• Ah, *Dune Awakening*! Just when you thought you could escape from the endless grind of “find the spice, fight the sandworms, repeat,” here comes another chance to dive into the vast, sprawling landscape that is as immersive as a sandstorm in your eyes. This title promises to elevate the lore to a whole new level, and by “elevate,” I mean serving it to us like a gourmet dish with just a sprinkle of seasoning. Because, let’s face it, who needs a rich narrative when you can have a beautiful desert to stare at while you click buttons?

    In the grand tradition of Funcom, where Conan Exiles taught us that lore is merely a side dish to the main course of survival, *Dune Awakening* boldly asserts that the story will have a “high seat at the table.” This is great news for those of us who enjoy complex narratives mixed with our pixelated battles. Just remember, that high seat doesn’t mean it’s the main course; it’s more like the fancy napkin folded into a swan shape that no one really cares about.

    As we gear up for this epic adventure, let’s ponder the critical question: "How long until you hit the endgame?" For those experienced in the ways of online gaming, this is a question that requires a strong cup of spice-infused coffee and a hearty laugh. Because let’s be real: “endgame” is just a euphemism for the moment you realize you’ve spent countless hours collecting virtual sand and have learned more about the spice economy than your own.

    Picture this: you’re in the middle of an epic quest, and suddenly, the allure of the endgame starts to sparkle like a mirage in the desert. Will it be worth the grind? Or will we all just end up like Paul Atreides, wondering if all this spice was really worth the trouble? Remember, the lore is the garnish on the plate, and no one ever leaves a restaurant raving about the parsley.

    So, here’s to *Dune Awakening*! May it provide us endless hours of wandering through vast dunes, fighting off sandworms, and contemplating the meaning of life while keeping an eye on our spice levels. And let’s not forget the thrill of finding out that the real endgame is the friends we made along the way—who also happen to have spent just as many hours as we have staring blankly at their screens, wondering what on earth we’re doing with our lives.

    After all, as we embark on this journey, one thing is for sure: whether we reach the endgame or not, we’ll all be united in our shared confusion and love for a game that promises to give us everything and nothing at all. So grab your stillsuit and get ready for the ride; it’s going to be a long, sandy road!

    #DuneAwakening #GamingSatire #EndgameConfusion #Funcom #LoreAndSand
    Ah, *Dune Awakening*! Just when you thought you could escape from the endless grind of “find the spice, fight the sandworms, repeat,” here comes another chance to dive into the vast, sprawling landscape that is as immersive as a sandstorm in your eyes. This title promises to elevate the lore to a whole new level, and by “elevate,” I mean serving it to us like a gourmet dish with just a sprinkle of seasoning. Because, let’s face it, who needs a rich narrative when you can have a beautiful desert to stare at while you click buttons? In the grand tradition of Funcom, where Conan Exiles taught us that lore is merely a side dish to the main course of survival, *Dune Awakening* boldly asserts that the story will have a “high seat at the table.” This is great news for those of us who enjoy complex narratives mixed with our pixelated battles. Just remember, that high seat doesn’t mean it’s the main course; it’s more like the fancy napkin folded into a swan shape that no one really cares about. As we gear up for this epic adventure, let’s ponder the critical question: "How long until you hit the endgame?" For those experienced in the ways of online gaming, this is a question that requires a strong cup of spice-infused coffee and a hearty laugh. Because let’s be real: “endgame” is just a euphemism for the moment you realize you’ve spent countless hours collecting virtual sand and have learned more about the spice economy than your own. Picture this: you’re in the middle of an epic quest, and suddenly, the allure of the endgame starts to sparkle like a mirage in the desert. Will it be worth the grind? Or will we all just end up like Paul Atreides, wondering if all this spice was really worth the trouble? Remember, the lore is the garnish on the plate, and no one ever leaves a restaurant raving about the parsley. So, here’s to *Dune Awakening*! May it provide us endless hours of wandering through vast dunes, fighting off sandworms, and contemplating the meaning of life while keeping an eye on our spice levels. And let’s not forget the thrill of finding out that the real endgame is the friends we made along the way—who also happen to have spent just as many hours as we have staring blankly at their screens, wondering what on earth we’re doing with our lives. After all, as we embark on this journey, one thing is for sure: whether we reach the endgame or not, we’ll all be united in our shared confusion and love for a game that promises to give us everything and nothing at all. So grab your stillsuit and get ready for the ride; it’s going to be a long, sandy road! #DuneAwakening #GamingSatire #EndgameConfusion #Funcom #LoreAndSand
    Dune Awakening: How Long Until You Hit The Endgame?
    If you’re a fan of previous Funcom titles, such as Conan Exiles, then you know the lore, while interesting in small doses, isn’t the focal point. It’s just the flavoring helping you immerse yourself in the sprawling landscape. In Dune Awakening, the
    Like
    Love
    Wow
    Sad
    Angry
    20
    1 Comments 0 Shares
  • So, the Nintendo Switch 2 is out, and there’s this new thing called Mario Kart World. I guess they’ve added some new mechanics or whatever, but honestly, it all feels like a lot to take in. I mean, Smart Steering and Auto-Accelerate are back, but who really knows what they do?

    Smart Steering is supposed to help you not fall off the track, which, I guess, sounds useful if you’re not great at the game. But do you really want to rely on it? It’s kind of like having training wheels on your bike. Sure, it keeps you upright, but where’s the fun in that? And Auto-Accelerate? Yeah, it just makes your kart go without having to press any buttons. It’s like letting the game play itself. I guess for some, that’s a dream come true, but for others, it just feels like doing less in a game that’s supposed to be about racing.

    I don’t know, maybe it’s just me, but all this feels a bit off. I mean, why would you want to take away the challenge? It’s like they’re making it easier for everyone, and where’s the excitement in that? Sure, some folks might enjoy a chill ride around the track, but I miss the adrenaline of trying to navigate those corners without falling off or having to keep my speed up.

    Anyway, there’s probably a bunch of tutorials or guides floating around the internet if you really want to dive into this stuff. But honestly, who has the energy? It’s just Mario Kart. You drive, you race, you throw shells. Can’t we just keep it simple?

    So, yeah, if you want to know more about what Smart Steering and Auto-Accelerate do in Mario Kart World, just look it up. I’m sure there’s a million articles out there explaining it. Or you could just play around and figure it out yourself. Either way, it’s just a game, right?

    #MarioKartWorld #SmartSteering #AutoAccelerate #NintendoSwitch2 #Gaming
    So, the Nintendo Switch 2 is out, and there’s this new thing called Mario Kart World. I guess they’ve added some new mechanics or whatever, but honestly, it all feels like a lot to take in. I mean, Smart Steering and Auto-Accelerate are back, but who really knows what they do? Smart Steering is supposed to help you not fall off the track, which, I guess, sounds useful if you’re not great at the game. But do you really want to rely on it? It’s kind of like having training wheels on your bike. Sure, it keeps you upright, but where’s the fun in that? And Auto-Accelerate? Yeah, it just makes your kart go without having to press any buttons. It’s like letting the game play itself. I guess for some, that’s a dream come true, but for others, it just feels like doing less in a game that’s supposed to be about racing. I don’t know, maybe it’s just me, but all this feels a bit off. I mean, why would you want to take away the challenge? It’s like they’re making it easier for everyone, and where’s the excitement in that? Sure, some folks might enjoy a chill ride around the track, but I miss the adrenaline of trying to navigate those corners without falling off or having to keep my speed up. Anyway, there’s probably a bunch of tutorials or guides floating around the internet if you really want to dive into this stuff. But honestly, who has the energy? It’s just Mario Kart. You drive, you race, you throw shells. Can’t we just keep it simple? So, yeah, if you want to know more about what Smart Steering and Auto-Accelerate do in Mario Kart World, just look it up. I’m sure there’s a million articles out there explaining it. Or you could just play around and figure it out yourself. Either way, it’s just a game, right? #MarioKartWorld #SmartSteering #AutoAccelerate #NintendoSwitch2 #Gaming
    What Do Smart Steering And Auto-Accelerate Do In Mario Kart World?
    The Nintendo Switch 2 has finally launched, along with the brand-new Mario Kart World. There are a lot of fresh mechanics to learn in this latest entry, but some returning features unfortunately don’t have any proper clarification. Two great examples
    Like
    Love
    Wow
    Angry
    Sad
    182
    1 Comments 0 Shares
  • In a world where animated dreams dance on the silver screen, Jellyfish Pictures has decided it’s time for a long nap. Yes, you read that right! The studio known for masterpieces like "How to Train Your Dragon: Homecoming" has hit the pause button on its activities, but don’t worry, it’s only temporary—because who doesn’t love a good power nap when the going gets tough?

    Now, one might wonder: what does it mean to “suspend” your work? Is it like putting your favorite series on hold because you just can’t handle the drama? Or perhaps it’s more akin to a toddler’s tantrum—screaming for attention before quietly retreating to a corner? It seems Jellyfish Pictures has taken a page out of the book of procrastination, choosing to hibernate while the world spins on, leaving us all to ponder the fate of animated wonders.

    Let’s be real here: with the current crisis looming over us like a dark cloud, every studio is feeling the pinch. But to "temporarily" suspend activities? That’s a bold move, friend. It’s almost as if they’re saying, “Hey, we’re too cool for this economy!” And who wouldn’t want to take a break? After all, we all deserve a vacation—even if it’s from our own creativity.

    Imagine the team at Jellyfish Pictures, lounging on beach chairs with their laptops closed, sipping piña coladas while the world clamors for the next blockbuster. “We’ll be back!” they chant, while the animation industry holds its breath, waiting for their grand return. Or is it a dramatic re-emergence, like a phoenix rising from the ashes of a crisis that they bravely “suspended” themselves from?

    And let’s not overlook the irony here. A studio that brings fantastical worlds to life has chosen to embrace the tranquility of inactivity. Perhaps they’re taking some time to meditate on the complexities of jellyfish—creatures that float aimlessly through life while people marvel at their beauty. A fitting metaphor, wouldn’t you say?

