert perspective? A business perspective? The project manager’s perspective? A first-time user’s perspective?
When I see these two buttons, I expect one to go forward and one to go back.
Impact is about the why. Just pointing out a UI element might sometimes be enough if the issue may be obvious, but more often than not, you should add an explanation of what you’re pointing out.
When I see these two buttons, I expect one to go forward and one to go back. But this is the only screen where this happens, as before we just used a single button and an “×” to close. This seems to be breaking the consistency in the flow.
The question approach is meant to provide open guidance by eliciting the critical thinking in the designer receiving the feedback. Notably, in Lara’s equation she provides a second approach: request, which instead provides guidance toward a specific solution. While that’s a viable option for feedback in general, for design critiques, in my experience, defaulting to the question approach usually reaches the best solutions because designers are generally more comfortable in being given an open space to explore.
The difference between the two can be exemplified with, for the question approach:
When I see these two buttons, I expect one to go forward and one to go back. But this is the only screen where this happens, as before we just used a single button and an “×” to close. This seems to be breaking the consistency in the flow. Would it make sense to unify them?
Or, for the request approach:
When I see these two buttons, I expect one to go forward and one to go back. But this is the only screen where this happens, as before we just used a single button and an “×” to close. This seems to be breaking the consistency in the flow. Let’s make sure that all screens have the same pair of forward and back buttons.
At this point in some situations, it might be useful to integrate with an extra why: why you consider the given suggestion to be better.
When I see these two buttons, I expect one to go forward and one to go back. But this is the only screen where this happens, as before we just used a single button and an “×” to close. This seems to be breaking the consistency in the flow. Let’s make sure that all screens have the same two forward and back buttons so that users don’t get confused.
Choosing the question approach or the request approach can also at times be a matter of personal preference. A while ago, I was putting a lot of effort into improving my feedback: I did rounds of anonymous feedback, and I reviewed feedback with other people. After a few rounds of this work and a year later, I got a positive response: my feedback came across as effective and grounded. Until I changed teams. To my shock, my next round of feedback from one specific person wasn’t that great. The reason is that I had previously tried not to be prescriptive in my advice—because the people who I was previously working with preferred the open-ended question format over the request style of suggestions. But now in this other team, there was one person who instead preferred specific guidance. So I adapted my feedback for them to include requests.
One comment that I heard come up a few times is that this kind of feedback is quite long, and it doesn’t seem very efficient. No… but also yes. Let’s explore both sides.
No, this style of feedback is actually efficient because the length here is a byproduct of clarity, and spending time giving this kind of feedback can provide exactly enough information for a good fix. Also if we zoom out, it can reduce future back-and-forth conversations and misunderstandings, improving the overall efficiency and effectiveness of collaboration beyond the single comment. Imagine that in the example above the feedback were instead just, “Let’s make sure that all screens have the same two forward and back buttons.” The designer receiving this feedback wouldn’t have much to go by, so they might just apply the change. In later iterations, the interface might change or they might introduce new features—and maybe that change might not make sense anymore. Without the why, the designer might imagine that the change is about consistency… but what if it wasn’t? So there could now be an underlying concern that changing the buttons would be perceived as a regression.
Yes, this style of feedback is not always efficient because the points in some comments don’t always need to be exhaustive, sometimes because certain changes may be obvious (“The font used doesn’t follow our guidelines”) and sometimes because the team may have a lot of internal knowledge such that some of the whys may be implied.
So the equation above isn’t meant to suggest a strict template for feedback but a mnemonic to reflect and improve the practice. Even after years of active work on my critiques, I still from time to time go back to this formula and reflect on whether what I just wrote is effective.
The toneWell-grounded content is the foundation of feedback, but that’s not really enough. The soft skills of the person who’s providing the critique can multiply the likelihood that the feedback will be well received and understood. Tone alone can make the difference between content that’s rejected or welcomed, and it’s been demonstrated that only positive feedback creates sustained change in people.
Since our goal is to be understood and to have a positive working environment, tone is essential to work on. Over the years, I’ve tried to summarize the required soft skills in a formula that mirrors the one for content: the receptivity equation.
Respectful feedback comes across as grounded, solid, and constructive. It’s the kind of feedback that, whether it’s positive or negative, is perceived as useful and fair.
