• The Word is Out: Danish Ministry Drops Microsoft, Goes Open Source

    Key Takeaways

    Meta and Yandex have been found guilty of secretly listening to localhost ports and using them to transfer sensitive data from Android devices.
    The corporations use Meta Pixel and Yandex Metrica scripts to transfer cookies from browsers to local apps. Using incognito mode or a VPN can’t fully protect users against it.
    A Meta spokesperson has called this a ‘miscommunication,’ which seems to be an attempt to underplay the situation.

    Denmark’s Ministry of Digitalization has recently announced that it will leave the Microsoft ecosystem in favor of Linux and other open-source software.
    Minister Caroline Stage Olsen revealed this in an interview with Politiken, the country’s leading newspaper. According to Olsen, the Ministry plans to switch half of its employees to Linux and LibreOffice by summer, and the rest by fall.
    The announcement comes after Denmark’s largest cities – Copenhagen and Aarhus – made similar moves earlier this month.
    Why the Danish Ministry of Digitalization Switched to Open-Source Software
    The three main reasons Denmark is moving away from Microsoft are costs, politics, and security.
    In the case of Aarhus, the city was able to slash its annual costs from 800K kroner to just 225K by replacing Microsoft with a German service provider. 
    The same is a pain point for Copenhagen, which saw its costs on Microsoft balloon from 313M kroner in 2018 to 538M kroner in 2023.
    It’s also part of a broader move to increase its digital sovereignty. In her LinkedIn post, Olsen further explained that the strategy is not about isolation or digital nationalism, adding that they should not turn their backs completely on global tech companies like Microsoft. 

    Instead, it’s about avoiding being too dependent on these companies, which could prevent them from acting freely.
    Then there’s politics. Since his reelection earlier this year, US President Donald Trump has repeatedly threatened to take over Greenland, an autonomous territory of Denmark. 
    In May, the Danish Foreign Minister Lars Løkke Rasmussen summoned the US ambassador regarding news that US spy agencies have been told to focus on the territory.
    If the relationship between the two countries continues to erode, Trump can order Microsoft and other US tech companies to cut off Denmark from their services. After all, Microsoft and Facebook’s parent company Meta, have close ties to the US president after contributing M each for his inauguration in January.
    Denmark Isn’t Alone: Other EU Countries Are Making Similar Moves
    Denmark is only one of the growing number of European Unioncountries taking measures to become more digitally independent.
    Germany’s Federal Digital Minister Karsten Wildberger emphasized the need to be more independent of global tech companies during the re:publica internet conference in May. He added that IT companies in the EU have the opportunity to create tech that is based on the region’s values.

    Meanwhile, Bert Hubert, a technical advisor to the Dutch Electoral Council, wrote in February that ‘it is no longer safe to move our governments and societies to US clouds.’ He said that America is no longer a ‘reliable partner,’ making it risky to have the data of European governments and businesses at the mercy of US-based cloud providers.
    Earlier this month, the chief prosecutor of the International Criminal Court, Karim Khan, experienced a disconnection from his Microsoft-based email account, sparking uproar across the region. 
    Speculation quickly arose that the incident was linked to sanctions previously imposed on the ICC by the Trump administration, an assertion Microsoft has denied.
    Earlier this month, the chief prosecutor of the International Criminal Court, Karim Khan, disconnection from his Microsoft-based email account caused an uproar in the region. Some speculated that this was connected to sanctions imposed by Trump against the ICC, which Microsoft denied.
    Weaning the EU Away from US Tech is Possible, But Challenges Lie Ahead
    Change like this doesn’t happen overnight. Just finding, let alone developing, reliable alternatives to tools that have been part of daily workflows for decades, is a massive undertaking.
    It will also take time for users to adapt to these new tools, especially when transitioning to an entirely new ecosystem. In Aarhus, for example, municipal staff initially viewed the shift to open source as a step down from the familiarity and functionality of Microsoft products.
    Overall, these are only temporary hurdles. Momentum is building, with growing calls for digital independence from leaders like Ministers Olsen and Wildberger.
     Initiatives such as the Digital Europe Programme, which seeks to reduce reliance on foreign systems and solutions, further accelerate this push. As a result, the EU’s transition could arrive sooner rather than later