    So here’s to Jellyfish Pictures! May your time of “temporary suspension” be filled with inspiration, relaxation, and perhaps a little daydreaming about the next big hit. Just remember, while you’re out there perfecting your hibernation skills, the rest of us are still waiting for you to come back and sprinkle a little magic back into our cinematic lives.

    #JellyfishPictures #Animation #FilmIndustry #CrisisManagement #TemporarySuspension
    In a world where animated dreams dance on the silver screen, Jellyfish Pictures has decided it’s time for a long nap. Yes, you read that right! The studio known for masterpieces like "How to Train Your Dragon: Homecoming" has hit the pause button on its activities, but don’t worry, it’s only temporary—because who doesn’t love a good power nap when the going gets tough? Now, one might wonder: what does it mean to “suspend” your work? Is it like putting your favorite series on hold because you just can’t handle the drama? Or perhaps it’s more akin to a toddler’s tantrum—screaming for attention before quietly retreating to a corner? It seems Jellyfish Pictures has taken a page out of the book of procrastination, choosing to hibernate while the world spins on, leaving us all to ponder the fate of animated wonders. Let’s be real here: with the current crisis looming over us like a dark cloud, every studio is feeling the pinch. But to "temporarily" suspend activities? That’s a bold move, friend. It’s almost as if they’re saying, “Hey, we’re too cool for this economy!” And who wouldn’t want to take a break? After all, we all deserve a vacation—even if it’s from our own creativity. Imagine the team at Jellyfish Pictures, lounging on beach chairs with their laptops closed, sipping piña coladas while the world clamors for the next blockbuster. “We’ll be back!” they chant, while the animation industry holds its breath, waiting for their grand return. Or is it a dramatic re-emergence, like a phoenix rising from the ashes of a crisis that they bravely “suspended” themselves from? And let’s not overlook the irony here. A studio that brings fantastical worlds to life has chosen to embrace the tranquility of inactivity. Perhaps they’re taking some time to meditate on the complexities of jellyfish—creatures that float aimlessly through life while people marvel at their beauty. A fitting metaphor, wouldn’t you say? So here’s to Jellyfish Pictures! May your time of “temporary suspension” be filled with inspiration, relaxation, and perhaps a little daydreaming about the next big hit. Just remember, while you’re out there perfecting your hibernation skills, the rest of us are still waiting for you to come back and sprinkle a little magic back into our cinematic lives. #JellyfishPictures #Animation #FilmIndustry #CrisisManagement #TemporarySuspension
    Victime de la crise, Jellyfish Pictures aurait suspendu « temporairement » ses activités
    Un nouveau studio fait face à la crise. Jellyfish Pictures, studio d’animation et effets visuels basé au Royaume-Uni, aurait « suspendu » ses activités, nous apprend Animation Xpress.Il ne s’agirait cependant pas d’une fermeture déf
    Like
    Love
    Wow
    Sad
    Angry
    279
    1 Comments 0 Shares
  • Ah, the magical world of 3D printing! Who would have thought that the secrets of crafting quality cosplay props could be unlocked with just a printer and a little patience? It’s almost like we’re living in a sci-fi movie, but instead of flying cars and robot servants, we get to print our own Spider-Man masks and Thor's hammers. Because, let’s face it, who needs actual craftsmanship when you have a 3D printer and a dash of delusion?

    Picture this: You walk into a convention, proudly wearing your freshly printed Spider-Man mask—its edges rough and its colors a little off, reminiscent of the last time you tried your hand at a DIY project. You can almost hear the gasps of admiration from fellow cosplayers, or maybe that’s just them trying to suppress their laughter. But hey, you saved a ton of time with that “minimal post-processing”! Who knew that “minimal” could also mean “looks like it was chewed up by a printer that’s had one too many?”

    And let’s not forget about Thor’s hammer, Mjölnir. Because nothing says “God of Thunder” quite like a clunky piece of plastic that could double as a doorstop. The best part? You can claim it’s a unique interpretation of Asgardian craftsmanship. Who needs authenticity when you have the power of 3D printing? Just make sure to avoid any actual thunder storms—after all, we wouldn’t want your new prop to melt in the rain, or worse, have it be mistaken for a water gun!

    Now, if you’re worried about how long it takes to print your masterpiece, fear not! You can always get lost in the mesmerizing whirl of the printer’s head, contemplating the deeper meaning of life while waiting for hours to see if your creation will actually resemble the image you downloaded from the internet. Spoiler alert: it probably won’t, but that’s part of the fun, right?

    Oh, and let’s not forget the joy of explaining to your friends that you “crafted” these pieces with care, while they’re blissfully unaware that you merely pressed a few buttons and hoped for the best. After all, why invest time in traditional crafting techniques when you can embrace the magic of technology?

    So, grab your 3D printer and let your imagination run wild! Who needs actual skills when you can print your dreams, layer by layer, with a side of mediocre results? Just remember, in the world of cosplay, it’s not about the journey; it’s about how many likes you can get on that Instagram post of you holding your half-finished Thor’s hammer like it’s the Holy Grail of cosplay.

    #3DPrinting #CosplayProps #SpiderMan #ThorsHammer #DIYDelusions
    Ah, the magical world of 3D printing! Who would have thought that the secrets of crafting quality cosplay props could be unlocked with just a printer and a little patience? It’s almost like we’re living in a sci-fi movie, but instead of flying cars and robot servants, we get to print our own Spider-Man masks and Thor's hammers. Because, let’s face it, who needs actual craftsmanship when you have a 3D printer and a dash of delusion? Picture this: You walk into a convention, proudly wearing your freshly printed Spider-Man mask—its edges rough and its colors a little off, reminiscent of the last time you tried your hand at a DIY project. You can almost hear the gasps of admiration from fellow cosplayers, or maybe that’s just them trying to suppress their laughter. But hey, you saved a ton of time with that “minimal post-processing”! Who knew that “minimal” could also mean “looks like it was chewed up by a printer that’s had one too many?” And let’s not forget about Thor’s hammer, Mjölnir. Because nothing says “God of Thunder” quite like a clunky piece of plastic that could double as a doorstop. The best part? You can claim it’s a unique interpretation of Asgardian craftsmanship. Who needs authenticity when you have the power of 3D printing? Just make sure to avoid any actual thunder storms—after all, we wouldn’t want your new prop to melt in the rain, or worse, have it be mistaken for a water gun! Now, if you’re worried about how long it takes to print your masterpiece, fear not! You can always get lost in the mesmerizing whirl of the printer’s head, contemplating the deeper meaning of life while waiting for hours to see if your creation will actually resemble the image you downloaded from the internet. Spoiler alert: it probably won’t, but that’s part of the fun, right? Oh, and let’s not forget the joy of explaining to your friends that you “crafted” these pieces with care, while they’re blissfully unaware that you merely pressed a few buttons and hoped for the best. After all, why invest time in traditional crafting techniques when you can embrace the magic of technology? So, grab your 3D printer and let your imagination run wild! Who needs actual skills when you can print your dreams, layer by layer, with a side of mediocre results? Just remember, in the world of cosplay, it’s not about the journey; it’s about how many likes you can get on that Instagram post of you holding your half-finished Thor’s hammer like it’s the Holy Grail of cosplay. #3DPrinting #CosplayProps #SpiderMan #ThorsHammer #DIYDelusions
    How to 3D print cosplay props: From Spider-Man masks to Thor's hammer
    Start crafting quality cosplay props with minimal post-processing.
    Like
    Love
    Wow
    Sad
    Angry
    590
    1 Comments 0 Shares
  • So, it’s official: Andy Bogard is making his grand entrance into the gaming world again with Fatal Fury: City of the Wolves on June 24th. Because, let’s face it, we were all just waiting for another opportunity to see a man in a headband throw punches at pixelated opponents, right? I mean, who needs character development or innovative storytelling when you can have a guy with a sweet mullet and a never-ending supply of martial arts moves?

    It’s almost poetic, really. Here we are, in the year 2023, still throwing ourselves into the nostalgia of 90s fighting games. It’s like we’re all stuck in a time loop, eagerly awaiting the return of characters who clearly haven’t aged a day. Andy Bogard, with his flashy moves and a wardrobe that screams "I’m too cool for school," is the epitome of that era. Who needs new heroes when you have the same old faces to beat the proverbial stuffing out of each other?

    Let’s not ignore the clever marketing behind this either. “Fatal Fury: City of the Wolves” – a title that suggests we might actually encounter something wild and untamed. Spoiler alert: it’s just going to be more of the same. But hey, if you love the taste of nostalgia with a sprinkle of familiarity, then you’re in for a treat! I can already hear the collective “YAAAS!” from the fanbase as they dust off their old consoles, ready to relive the glory days of button-mashing combat.

    And what about the rest of the roster? You know, the characters who might actually bring something new to the table? Oh, who are we kidding! As long as Andy is there, it’s like the rest are just wallpaper in this nostalgic room. “Oh look, another character that’s not Andy Bogard! Let’s just ignore them and wait for him to throw a fireball again!”

    So mark your calendars, folks! June 24th is the date when we’ll all be reunited with our childhood memories. Just remember to keep the first aid kit handy because I can already hear the groans of all the players who will be nursing their thumbs after a night of relentless button-mashing.

    In a world that constantly craves innovation, it’s refreshing to see that some things never change. Here’s to Andy Bogard – the man, the myth, the mullet. May your punches be swift and your headband ever stylish.