Timing refers to when the feedback happens. To-the-point feedback doesn’t have much hope of being well received if it’s given at the wrong time. Questioning the entire high-level information architecture of a new feature when it’s about to ship might still be relevant if that questioning highlights a major blocker that nobody saw, but it’s way more likely that those concerns will have to wait for a later rework. So in general, attune your feedback to the stage of the project. Early iteration? Late iteration? Polishing work in progress? These all have different needs. The right timing will make it more likely that your feedback will be well received.
Attitude is the equivalent of intent, and in the context of person-to-person feedback, it can be referred to as radical candor. That means checking before we write to see whether what we have in mind will truly help the person and make the project better overall. This might be a hard reflection at times because maybe we don’t want to admit that we don’t really appreciate that person. Hopefully that’s not the case, but that can happen, and that’s okay. Acknowledging and owning that can help you make up for that: how would I write if I really cared about them? How can I avoid being passive aggressive? How can I be more constructive?
Form is relevant especially in a diverse and cross-cultural work environments because having great content, perfect timing, and the right attitude might not come across if the way that we write creates misunderstandings. There might be many reasons for this: sometimes certain words might trigger specific reactions; sometimes nonnative speakers might not understand all the nuances of some sentences; sometimes our brains might just be different and we might perceive the world differently—neurodiversity must be taken into consideration. Whatever the reason, it’s important to review not just what we write but how.
A few years back, I was asking for some feedback on how I give feedback. I received some good advice but also a comment that surprised me. They pointed out that when I wrote “Oh, […],” I made them feel stupid. That wasn’t my intent! I felt really bad, and I just realized that I provided feedback to them for months, and every time I might have made them feel stupid. I was horrified… but also thankful. I made a quick fix: I added “oh” in my list of replaced words (your choice between: macOS’s text replacement, aText, TextExpander, or others) so that when I typed “oh,” it was instantly deleted.
Something to highlight because it’s quite frequent—especially in teams that have a strong group spirit—is that people tend to beat around the bush. It’s important to remember here that a positive attitude doesn’t mean going light on the feedback—it just means that even when you provide hard, difficult, or challenging feedback, you do so in a way that’s respectful and constructive. The nicest thing that you can do for someone is to help them grow.
We have a great advantage in giving feedback in written form: it can be reviewed by another person who isn’t directly involved, which can help to reduce or remove any bias that might be there. I found that the best, most insightful moments for me have happened when I’ve shared a comment and I’ve asked someone who I highly trusted, “How does this sound?,” “How can I do it better,” and even “How would you have written it?”—and I’ve learned a lot by seeing the two versions side by side.
The formatAsynchronous feedback also has a major inherent advantage: we can take more time to refine what we’ve written to make sure that it fulfills two main goals: the clarity of communication and the actionability of the suggestions.
Let’s imagine that someone shared a design iteration for a project. You are reviewing it and leaving a comment. There are many ways to do this, and of course context matters, but let’s try to think about some elements that may be useful to consider.
In terms of clarity, start by grounding the critique that you’re about to give by providing context. Specifically, this means describing where you’re coming from: do you have a deep knowledge of the project, or is this the first time that you’re seeing it? Are you coming from a high-level perspective, or are you figuring out the details? Are there regressions? Which user’s perspective are you taking when providing your feedback? Is the design iteration at a point where it would be okay to ship this, or are there major things that need to be addressed first?
Providing context is helpful even if you’re sharing feedback within a team that already has some information on the project. And context is absolutely essential when giving cross-team feedback. If I were to review a design that might be indirectly related to my work, and if I had no knowledge about how the project arrived at that point, I would say so, highlighting my take as external.
We often focus on the negatives, trying to outline all the things that could be done better. That’s of course important, but it’s just as important—if not more—to focus on the positives, especially if you saw progress from the previous iteration. This might seem superfluous, but it’s important to keep in mind that design is a discipline where there are hundreds of possible solutions for every problem. So pointing out that the design solution that was chosen is good and explaining why it’s good has two major benefits: it confirms that the approach taken was solid, and it helps to ground your negative feedback. In the longer term, sharing positive feedback can help prevent regressions on things that are going well because those things will have been highlighted as important. As a bonus, positive feedback can also help reduce impostor syndrome.