    #AndyBogard #FatalFury #NostalgiaGaming #RetroGames #CityOfTheWolves
    So, it’s official: Andy Bogard is making his grand entrance into the gaming world again with Fatal Fury: City of the Wolves on June 24th. Because, let’s face it, we were all just waiting for another opportunity to see a man in a headband throw punches at pixelated opponents, right? I mean, who needs character development or innovative storytelling when you can have a guy with a sweet mullet and a never-ending supply of martial arts moves? It’s almost poetic, really. Here we are, in the year 2023, still throwing ourselves into the nostalgia of 90s fighting games. It’s like we’re all stuck in a time loop, eagerly awaiting the return of characters who clearly haven’t aged a day. Andy Bogard, with his flashy moves and a wardrobe that screams "I’m too cool for school," is the epitome of that era. Who needs new heroes when you have the same old faces to beat the proverbial stuffing out of each other? Let’s not ignore the clever marketing behind this either. “Fatal Fury: City of the Wolves” – a title that suggests we might actually encounter something wild and untamed. Spoiler alert: it’s just going to be more of the same. But hey, if you love the taste of nostalgia with a sprinkle of familiarity, then you’re in for a treat! I can already hear the collective “YAAAS!” from the fanbase as they dust off their old consoles, ready to relive the glory days of button-mashing combat. And what about the rest of the roster? You know, the characters who might actually bring something new to the table? Oh, who are we kidding! As long as Andy is there, it’s like the rest are just wallpaper in this nostalgic room. “Oh look, another character that’s not Andy Bogard! Let’s just ignore them and wait for him to throw a fireball again!” So mark your calendars, folks! June 24th is the date when we’ll all be reunited with our childhood memories. Just remember to keep the first aid kit handy because I can already hear the groans of all the players who will be nursing their thumbs after a night of relentless button-mashing. In a world that constantly craves innovation, it’s refreshing to see that some things never change. Here’s to Andy Bogard – the man, the myth, the mullet. May your punches be swift and your headband ever stylish. #AndyBogard #FatalFury #NostalgiaGaming #RetroGames #CityOfTheWolves
    Andy Bogard fera son entrée dans Fatal Fury: City of the Wolves le 24 juin
    ActuGaming.net Andy Bogard fera son entrée dans Fatal Fury: City of the Wolves le 24 juin Dans le roster de base de Fatal Fury: City of the Wolves, il y avait […] L'article Andy Bogard fera son entrée dans Fatal Fury: City of the Wolves le 24
    Like
    Love
    Wow
    Sad
    Angry
    550
    1 Comments 0 Shares
  • Would you switch browsers for a chatbot?

    Hi, friends! Welcome to Installer No. 87, your guide to the best and Verge-iest stuff in the world.This week, I’ve been reading about Sabrina Carpenter and Khaby Lame and intimacy coordinators, finally making a dent in Barbarians at the Gate, watching all the Ben Schwartz and Friends I can find on YouTube, planning my days with the new Finalist beta, recklessly installing all the Apple developer betas after WWDC, thoroughly enjoying Dakota Johnson’s current press tour, and trying to clear all my inboxes before I go on parental leave. It’s… going.I also have for you a much-awaited new browser, a surprise update to a great photo editor, a neat trailer for a meh-looking movie, a classic Steve Jobs speech, and much more. Slightly shorter issue this week, sorry; there’s just a lot going on, but I didn’t want to leave y’all hanging entirely. Oh, and: we’ll be off next week, for Juneteenth, vacation, and general summer chaos reasons. We’ll be back in full force after that, though! Let’s get into it.The DropDia. I know there are a lot of Arc fans here in the Installerverse, and I know you, like me, will have a lot of feelings about the company’s new and extremely AI-focused browser. Personally, I don’t see leaving Arc anytime soon, but there are some really fascinating ideasin Dia already. Snapseed 3.0. I completely forgot Snapseed even existed, and now here’s a really nice update with a bunch of new editing tools and a nice new redesign! As straightforward photo editors go, this is one of the better ones. The new version is only on iOS right now, but I assume it’s heading to Android shortly.“I Tried To Make Something In America.” I was first turned onto the story of the Smarter Scrubber by a great Search Engine episode, and this is a great companion to the story about what it really takes to bring manufacturing back to the US. And why it’s hard to justify.. That link, and the trailer, will only do anything for you if you have a newer iPhone. But even if you don’t care about the movie, the trailer — which actually buzzes in sync with the car’s rumbles and revs — is just really, really cool. Android 16. You can’t get the cool, colorful new look just yet or the desktop mode I am extremely excited about — there’s a lot of good stuff in Android 16 but most of it is coming later. Still, Live Updates look good, and there’s some helpful accessibility stuff, as well.The Infinite Machine Olto. I am such a sucker for any kind of futuristic-looking electric scooter, and this one really hits the sweet spot. Part moped, part e-bike, all Blade Runner vibes. If it wasn’t then I would’ve probably ordered one already.The Fujifilm X-E5. I kept wondering why Fujifilm didn’t just make, like, a hundred different great-looking cameras at every imaginable price because everyone wants a camera this cool. Well, here we are! It’s a spin on the X100VI but with interchangeable lenses and a few power-user features. All my photographer friends are going to want this.Call Her Alex. I confess I’m no Call Her Daddy diehard, but I found this two-part doc on Alex Cooper really interesting. Cooper’s story is all about understanding people, the internet, and what it means to feel connected now. It’s all very low-stakes and somehow also existential? It’s only two parts, you should watch it.“Steve Jobs - 2005 Stanford Commencement Address.” For the 20th anniversary of Jobs’ famousspeech, the Steve Jobs Archive put together a big package of stories, notes, and other materials around the speech. Plus, a newly high-def version of the video. This one’s always worth the 15 minutes.Dune: Awakening. Dune has ascended to the rare territory of “I will check out anything from this franchise, ever, no questions asked.” This game is big on open-world survival and ornithopters, too, so it’s even more my kind of thing. And it’s apparently punishingly difficult in spots.CrowdsourcedHere’s what the Installer community is into this week. I want to know what you’re into right now as well! Email installer@theverge.com or message me on Signal — @davidpierce.11 — with your recommendations for anything and everything, and we’ll feature some of our favorites here every week. For even more great recommendations, check out the replies to this post on Threads and this post on Bluesky.“I had tried the paper planner in the leather Paper Republic journal but since have moved onto the Remarkable Paper Pro color e-ink device which takes everything you like about paper but makes it editable and color coded. Combine this with a Remarkable planner in PDF format off of Etsy and you are golden.” — Jason“I started reading a manga series from content creator Cory Kenshin called Monsters We Make. So far, I love it. Already preordered Vol. 2.” — Rob“I recently went down the third party controller rabbit hole after my trusty adapted Xbox One controller finally kicked the bucket, and I wanted something I could use across my PC, phone, handheld, Switch, etc. I’ve been playing with the GameSir Cyclone 2 for a few weeks, and it feels really deluxe. The thumbsticks are impossibly smooth and accurate thanks to its TMR joysticks. The face buttons took a second for my brain to adjust to; the short travel distance initially registered as mushy, but once I stopped trying to pound the buttons like I was at the arcade, I found the subtle mechanical click super satisfying.” — Sam“The Apple TV Plus miniseries Long Way Home. It’s Ewan McGregor and Charley Boorman’s fourth Long Way series. This time they are touring some European countries on vintage bikes that they fixed, and it’s such a light-hearted show from two really down to earth humans. Connecting with other people in different cultures and seeing their journey is such a treat!” — Esmael“Podcast recommendation: Devil and the Deep Blue Sea by Christianity Today. A deep dive into the Satanic Panic of the 80’s and 90’s.” — Drew“Splatoon 3and the new How to Train Your Dragon.” — Aaron“I can’t put Mario Kart World down. When I get tired of the intense Knockout Tour mode I go to Free Roam and try to knock out P-Switch challenges, some of which are really tough! I’m obsessed.” — Dave“Fable, a cool app for finding books with virtual book clubs. It’s the closest to a more cozy online bookstore with more honest reviews. I just wish you could click on the author’s name to see their other books.” — Astrid“This is the Summer Games Fest weekand there are a TON of game demos to try out on Steam. One that has caught my attention / play time the most is Wildgate. It’s a team based spaceship shooter where ship crews battle and try to escape with a powerful artifact.” — Sean“Battlefront 2 is back for some reason. Still looks great.” — IanSigning offI have long been fascinated by weather forecasting. I recommend Andrew Blum’s book, The Weather Machine, to people all the time, as a way to understand both how we learned to predict the weather and why it’s a literally culture-changing thing to be able to do so. And if you want to make yourself so, so angry, there’s a whole chunk of Michael Lewis’s book, The Fifth Risk, about how a bunch of companies managed to basically privatize forecasts… based on government data. The weather is a huge business, an extremely powerful political force, and even more important to our way of life than we realize. And we’re really good at predicting the weather!I’ve also been hearing for years that weather forecasting is a perfect use for AI. It’s all about vast quantities of historical data, tiny fluctuations in readings, and finding patterns that often don’t want to be found. So, of course, as soon as I read my colleague Justine Calma’s story about a new Google project called Weather Lab, I spent the next hour poking through the data to see how well DeepMind managed to predict and track recent storms. It’s deeply wonky stuff, but it’s cool to see Big Tech trying to figure out Mother Nature — and almost getting it right. Almost.See you next week!See More:
    #would #you #switch #browsers #chatbot
    Would you switch browsers for a chatbot?
    Hi, friends! Welcome to Installer No. 87, your guide to the best and Verge-iest stuff in the world.This week, I’ve been reading about Sabrina Carpenter and Khaby Lame and intimacy coordinators, finally making a dent in Barbarians at the Gate, watching all the Ben Schwartz and Friends I can find on YouTube, planning my days with the new Finalist beta, recklessly installing all the Apple developer betas after WWDC, thoroughly enjoying Dakota Johnson’s current press tour, and trying to clear all my inboxes before I go on parental leave. It’s… going.I also have for you a much-awaited new browser, a surprise update to a great photo editor, a neat trailer for a meh-looking movie, a classic Steve Jobs speech, and much more. Slightly shorter issue this week, sorry; there’s just a lot going on, but I didn’t want to leave y’all hanging entirely. Oh, and: we’ll be off next week, for Juneteenth, vacation, and general summer chaos reasons. We’ll be back in full force after that, though! Let’s get into it.The DropDia. I know there are a lot of Arc fans here in the Installerverse, and I know you, like me, will have a lot of feelings about the company’s new and extremely AI-focused browser. Personally, I don’t see leaving Arc anytime soon, but there are some really fascinating ideasin Dia already. Snapseed 3.0. I completely forgot Snapseed even existed, and now here’s a really nice update with a bunch of new editing tools and a nice new redesign! As straightforward photo editors go, this is one of the better ones. The new version is only on iOS right now, but I assume it’s heading to Android shortly.“I Tried To Make Something In America.” I was first turned onto the story of the Smarter Scrubber by a great Search Engine episode, and this is a great companion to the story about what it really takes to bring manufacturing back to the US. And why it’s hard to justify.. That link, and the trailer, will only do anything for you if you have a newer iPhone. But even if you don’t care about the movie, the trailer — which actually buzzes in sync with the car’s rumbles and revs — is just really, really cool. Android 16. You can’t get the cool, colorful new look just yet or the desktop mode I am extremely excited about — there’s a lot of good stuff in Android 16 but most of it is coming later. Still, Live Updates look good, and there’s some helpful accessibility stuff, as well.The Infinite Machine Olto. I am such a sucker for any kind of futuristic-looking electric scooter, and this one really hits the sweet spot. Part moped, part e-bike, all Blade Runner vibes. If it wasn’t then I would’ve probably ordered one already.The Fujifilm X-E5. I kept wondering why Fujifilm didn’t just make, like, a hundred different great-looking cameras at every imaginable price because everyone wants a camera this cool. Well, here we are! It’s a spin on the X100VI but with interchangeable lenses and a few power-user features. All my photographer friends are going to want this.Call Her Alex. I confess I’m no Call Her Daddy diehard, but I found this two-part doc on Alex Cooper really interesting. Cooper’s story is all about understanding people, the internet, and what it means to feel connected now. It’s all very low-stakes and somehow also existential? It’s only two parts, you should watch it.“Steve Jobs - 2005 Stanford Commencement Address.” For the 20th anniversary of Jobs’ famousspeech, the Steve Jobs Archive put together a big package of stories, notes, and other materials around the speech. Plus, a newly high-def version of the video. This one’s always worth the 15 minutes.Dune: Awakening. Dune has ascended to the rare territory of “I will check out anything from this franchise, ever, no questions asked.” This game is big on open-world survival and ornithopters, too, so it’s even more my kind of thing. And it’s apparently punishingly difficult in spots.CrowdsourcedHere’s what the Installer community is into this week. I want to know what you’re into right now as well! Email installer@theverge.com or message me on Signal — @davidpierce.11 — with your recommendations for anything and everything, and we’ll feature some of our favorites here every week. For even more great recommendations, check out the replies to this post on Threads and this post on Bluesky.“I had tried the paper planner in the leather Paper Republic journal but since have moved onto the Remarkable Paper Pro color e-ink device which takes everything you like about paper but makes it editable and color coded. Combine this with a Remarkable planner in PDF format off of Etsy and you are golden.” — Jason“I started reading a manga series from content creator Cory Kenshin called Monsters We Make. So far, I love it. Already preordered Vol. 2.” — Rob“I recently went down the third party controller rabbit hole after my trusty adapted Xbox One controller finally kicked the bucket, and I wanted something I could use across my PC, phone, handheld, Switch, etc. I’ve been playing with the GameSir Cyclone 2 for a few weeks, and it feels really deluxe. The thumbsticks are impossibly smooth and accurate thanks to its TMR joysticks. The face buttons took a second for my brain to adjust to; the short travel distance initially registered as mushy, but once I stopped trying to pound the buttons like I was at the arcade, I found the subtle mechanical click super satisfying.” — Sam“The Apple TV Plus miniseries Long Way Home. It’s Ewan McGregor and Charley Boorman’s fourth Long Way series. This time they are touring some European countries on vintage bikes that they fixed, and it’s such a light-hearted show from two really down to earth humans. Connecting with other people in different cultures and seeing their journey is such a treat!” — Esmael“Podcast recommendation: Devil and the Deep Blue Sea by Christianity Today. A deep dive into the Satanic Panic of the 80’s and 90’s.” — Drew“Splatoon 3and the new How to Train Your Dragon.” — Aaron“I can’t put Mario Kart World down. When I get tired of the intense Knockout Tour mode I go to Free Roam and try to knock out P-Switch challenges, some of which are really tough! I’m obsessed.” — Dave“Fable, a cool app for finding books with virtual book clubs. It’s the closest to a more cozy online bookstore with more honest reviews. I just wish you could click on the author’s name to see their other books.” — Astrid“This is the Summer Games Fest weekand there are a TON of game demos to try out on Steam. One that has caught my attention / play time the most is Wildgate. It’s a team based spaceship shooter where ship crews battle and try to escape with a powerful artifact.” — Sean“Battlefront 2 is back for some reason. Still looks great.” — IanSigning offI have long been fascinated by weather forecasting. I recommend Andrew Blum’s book, The Weather Machine, to people all the time, as a way to understand both how we learned to predict the weather and why it’s a literally culture-changing thing to be able to do so. And if you want to make yourself so, so angry, there’s a whole chunk of Michael Lewis’s book, The Fifth Risk, about how a bunch of companies managed to basically privatize forecasts… based on government data. The weather is a huge business, an extremely powerful political force, and even more important to our way of life than we realize. And we’re really good at predicting the weather!I’ve also been hearing for years that weather forecasting is a perfect use for AI. It’s all about vast quantities of historical data, tiny fluctuations in readings, and finding patterns that often don’t want to be found. So, of course, as soon as I read my colleague Justine Calma’s story about a new Google project called Weather Lab, I spent the next hour poking through the data to see how well DeepMind managed to predict and track recent storms. It’s deeply wonky stuff, but it’s cool to see Big Tech trying to figure out Mother Nature — and almost getting it right. Almost.See you next week!See More: #would #you #switch #browsers #chatbot
    WWW.THEVERGE.COM
    Would you switch browsers for a chatbot?
    Hi, friends! Welcome to Installer No. 87, your guide to the best and Verge-iest stuff in the world. (If you’re new here, welcome, happy It’s Officially Too Hot Now Week, and also you can read all the old editions at the Installer homepage.) This week, I’ve been reading about Sabrina Carpenter and Khaby Lame and intimacy coordinators, finally making a dent in Barbarians at the Gate, watching all the Ben Schwartz and Friends I can find on YouTube, planning my days with the new Finalist beta, recklessly installing all the Apple developer betas after WWDC, thoroughly enjoying Dakota Johnson’s current press tour, and trying to clear all my inboxes before I go on parental leave. It’s… going.I also have for you a much-awaited new browser, a surprise update to a great photo editor, a neat trailer for a meh-looking movie, a classic Steve Jobs speech, and much more. Slightly shorter issue this week, sorry; there’s just a lot going on, but I didn’t want to leave y’all hanging entirely. Oh, and: we’ll be off next week, for Juneteenth, vacation, and general summer chaos reasons. We’ll be back in full force after that, though! Let’s get into it.(As always, the best part of Installer is your ideas and tips. What do you want to know more about? What awesome tricks do you know that everyone else should? What app should everyone be using? Tell me everything: installer@theverge.com. And if you know someone else who might enjoy Installer, forward it to them and tell them to subscribe here.)The DropDia. I know there are a lot of Arc fans here in the Installerverse, and I know you, like me, will have a lot of feelings about the company’s new and extremely AI-focused browser. Personally, I don’t see leaving Arc anytime soon, but there are some really fascinating ideas (and nice design touches) in Dia already. Snapseed 3.0. I completely forgot Snapseed even existed, and now here’s a really nice update with a bunch of new editing tools and a nice new redesign! As straightforward photo editors go, this is one of the better ones. The new version is only on iOS right now, but I assume it’s heading to Android shortly.“I Tried To Make Something In America.” I was first turned onto the story of the Smarter Scrubber by a great Search Engine episode, and this is a great companion to the story about what it really takes to bring manufacturing back to the US. And why it’s hard to justify.. That link, and the trailer, will only do anything for you if you have a newer iPhone. But even if you don’t care about the movie, the trailer — which actually buzzes in sync with the car’s rumbles and revs — is just really, really cool. Android 16. You can’t get the cool, colorful new look just yet or the desktop mode I am extremely excited about — there’s a lot of good stuff in Android 16 but most of it is coming later. Still, Live Updates look good, and there’s some helpful accessibility stuff, as well.The Infinite Machine Olto. I am such a sucker for any kind of futuristic-looking electric scooter, and this one really hits the sweet spot. Part moped, part e-bike, all Blade Runner vibes. If it wasn’t $3,500, then I would’ve probably ordered one already.The Fujifilm X-E5. I kept wondering why Fujifilm didn’t just make, like, a hundred different great-looking cameras at every imaginable price because everyone wants a camera this cool. Well, here we are! It’s a spin on the X100VI but with interchangeable lenses and a few power-user features. All my photographer friends are going to want this.Call Her Alex. I confess I’m no Call Her Daddy diehard, but I found this two-part doc on Alex Cooper really interesting. Cooper’s story is all about understanding people, the internet, and what it means to feel connected now. It’s all very low-stakes and somehow also existential? It’s only two parts, you should watch it.“Steve Jobs - 2005 Stanford Commencement Address.” For the 20th anniversary of Jobs’ famous (and genuinely fabulous) speech, the Steve Jobs Archive put together a big package of stories, notes, and other materials around the speech. Plus, a newly high-def version of the video. This one’s always worth the 15 minutes.Dune: Awakening. Dune has ascended to the rare territory of “I will check out anything from this franchise, ever, no questions asked.” This game is big on open-world survival and ornithopters, too, so it’s even more my kind of thing. And it’s apparently punishingly difficult in spots.CrowdsourcedHere’s what the Installer community is into this week. I want to know what you’re into right now as well! Email installer@theverge.com or message me on Signal — @davidpierce.11 — with your recommendations for anything and everything, and we’ll feature some of our favorites here every week. For even more great recommendations, check out the replies to this post on Threads and this post on Bluesky.“I had tried the paper planner in the leather Paper Republic journal but since have moved onto the Remarkable Paper Pro color e-ink device which takes everything you like about paper but makes it editable and color coded. Combine this with a Remarkable planner in PDF format off of Etsy and you are golden.” — Jason“I started reading a manga series from content creator Cory Kenshin called Monsters We Make. So far, I love it. Already preordered Vol. 2.” — Rob“I recently went down the third party controller rabbit hole after my trusty adapted Xbox One controller finally kicked the bucket, and I wanted something I could use across my PC, phone, handheld, Switch, etc. I’ve been playing with the GameSir Cyclone 2 for a few weeks, and it feels really deluxe. The thumbsticks are impossibly smooth and accurate thanks to its TMR joysticks. The face buttons took a second for my brain to adjust to; the short travel distance initially registered as mushy, but once I stopped trying to pound the buttons like I was at the arcade, I found the subtle mechanical click super satisfying.” — Sam“The Apple TV Plus miniseries Long Way Home. It’s Ewan McGregor and Charley Boorman’s fourth Long Way series. This time they are touring some European countries on vintage bikes that they fixed, and it’s such a light-hearted show from two really down to earth humans. Connecting with other people in different cultures and seeing their journey is such a treat!” — Esmael“Podcast recommendation: Devil and the Deep Blue Sea by Christianity Today. A deep dive into the Satanic Panic of the 80’s and 90’s.” — Drew“Splatoon 3 (the free Switch 2 update) and the new How to Train Your Dragon.” — Aaron“I can’t put Mario Kart World down. When I get tired of the intense Knockout Tour mode I go to Free Roam and try to knock out P-Switch challenges, some of which are really tough! I’m obsessed.” — Dave“Fable, a cool app for finding books with virtual book clubs. It’s the closest to a more cozy online bookstore with more honest reviews. I just wish you could click on the author’s name to see their other books.” — Astrid“This is the Summer Games Fest week (formerly E3, RIP) and there are a TON of game demos to try out on Steam. One that has caught my attention / play time the most is Wildgate. It’s a team based spaceship shooter where ship crews battle and try to escape with a powerful artifact.” — Sean“Battlefront 2 is back for some reason. Still looks great.” — IanSigning offI have long been fascinated by weather forecasting. I recommend Andrew Blum’s book, The Weather Machine, to people all the time, as a way to understand both how we learned to predict the weather and why it’s a literally culture-changing thing to be able to do so. And if you want to make yourself so, so angry, there’s a whole chunk of Michael Lewis’s book, The Fifth Risk, about how a bunch of companies managed to basically privatize forecasts… based on government data. The weather is a huge business, an extremely powerful political force, and even more important to our way of life than we realize. And we’re really good at predicting the weather!I’ve also been hearing for years that weather forecasting is a perfect use for AI. It’s all about vast quantities of historical data, tiny fluctuations in readings, and finding patterns that often don’t want to be found. So, of course, as soon as I read my colleague Justine Calma’s story about a new Google project called Weather Lab, I spent the next hour poking through the data to see how well DeepMind managed to predict and track recent storms. It’s deeply wonky stuff, but it’s cool to see Big Tech trying to figure out Mother Nature — and almost getting it right. Almost.See you next week!See More:
    Like
    Love
    Wow
    Angry
    Sad
    525
    0 Comments 0 Shares
  • Unreal Engine 5 Cooking Game Tutorial - Part 3 - Stove Heat Intensity Controls