There’s one powerful approach that combines both context and a focus on the positives: frame how the design is better than the status quo (compared to a previous iteration, competitors, or benchmarks) and why, and then on that foundation, you can add what could be improved. This is powerful because there’s a big difference between a critique that’s for a design that’s already in good shape and a critique that’s for a design that isn’t quite there yet.
Another way that you can improve your feedback is to depersonalize the feedback: the comments should always be about the work, never about the person who made it. It’s “This button isn’t well aligned” versus “You haven’t aligned this button well.” This is very easy to change in your writing by reviewing it just before sending.
In terms of actionability, one of the best approaches to help the designer who’s reading through your feedback is to split it into bullet points or paragraphs, which are easier to review and analyze one by one. For longer pieces of feedback, you might also consider splitting it into sections or even across multiple comments. Of course, adding screenshots or signifying markers of the specific part of the interface you’re referring to can also be especially useful.
One approach that I’ve personally used effectively in some contexts is to enhance the bullet points with four markers using emojis. So a red square 🟥 means that it’s something that I consider blocking; a yellow diamond 🔶 is something that I can be convinced otherwise, but it seems to me that it should be changed; and a green circle 🟢 is a detailed, positive confirmation. I also use a blue spiral 🌀 for either something that I’m not sure about, an exploration, an open alternative, or just a note. But I’d use this approach only on teams where I’ve already established a good level of trust because if it happens that I have to deliver a lot of red squares, the impact could be quite demoralizing, and I’d reframe how I’d communicate that a bit.
Let’s see how this would work by reusing the example that we used earlier as the first bullet point in this list:
- 🔶 Navigation—When I see these two buttons, I expect one to go forward and one to go back. But this is the only screen where this happens, as before we just used a single button and an “×” to close. This seems to be breaking the consistency in the flow. Let’s make sure that all screens have the same two forward and back buttons so that users don’t get confused.
- 🟢 Overall—I think the page is solid, and this is good enough to be our release candidate for a version 1.0.
- 🟢 Metrics—Good improvement in the buttons on the metrics area; the improved contrast and new focus style make them more accessible.
- 🟥 Button Style—Using the green accent in this context creates the impression that it’s a positive action because green is usually perceived as a confirmation color. Do we need to explore a different color?
- 🔶Tiles—Given the number of items on the page, and the overall page hierarchy, it seems to me that the tiles shouldn’t be using the Subtitle 1 style but the Subtitle 2 style. This will keep the visual hierarchy more consistent.
- 🌀 Background—Using a light texture works well, but I wonder whether it adds too much noise in this kind of page. What is the thinking in using that?
What about giving feedback directly in Figma or another design tool that allows in-place feedback? In general, I find these difficult to use because they hide discussions and they’re harder to track, but in the right context, they can be very effective. Just make sure that each of the comments is separate so that it’s easier to match each discussion to a single task, similar to the idea of splitting mentioned above.
One final note: say the obvious. Sometimes we might feel that something is obviously good or obviously wrong, and so we don’t say it. Or sometimes we might have a doubt that we don’t express because the question might sound stupid. Say it—that’s okay. You might have to reword it a little bit to make the reader feel more comfortable, but don’t hold it back. Good feedback is transparent, even when it may be obvious.
There’s another advantage of asynchronous feedback: written feedback automatically tracks decisions. Especially in large projects, “Why did we do this?” could be a question that pops up from time to time, and there’s nothing better than open, transparent discussions that can be reviewed at any time. For this reason, I recommend using software that saves these discussions, without hiding them once they are resolved.
Content, tone, and format. Each one of these subjects provides a useful model, but working to improve eight areas—observation, impact, question, timing, attitude, form, clarity, and actionability—is a lot of work to put in all at once. One effective approach is to take them one by one: first identify the area that you lack the most (either from your perspective or from feedback from others) and start there. Then the second, then the third, and so on. At first you’ll have to put in extra time for every piece of feedback that you give, but after a while, it’ll become second nature, and your impact on the work will multiply.
Thanks to Brie Anne Demkiw and Mike Shelton for reviewing the first draft of this article.