    Project Files: .
    This is the 3rd episode of cooking game in unreal engine tutorial series. Here, we are going to implement heat control buttons for the stove. In the control panel of the stove, there will be 2 buttons to increase anddecrease heat intensity provided in the stove and a display to show the intensity as bars. As we press + and - buttons, heat intensity will be changed and the bar display will also change accordingly.

    𝐒𝐮𝐩𝐩𝐨𝐫𝐭 𝐓𝐡𝐞 𝐂𝐡𝐚𝐧𝐧𝐞𝐥 // 𝐁𝐞𝐜𝐨𝐦𝐞 𝐀 𝐏𝐚𝐭𝐫𝐨𝐧!

    ►Patrons will have access to project files of all the stuff I do in the channel and other extra benefits

    Join this channel to get access to perks:


    Like my facebook page for more content : /
    Follow me on twitter :
    Follow me on reddit :
    #CodeLikeMe #unrealengine #ue5 #ue4 #indiegamedev
    #unreal #engine #cooking #game #tutorial
    Unreal Engine 5 Cooking Game Tutorial - Part 3 - Stove Heat Intensity Controls
    Project Files: . This is the 3rd episode of cooking game in unreal engine tutorial series. Here, we are going to implement heat control buttons for the stove. In the control panel of the stove, there will be 2 buttons to increase anddecrease heat intensity provided in the stove and a display to show the intensity as bars. As we press + and - buttons, heat intensity will be changed and the bar display will also change accordingly. ► 👇 𝐒𝐮𝐩𝐩𝐨𝐫𝐭 𝐓𝐡𝐞 𝐂𝐡𝐚𝐧𝐧𝐞𝐥 // 𝐁𝐞𝐜𝐨𝐦𝐞 𝐀 𝐏𝐚𝐭𝐫𝐨𝐧! ►Patrons will have access to project files of all the stuff I do in the channel and other extra benefits Join this channel to get access to perks: Like my facebook page for more content : / Follow me on twitter : Follow me on reddit : #CodeLikeMe #unrealengine #ue5 #ue4 #indiegamedev #unreal #engine #cooking #game #tutorial
    WWW.YOUTUBE.COM
    Unreal Engine 5 Cooking Game Tutorial - Part 3 - Stove Heat Intensity Controls
    Project Files: https://www.patreon.com/posts/131526550 . This is the 3rd episode of cooking game in unreal engine tutorial series. Here, we are going to implement heat control buttons for the stove. In the control panel of the stove, there will be 2 buttons to increase anddecrease heat intensity provided in the stove and a display to show the intensity as bars. As we press + and - buttons, heat intensity will be changed and the bar display will also change accordingly. ► 👇 𝐒𝐮𝐩𝐩𝐨𝐫𝐭 𝐓𝐡𝐞 𝐂𝐡𝐚𝐧𝐧𝐞𝐥 // 𝐁𝐞𝐜𝐨𝐦𝐞 𝐀 𝐏𝐚𝐭𝐫𝐨𝐧! https://www.patreon.com/codelikeme ►Patrons will have access to project files of all the stuff I do in the channel and other extra benefits Join this channel to get access to perks: https://www.youtube.com/channel/UClb6Jh9EBV7a_Nm52Ipll_Q/join Like my facebook page for more content : https://www.facebook.com/gamedevelopersclub/ Follow me on twitter : https://twitter.com/CodeLikeMe2 Follow me on reddit : https://www.reddit.com/user/codelikeme #CodeLikeMe #unrealengine #ue5 #ue4 #indiegamedev
    Like
    Love
    Wow
    Sad
    Angry
    562
    1 Comments 0 Shares
  • Games Inbox: Would Xbox ever shut down Game Pass?

    Game Pass – will it continue forever?The Monday letters page struggles to predict what’s going to happen with the PlayStation 6, as one reader sees their opinion of the Switch 2 change over time.
    To join in with the discussions yourself email gamecentral@metro.co.uk
    Final Pass
    I agree with a lot of what was said about the current state of Xbox in the Reader’s Feature this weekend and how the more Microsoft spends, and the more companies they own, the less the seem to be in control. Which is very strange really.The biggest recent failure has got to be Game Pass, which has not had the impact they expected and yet they don’t seem ready to acknowledge that. If they’re thinking of increasing the price again, like those rumours say, then I think that will be the point at which you can draw a line under the whole idea and admit it’s never going to catch on.
    But would Microsoft ever shut down Game Pass completely? I feel that would almost be more humiliating than stopping making consoles, so I can’t really imagine it. Instead, they’ll make it more and more expensive and put more and more restrictions on day one games until it’s no longer recognisable.Grackle
    Panic button
    Strange to see Sony talking relatively openly about Nintendo and Microsoft as competition. I can’t remember the last time they mentioned either of them, even if they obviously would prefer not to have, if they hadn’t been asked by investors.At no point did they acknowledge that the Switch has completely outsold both their last two consoles, so I’m not sure where their confidence comes from. I guess it’s from the fact that they know they’ve done nothing this gen and still come out on top, so from their perspective they’ve got plenty in reserve.

    Expert, exclusive gaming analysis

    Sign up to the GameCentral newsletter for a unique take on the week in gaming, alongside the latest reviews and more. Delivered to your inbox every Saturday morning.

    Having your panic button being ‘do anything at all’ must be pretty reassuring really. Nintendo has had to work to get where they are with the Switch but Sony is just coasting it.Lupus
    James’ LadderJacob’s Ladder is a film I’ve been meaning to watch for a while, and I guessed the ending quite early on, but it feels like a Silent Hill film. I don’t know if you guys have seen it but it’s an excellent film and the hospital scene near the end, and the cages blocking off the underground early on, just remind me of the game.
    A depressing film overall but worth a watch.Simon
    GC: Jacob’s Ladder was as a major influence on Silent Hill 2 in particular, even the jacket James is wearing is the same.
    Email your comments to: gamecentral@metro.co.uk
    Seeing the future
    I know everyone likes to think of themselves as Nostradamus, but I have to admit I have absolutely no clue what Sony is planning for the PlayStation 6. A new console that is just the usual update, that sits under your TV, is easy enough to imagine but surely they’re not going to do that again?But the idea of having new home and portable machines that come out at the same time seems so unlikely to me. Surely the portable wouldn’t be a separate format, but I can’t see it being any kind of portable that runs its own games because it’d never be as powerful as the home machine. So, it’s really just a PlayStation Portal 2?
    Like I said, I don’t know, but for some reason I have a bad feeling about that the next gen and whatever Sony does end up unveiling. I suspect that whatever they and Microsoft does it’s going to end up making the Switch 2seem even more appealing by comparison.Gonch
    Hidden insight
    I’m not going to say that Welcome Tour is a good game but what I will say is that I found it very interesting at times and I’m actually kind of surprised that Nintendo revealed some of the information that they did. Most of it could probably be found out by reverse engineering it and just taking it apart but I’m still surprised it went into as much detail as it did.You’re right that it’s all presented in a very dull way but personally I found the ‘Insights’ to be the best part of the game. The minigames really are not very good and I was always glad when they were over. So, while I would not necessarily recommend the gameI would say that it can be of interest to people who have an interest in how consoles work and how Nintendo think.Mogwai
    Purchase privilege
    I’ve recently had the privilege of buying Clair Obscur: Expedition 33 from the website CDKeys, using a 10% discount code. I was lucky enough to only spend a total of £25.99; much cheaper than purchasing the title for console. If only Ubisoft had the foresight to see what they allowed to slip through their fingers. I’d also like to mention that from what I’ve read quite recently ,and a couple of mixed views, I don’t see myself cancelling my Switch 2. On the contrary, it just is coming across as a disappointment.From the battery life to the lack of launch titles, an empty open world is never a smart choice to make not even Mario is safe from that. That leaves the upcoming ROG Xbox Ally that’s recently been showcased and is set for an October launch.
    I won’t lie it does look in the same vein as the Switch 2, far too similar to the ROG Ally X model. Just with grips and a dedicated Xbox button. The Z2 Extreme chip has me intrigued, however. How much of a transcendental shift it makes is another question however. I’ll have to wait to receive official confirmation for a price and release date. But there’s also a Lenovo Legion Go 2 waiting in the wings. I hope we hear more information soon. Preferably before my 28th in August.Shahzaib Sadiq
    Tip of the iceberg
    Interesting to hear about Cyberpunk 2077 running well on the Switch 2. I think if they’re getting that kind of performance at launch, from a third party not use to working with Nintendo hardware, that bodes very well for the future.I think we’re probably underestimating the Switch 2 a lot at the moment and stuff we’ll be seeing in two or three years is going to be amazing, I predict. What I can’t predict is when we’ll hear about any of this. I really hope there’s a Nintendo Direct this week.Dano
    Changing opinions
    So just a little over a week with the Switch 2 and after initially feeling incredibly meh about the new console and Mario Kart a little more playtime has been more optimistic about the console and much more positive about Mario Kart World.It did feel odd having a new console from Nintendo that didn’t inspire that childlike excitement. An iterative upgrade isn’t very exciting and as I own a Steam Deck the advancements in processing weren’t all that exciting either. I can imagine someone who only bough an OG Switch back in 2017 really noticing the improvements but if you bought an OLED it’s basically a Switch Pro.
    The criminally low level of software support doesn’t help. I double dipped Street Fighter 6 only to discover I can’t transfer progress or DLC across from my Xbox, which sort of means if I want both profiles to have parity I have to buy everything twice! I also treated myself to a new Pro Controller and find using it for Street Fighter almost unplayable as the L and ZL buttons are far too easy to accidently press when playing.
    Mario Kart initially felt like more of the same and it was only after I made an effort to explore the world map, unlock characters and karts, and try the new grinding/ollie mechanic that it clicked. I am now really enjoying it, especially the remixed soundtracks.
    I do however want more Switch 2 exclusive experiences – going back through my back catalogue for improved frame rates doesn’t cut it Nintendo! As someone with a large digital library the system transfer was very frustrating and the new virtual cartridges are just awful – does a Switch 2 need to be online all the time now? Not the best idea for a portable system.
    So, the start of a new console lifecycle and hopefully lots of new IP – I suspect Nintendo will try and get us to revisit our back catalogues first though.BristolPete
    Inbox also-rans
    Just thought I would mention that if anyone’s interested in purchasing the Mortal Kombat 1 Definitive Edition, which includes all DLC, that it’s currently an absolute steal on the Xbox store at £21.99.Nick The GreekI’ve just won my first Knockout Tour online race on Mario Kart World! I’ve got to say, the feeling is magnificent.Rable

    More Trending

    Email your comments to: gamecentral@metro.co.uk
    The small printNew Inbox updates appear every weekday morning, with special Hot Topic Inboxes at the weekend. Readers’ letters are used on merit and may be edited for length and content.
    You can also submit your own 500 to 600-word Reader’s Feature at any time via email or our Submit Stuff page, which if used will be shown in the next available weekend slot.
    You can also leave your comments below and don’t forget to follow us on Twitter.
    Arrow
    MORE: Games Inbox: Is Mario Kart World too hard?

    GameCentral
    Sign up for exclusive analysis, latest releases, and bonus community content.
    This site is protected by reCAPTCHA and the Google Privacy Policy and Terms of Service apply. Your information will be used in line with our Privacy Policy
    #games #inbox #would #xbox #ever
    Games Inbox: Would Xbox ever shut down Game Pass?
    Game Pass – will it continue forever?The Monday letters page struggles to predict what’s going to happen with the PlayStation 6, as one reader sees their opinion of the Switch 2 change over time. To join in with the discussions yourself email gamecentral@metro.co.uk Final Pass I agree with a lot of what was said about the current state of Xbox in the Reader’s Feature this weekend and how the more Microsoft spends, and the more companies they own, the less the seem to be in control. Which is very strange really.The biggest recent failure has got to be Game Pass, which has not had the impact they expected and yet they don’t seem ready to acknowledge that. If they’re thinking of increasing the price again, like those rumours say, then I think that will be the point at which you can draw a line under the whole idea and admit it’s never going to catch on. But would Microsoft ever shut down Game Pass completely? I feel that would almost be more humiliating than stopping making consoles, so I can’t really imagine it. Instead, they’ll make it more and more expensive and put more and more restrictions on day one games until it’s no longer recognisable.Grackle Panic button Strange to see Sony talking relatively openly about Nintendo and Microsoft as competition. I can’t remember the last time they mentioned either of them, even if they obviously would prefer not to have, if they hadn’t been asked by investors.At no point did they acknowledge that the Switch has completely outsold both their last two consoles, so I’m not sure where their confidence comes from. I guess it’s from the fact that they know they’ve done nothing this gen and still come out on top, so from their perspective they’ve got plenty in reserve. Expert, exclusive gaming analysis Sign up to the GameCentral newsletter for a unique take on the week in gaming, alongside the latest reviews and more. Delivered to your inbox every Saturday morning. Having your panic button being ‘do anything at all’ must be pretty reassuring really. Nintendo has had to work to get where they are with the Switch but Sony is just coasting it.Lupus James’ LadderJacob’s Ladder is a film I’ve been meaning to watch for a while, and I guessed the ending quite early on, but it feels like a Silent Hill film. I don’t know if you guys have seen it but it’s an excellent film and the hospital scene near the end, and the cages blocking off the underground early on, just remind me of the game. A depressing film overall but worth a watch.Simon GC: Jacob’s Ladder was as a major influence on Silent Hill 2 in particular, even the jacket James is wearing is the same. Email your comments to: gamecentral@metro.co.uk Seeing the future I know everyone likes to think of themselves as Nostradamus, but I have to admit I have absolutely no clue what Sony is planning for the PlayStation 6. A new console that is just the usual update, that sits under your TV, is easy enough to imagine but surely they’re not going to do that again?But the idea of having new home and portable machines that come out at the same time seems so unlikely to me. Surely the portable wouldn’t be a separate format, but I can’t see it being any kind of portable that runs its own games because it’d never be as powerful as the home machine. So, it’s really just a PlayStation Portal 2? Like I said, I don’t know, but for some reason I have a bad feeling about that the next gen and whatever Sony does end up unveiling. I suspect that whatever they and Microsoft does it’s going to end up making the Switch 2seem even more appealing by comparison.Gonch Hidden insight I’m not going to say that Welcome Tour is a good game but what I will say is that I found it very interesting at times and I’m actually kind of surprised that Nintendo revealed some of the information that they did. Most of it could probably be found out by reverse engineering it and just taking it apart but I’m still surprised it went into as much detail as it did.You’re right that it’s all presented in a very dull way but personally I found the ‘Insights’ to be the best part of the game. The minigames really are not very good and I was always glad when they were over. So, while I would not necessarily recommend the gameI would say that it can be of interest to people who have an interest in how consoles work and how Nintendo think.Mogwai Purchase privilege I’ve recently had the privilege of buying Clair Obscur: Expedition 33 from the website CDKeys, using a 10% discount code. I was lucky enough to only spend a total of £25.99; much cheaper than purchasing the title for console. If only Ubisoft had the foresight to see what they allowed to slip through their fingers. I’d also like to mention that from what I’ve read quite recently ,and a couple of mixed views, I don’t see myself cancelling my Switch 2. On the contrary, it just is coming across as a disappointment.From the battery life to the lack of launch titles, an empty open world is never a smart choice to make not even Mario is safe from that. That leaves the upcoming ROG Xbox Ally that’s recently been showcased and is set for an October launch. I won’t lie it does look in the same vein as the Switch 2, far too similar to the ROG Ally X model. Just with grips and a dedicated Xbox button. The Z2 Extreme chip has me intrigued, however. How much of a transcendental shift it makes is another question however. I’ll have to wait to receive official confirmation for a price and release date. But there’s also a Lenovo Legion Go 2 waiting in the wings. I hope we hear more information soon. Preferably before my 28th in August.Shahzaib Sadiq Tip of the iceberg Interesting to hear about Cyberpunk 2077 running well on the Switch 2. I think if they’re getting that kind of performance at launch, from a third party not use to working with Nintendo hardware, that bodes very well for the future.I think we’re probably underestimating the Switch 2 a lot at the moment and stuff we’ll be seeing in two or three years is going to be amazing, I predict. What I can’t predict is when we’ll hear about any of this. I really hope there’s a Nintendo Direct this week.Dano Changing opinions So just a little over a week with the Switch 2 and after initially feeling incredibly meh about the new console and Mario Kart a little more playtime has been more optimistic about the console and much more positive about Mario Kart World.It did feel odd having a new console from Nintendo that didn’t inspire that childlike excitement. An iterative upgrade isn’t very exciting and as I own a Steam Deck the advancements in processing weren’t all that exciting either. I can imagine someone who only bough an OG Switch back in 2017 really noticing the improvements but if you bought an OLED it’s basically a Switch Pro. The criminally low level of software support doesn’t help. I double dipped Street Fighter 6 only to discover I can’t transfer progress or DLC across from my Xbox, which sort of means if I want both profiles to have parity I have to buy everything twice! I also treated myself to a new Pro Controller and find using it for Street Fighter almost unplayable as the L and ZL buttons are far too easy to accidently press when playing. Mario Kart initially felt like more of the same and it was only after I made an effort to explore the world map, unlock characters and karts, and try the new grinding/ollie mechanic that it clicked. I am now really enjoying it, especially the remixed soundtracks. I do however want more Switch 2 exclusive experiences – going back through my back catalogue for improved frame rates doesn’t cut it Nintendo! As someone with a large digital library the system transfer was very frustrating and the new virtual cartridges are just awful – does a Switch 2 need to be online all the time now? Not the best idea for a portable system. So, the start of a new console lifecycle and hopefully lots of new IP – I suspect Nintendo will try and get us to revisit our back catalogues first though.BristolPete Inbox also-rans Just thought I would mention that if anyone’s interested in purchasing the Mortal Kombat 1 Definitive Edition, which includes all DLC, that it’s currently an absolute steal on the Xbox store at £21.99.Nick The GreekI’ve just won my first Knockout Tour online race on Mario Kart World! I’ve got to say, the feeling is magnificent.Rable More Trending Email your comments to: gamecentral@metro.co.uk The small printNew Inbox updates appear every weekday morning, with special Hot Topic Inboxes at the weekend. Readers’ letters are used on merit and may be edited for length and content. You can also submit your own 500 to 600-word Reader’s Feature at any time via email or our Submit Stuff page, which if used will be shown in the next available weekend slot. You can also leave your comments below and don’t forget to follow us on Twitter. Arrow MORE: Games Inbox: Is Mario Kart World too hard? GameCentral Sign up for exclusive analysis, latest releases, and bonus community content. This site is protected by reCAPTCHA and the Google Privacy Policy and Terms of Service apply. Your information will be used in line with our Privacy Policy #games #inbox #would #xbox #ever
    METRO.CO.UK
    Games Inbox: Would Xbox ever shut down Game Pass?
    Game Pass – will it continue forever? (Microsoft) The Monday letters page struggles to predict what’s going to happen with the PlayStation 6, as one reader sees their opinion of the Switch 2 change over time. To join in with the discussions yourself email gamecentral@metro.co.uk Final Pass I agree with a lot of what was said about the current state of Xbox in the Reader’s Feature this weekend and how the more Microsoft spends, and the more companies they own, the less the seem to be in control. Which is very strange really.The biggest recent failure has got to be Game Pass, which has not had the impact they expected and yet they don’t seem ready to acknowledge that. If they’re thinking of increasing the price again, like those rumours say, then I think that will be the point at which you can draw a line under the whole idea and admit it’s never going to catch on. But would Microsoft ever shut down Game Pass completely? I feel that would almost be more humiliating than stopping making consoles, so I can’t really imagine it. Instead, they’ll make it more and more expensive and put more and more restrictions on day one games until it’s no longer recognisable.Grackle Panic button Strange to see Sony talking relatively openly about Nintendo and Microsoft as competition. I can’t remember the last time they mentioned either of them, even if they obviously would prefer not to have, if they hadn’t been asked by investors.At no point did they acknowledge that the Switch has completely outsold both their last two consoles, so I’m not sure where their confidence comes from. I guess it’s from the fact that they know they’ve done nothing this gen and still come out on top, so from their perspective they’ve got plenty in reserve. Expert, exclusive gaming analysis Sign up to the GameCentral newsletter for a unique take on the week in gaming, alongside the latest reviews and more. Delivered to your inbox every Saturday morning. Having your panic button being ‘do anything at all’ must be pretty reassuring really. Nintendo has had to work to get where they are with the Switch but Sony is just coasting it.Lupus James’ LadderJacob’s Ladder is a film I’ve been meaning to watch for a while, and I guessed the ending quite early on, but it feels like a Silent Hill film. I don’t know if you guys have seen it but it’s an excellent film and the hospital scene near the end, and the cages blocking off the underground early on, just remind me of the game. A depressing film overall but worth a watch.Simon GC: Jacob’s Ladder was as a major influence on Silent Hill 2 in particular, even the jacket James is wearing is the same. Email your comments to: gamecentral@metro.co.uk Seeing the future I know everyone likes to think of themselves as Nostradamus, but I have to admit I have absolutely no clue what Sony is planning for the PlayStation 6. A new console that is just the usual update, that sits under your TV, is easy enough to imagine but surely they’re not going to do that again?But the idea of having new home and portable machines that come out at the same time seems so unlikely to me. Surely the portable wouldn’t be a separate format, but I can’t see it being any kind of portable that runs its own games because it’d never be as powerful as the home machine. So, it’s really just a PlayStation Portal 2? Like I said, I don’t know, but for some reason I have a bad feeling about that the next gen and whatever Sony does end up unveiling. I suspect that whatever they and Microsoft does it’s going to end up making the Switch 2 (and PC) seem even more appealing by comparison.Gonch Hidden insight I’m not going to say that Welcome Tour is a good game but what I will say is that I found it very interesting at times and I’m actually kind of surprised that Nintendo revealed some of the information that they did. Most of it could probably be found out by reverse engineering it and just taking it apart but I’m still surprised it went into as much detail as it did.You’re right that it’s all presented in a very dull way but personally I found the ‘Insights’ to be the best part of the game. The minigames really are not very good and I was always glad when they were over. So, while I would not necessarily recommend the game (it’s not really a game) I would say that it can be of interest to people who have an interest in how consoles work and how Nintendo think.Mogwai Purchase privilege I’ve recently had the privilege of buying Clair Obscur: Expedition 33 from the website CDKeys, using a 10% discount code. I was lucky enough to only spend a total of £25.99; much cheaper than purchasing the title for console. If only Ubisoft had the foresight to see what they allowed to slip through their fingers. I’d also like to mention that from what I’ve read quite recently ,and a couple of mixed views, I don’t see myself cancelling my Switch 2. On the contrary, it just is coming across as a disappointment.From the battery life to the lack of launch titles, an empty open world is never a smart choice to make not even Mario is safe from that. That leaves the upcoming ROG Xbox Ally that’s recently been showcased and is set for an October launch. I won’t lie it does look in the same vein as the Switch 2, far too similar to the ROG Ally X model. Just with grips and a dedicated Xbox button. The Z2 Extreme chip has me intrigued, however. How much of a transcendental shift it makes is another question however. I’ll have to wait to receive official confirmation for a price and release date. But there’s also a Lenovo Legion Go 2 waiting in the wings. I hope we hear more information soon. Preferably before my 28th in August.Shahzaib Sadiq Tip of the iceberg Interesting to hear about Cyberpunk 2077 running well on the Switch 2. I think if they’re getting that kind of performance at launch, from a third party not use to working with Nintendo hardware, that bodes very well for the future.I think we’re probably underestimating the Switch 2 a lot at the moment and stuff we’ll be seeing in two or three years is going to be amazing, I predict. What I can’t predict is when we’ll hear about any of this. I really hope there’s a Nintendo Direct this week.Dano Changing opinions So just a little over a week with the Switch 2 and after initially feeling incredibly meh about the new console and Mario Kart a little more playtime has been more optimistic about the console and much more positive about Mario Kart World.It did feel odd having a new console from Nintendo that didn’t inspire that childlike excitement. An iterative upgrade isn’t very exciting and as I own a Steam Deck the advancements in processing weren’t all that exciting either. I can imagine someone who only bough an OG Switch back in 2017 really noticing the improvements but if you bought an OLED it’s basically a Switch Pro (minus the OLED). The criminally low level of software support doesn’t help. I double dipped Street Fighter 6 only to discover I can’t transfer progress or DLC across from my Xbox, which sort of means if I want both profiles to have parity I have to buy everything twice! I also treated myself to a new Pro Controller and find using it for Street Fighter almost unplayable as the L and ZL buttons are far too easy to accidently press when playing. Mario Kart initially felt like more of the same and it was only after I made an effort to explore the world map, unlock characters and karts, and try the new grinding/ollie mechanic that it clicked. I am now really enjoying it, especially the remixed soundtracks. I do however want more Switch 2 exclusive experiences – going back through my back catalogue for improved frame rates doesn’t cut it Nintendo! As someone with a large digital library the system transfer was very frustrating and the new virtual cartridges are just awful – does a Switch 2 need to be online all the time now? Not the best idea for a portable system. So, the start of a new console lifecycle and hopefully lots of new IP – I suspect Nintendo will try and get us to revisit our back catalogues first though.BristolPete Inbox also-rans Just thought I would mention that if anyone’s interested in purchasing the Mortal Kombat 1 Definitive Edition, which includes all DLC, that it’s currently an absolute steal on the Xbox store at £21.99.Nick The GreekI’ve just won my first Knockout Tour online race on Mario Kart World! I’ve got to say, the feeling is magnificent.Rable More Trending Email your comments to: gamecentral@metro.co.uk The small printNew Inbox updates appear every weekday morning, with special Hot Topic Inboxes at the weekend. Readers’ letters are used on merit and may be edited for length and content. You can also submit your own 500 to 600-word Reader’s Feature at any time via email or our Submit Stuff page, which if used will be shown in the next available weekend slot. You can also leave your comments below and don’t forget to follow us on Twitter. Arrow MORE: Games Inbox: Is Mario Kart World too hard? GameCentral Sign up for exclusive analysis, latest releases, and bonus community content. This site is protected by reCAPTCHA and the Google Privacy Policy and Terms of Service apply. Your information will be used in line with our Privacy Policy
    Like
    Love
    Wow
    Angry
    Sad
    506
    2 Comments 0 Shares
  • Apple WWDC 2025: News and analysis

    Apple’s Worldwide Developers Conference 2025 saw a range of announcements that offered a glimpse into the future of Apple’s software design and artificial intelligencestrategy, highlighted by a new design language called  Liquid Glass and by Apple Intelligence news.

    Liquid Glass is designed to add translucency and dynamic movement to Apple’s user interface across iPhones, iPads, Macs, Apple Watches, and Apple TVs. The overhaul aims to make interactions with elements like buttons and sidebars adapt contextually.

    However, the real news of WWDC could be what we didn’t see.  Analysts had high expectations for Apple’s AI strategy, and while Apple Intelligence was talked about, many market watchers reported that it lacked the innovation that have come from Google’s and Microsoft’s generative AIrollouts.

    The question of whether Apple is playing catch-up lingered at WWDC 2025, and comments from Apple execs about delays to a significant AI overhaul for Siri were apparently interpreted as a setback by investors, leading to a negative reaction and drop in stock price.

    Follow this page for Computerworld‘s coverage of WWDC25.

    WWDC25 news and analysis

    Apple’s AI Revolution: Insights from WWDC

    June 13, 2025: At Apple’s big developer event, developers were served a feast of AI-related updates, including APIs that let them use Apple Intelligence in their apps and ChatGPT-augmentation from within Xcode. As a development environment, Apple has secured its future, with Macs forming the most computationally performant systems you can affordably purchase for the job.

    For developers, Apple’s tools get a lot better for AI

    June 12, 2025: Apple announced one important AI update at WWDC this week, the introduction of support for third-party large language models such as ChatGPT from within Xcode. It’s a big step that should benefit developers, accelerating app development.

    WWDC 25: What’s new for Apple and the enterprise?

    June 11, 2025: Beyond its new Liquid Glass UI and other major improvements across its operating systems, Apple introduced a hoard of changes, tweaks, and enhancements for IT admins at WWDC 2025.

    What we know so far about Apple’s Liquid Glass UI

    June 10, 2025: What Apple has tried to achieve with Liquid Glass is to bring together the optical quality of glass and the fluidity of liquid to emphasize transparency and lighting when using your devices. 

    WWDC first look: How Apple is improving its ecosystem

    June 9, 2025: While the new user interface design Apple execs highlighted at this year’s Worldwide Developers Conferencemight have been a bit of an eye-candy distraction, Apple’s enterprise users were not forgotten.

    Apple infuses AI into the Vision Pro

    June 8, 2025: Sluggish sales of Apple’s Vision Pro mixed reality headset haven’t dampened the company’s enthusiasm for advancing the device’s 3D computing experience, which now incorporates AI to deliver richer context and experiences.

    WWDC: Apple is about to unlock international business

    June 4, 2025: One of the more exciting pre-WWDC rumors is that Apple is preparing to make language problems go away by implementing focused artificial intelligence in Messages, which will apparently be able to translate incoming and outgoing messages on the fly. 
    #apple #wwdc #news #analysis
    Apple WWDC 2025: News and analysis
    Apple’s Worldwide Developers Conference 2025 saw a range of announcements that offered a glimpse into the future of Apple’s software design and artificial intelligencestrategy, highlighted by a new design language called  Liquid Glass and by Apple Intelligence news. Liquid Glass is designed to add translucency and dynamic movement to Apple’s user interface across iPhones, iPads, Macs, Apple Watches, and Apple TVs. The overhaul aims to make interactions with elements like buttons and sidebars adapt contextually. However, the real news of WWDC could be what we didn’t see.  Analysts had high expectations for Apple’s AI strategy, and while Apple Intelligence was talked about, many market watchers reported that it lacked the innovation that have come from Google’s and Microsoft’s generative AIrollouts. The question of whether Apple is playing catch-up lingered at WWDC 2025, and comments from Apple execs about delays to a significant AI overhaul for Siri were apparently interpreted as a setback by investors, leading to a negative reaction and drop in stock price. Follow this page for Computerworld‘s coverage of WWDC25. WWDC25 news and analysis Apple’s AI Revolution: Insights from WWDC June 13, 2025: At Apple’s big developer event, developers were served a feast of AI-related updates, including APIs that let them use Apple Intelligence in their apps and ChatGPT-augmentation from within Xcode. As a development environment, Apple has secured its future, with Macs forming the most computationally performant systems you can affordably purchase for the job. For developers, Apple’s tools get a lot better for AI June 12, 2025: Apple announced one important AI update at WWDC this week, the introduction of support for third-party large language models such as ChatGPT from within Xcode. It’s a big step that should benefit developers, accelerating app development. WWDC 25: What’s new for Apple and the enterprise? June 11, 2025: Beyond its new Liquid Glass UI and other major improvements across its operating systems, Apple introduced a hoard of changes, tweaks, and enhancements for IT admins at WWDC 2025. What we know so far about Apple’s Liquid Glass UI June 10, 2025: What Apple has tried to achieve with Liquid Glass is to bring together the optical quality of glass and the fluidity of liquid to emphasize transparency and lighting when using your devices.  WWDC first look: How Apple is improving its ecosystem June 9, 2025: While the new user interface design Apple execs highlighted at this year’s Worldwide Developers Conferencemight have been a bit of an eye-candy distraction, Apple’s enterprise users were not forgotten. Apple infuses AI into the Vision Pro June 8, 2025: Sluggish sales of Apple’s Vision Pro mixed reality headset haven’t dampened the company’s enthusiasm for advancing the device’s 3D computing experience, which now incorporates AI to deliver richer context and experiences. WWDC: Apple is about to unlock international business June 4, 2025: One of the more exciting pre-WWDC rumors is that Apple is preparing to make language problems go away by implementing focused artificial intelligence in Messages, which will apparently be able to translate incoming and outgoing messages on the fly.  #apple #wwdc #news #analysis
    WWW.COMPUTERWORLD.COM
    Apple WWDC 2025: News and analysis
    Apple’s Worldwide Developers Conference 2025 saw a range of announcements that offered a glimpse into the future of Apple’s software design and artificial intelligence (AI) strategy, highlighted by a new design language called  Liquid Glass and by Apple Intelligence news. Liquid Glass is designed to add translucency and dynamic movement to Apple’s user interface across iPhones, iPads, Macs, Apple Watches, and Apple TVs. The overhaul aims to make interactions with elements like buttons and sidebars adapt contextually. However, the real news of WWDC could be what we didn’t see.  Analysts had high expectations for Apple’s AI strategy, and while Apple Intelligence was talked about, many market watchers reported that it lacked the innovation that have come from Google’s and Microsoft’s generative AI (genAI) rollouts. The question of whether Apple is playing catch-up lingered at WWDC 2025, and comments from Apple execs about delays to a significant AI overhaul for Siri were apparently interpreted as a setback by investors, leading to a negative reaction and drop in stock price. Follow this page for Computerworld‘s coverage of WWDC25. WWDC25 news and analysis Apple’s AI Revolution: Insights from WWDC June 13, 2025: At Apple’s big developer event, developers were served a feast of AI-related updates, including APIs that let them use Apple Intelligence in their apps and ChatGPT-augmentation from within Xcode. As a development environment, Apple has secured its future, with Macs forming the most computationally performant systems you can affordably purchase for the job. For developers, Apple’s tools get a lot better for AI June 12, 2025: Apple announced one important AI update at WWDC this week, the introduction of support for third-party large language models (LLM) such as ChatGPT from within Xcode. It’s a big step that should benefit developers, accelerating app development. WWDC 25: What’s new for Apple and the enterprise? June 11, 2025: Beyond its new Liquid Glass UI and other major improvements across its operating systems, Apple introduced a hoard of changes, tweaks, and enhancements for IT admins at WWDC 2025. What we know so far about Apple’s Liquid Glass UI June 10, 2025: What Apple has tried to achieve with Liquid Glass is to bring together the optical quality of glass and the fluidity of liquid to emphasize transparency and lighting when using your devices.  WWDC first look: How Apple is improving its ecosystem June 9, 2025: While the new user interface design Apple execs highlighted at this year’s Worldwide Developers Conference (WWDC) might have been a bit of an eye-candy distraction, Apple’s enterprise users were not forgotten. Apple infuses AI into the Vision Pro June 8, 2025: Sluggish sales of Apple’s Vision Pro mixed reality headset haven’t dampened the company’s enthusiasm for advancing the device’s 3D computing experience, which now incorporates AI to deliver richer context and experiences. WWDC: Apple is about to unlock international business June 4, 2025: One of the more exciting pre-WWDC rumors is that Apple is preparing to make language problems go away by implementing focused artificial intelligence in Messages, which will apparently be able to translate incoming and outgoing messages on the fly. 
    Like
    Love
    Wow
    Angry
    Sad
    391
    2 Comments 0 Shares
  • Why Designers Get Stuck In The Details And How To Stop

    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 psychologyshows there are a couple of flavors driving this:

    Socially prescribed perfectionismIt’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 perfectionismWhere 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.
    Unexpected additional coststhat appear at this stage.
    Technical issues.

    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— 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 testsshowed 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, shared your insight, explained your solution, 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 daycompared to late in the daysimply 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 MechanicOnce 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 contextto get actionable feedback, not just vague opinions.
    4. Polish the VisualsI 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.
    #why #designers #get #stuck #details
    Why Designers Get Stuck In The Details And How To Stop
    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 psychologyshows there are a couple of flavors driving this: Socially prescribed perfectionismIt’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 perfectionismWhere 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. Unexpected additional coststhat appear at this stage. Technical issues. 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— 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 testsshowed 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, shared your insight, explained your solution, 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 daycompared to late in the daysimply 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 MechanicOnce 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 contextto get actionable feedback, not just vague opinions. 4. Polish the VisualsI 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. #why #designers #get #stuck #details
    SMASHINGMAGAZINE.COM
    Why Designers Get Stuck In The Details And How To Stop
    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 perfectionismIt’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 perfectionismWhere 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.
    Like
    Love
    Wow
    Angry
    Sad
    596
    0 Comments 0 Shares
More Results