    As technology continues to evolve—from the return of 'dumbphones' to faster and sleeker computers—seasoned tech journalist, Cedric Solidon, continues to dedicate himself to writing stories that inform, empower, and connect with readers across all levels of digital literacy.
    With 20 years of professional writing experience, this University of the Philippines Journalism graduate has carved out a niche as a trusted voice in tech media. Whether he's breaking down the latest advancements in cybersecurity or explaining how silicon-carbon batteries can extend your phone’s battery life, his writing remains rooted in clarity, curiosity, and utility.
    Long before he was writing for Techreport, HP, Citrix, SAP, Globe Telecom, CyberGhost VPN, and ExpressVPN, Cedric's love for technology began at home courtesy of a Nintendo Family Computer and a stack of tech magazines.
    Growing up, his days were often filled with sessions of Contra, Bomberman, Red Alert 2, and the criminally underrated Crusader: No Regret. But gaming wasn't his only gateway to tech. 
    He devoured every T3, PCMag, and PC Gamer issue he could get his hands on, often reading them cover to cover. It wasn’t long before he explored the early web in IRC chatrooms, online forums, and fledgling tech blogs, soaking in every byte of knowledge from the late '90s and early 2000s internet boom.
    That fascination with tech didn’t just stick. It evolved into a full-blown calling.
    After graduating with a degree in Journalism, he began his writing career at the dawn of Web 2.0. What started with small editorial roles and freelance gigs soon grew into a full-fledged career.
    He has since collaborated with global tech leaders, lending his voice to content that bridges technical expertise with everyday usability. He’s also written annual reports for Globe Telecom and consumer-friendly guides for VPN companies like CyberGhost and ExpressVPN, empowering readers to understand the importance of digital privacy.
    His versatility spans not just tech journalism but also technical writing. He once worked with a local tech company developing web and mobile apps for logistics firms, crafting documentation and communication materials that brought together user-friendliness with deep technical understanding. That experience sharpened his ability to break down dense, often jargon-heavy material into content that speaks clearly to both developers and decision-makers.
    At the heart of his work lies a simple belief: technology should feel empowering, not intimidating. Even if the likes of smartphones and AI are now commonplace, he understands that there's still a knowledge gap, especially when it comes to hardware or the real-world benefits of new tools. His writing hopes to help close that gap.
    Cedric’s writing style reflects that mission. It’s friendly without being fluffy and informative without being overwhelming. Whether writing for seasoned IT professionals or casual readers curious about the latest gadgets, he focuses on how a piece of technology can improve our lives, boost our productivity, or make our work more efficient. That human-first approach makes his content feel more like a conversation than a technical manual.
    As his writing career progresses, his passion for tech journalism remains as strong as ever. With the growing need for accessible, responsible tech communication, he sees his role not just as a journalist but as a guide who helps readers navigate a digital world that’s often as confusing as it is exciting.
    From reviewing the latest devices to unpacking global tech trends, Cedric isn’t just reporting on the future; he’s helping to write it.

    View all articles by Cedric Solidon

    Our editorial process

    The Tech Report editorial policy is centered on providing helpful, accurate content that offers real value to our readers. We only work with experienced writers who have specific knowledge in the topics they cover, including latest developments in technology, online privacy, cryptocurrencies, software, and more. Our editorial policy ensures that each topic is researched and curated by our in-house editors. We maintain rigorous journalistic standards, and every article is 100% written by real authors.
    #word #out #danish #ministry #drops
    The Word is Out: Danish Ministry Drops Microsoft, Goes Open Source
    Key Takeaways Meta and Yandex have been found guilty of secretly listening to localhost ports and using them to transfer sensitive data from Android devices. The corporations use Meta Pixel and Yandex Metrica scripts to transfer cookies from browsers to local apps. Using incognito mode or a VPN can’t fully protect users against it. A Meta spokesperson has called this a ‘miscommunication,’ which seems to be an attempt to underplay the situation. Denmark’s Ministry of Digitalization has recently announced that it will leave the Microsoft ecosystem in favor of Linux and other open-source software. Minister Caroline Stage Olsen revealed this in an interview with Politiken, the country’s leading newspaper. According to Olsen, the Ministry plans to switch half of its employees to Linux and LibreOffice by summer, and the rest by fall. The announcement comes after Denmark’s largest cities – Copenhagen and Aarhus – made similar moves earlier this month. Why the Danish Ministry of Digitalization Switched to Open-Source Software The three main reasons Denmark is moving away from Microsoft are costs, politics, and security. In the case of Aarhus, the city was able to slash its annual costs from 800K kroner to just 225K by replacing Microsoft with a German service provider.  The same is a pain point for Copenhagen, which saw its costs on Microsoft balloon from 313M kroner in 2018 to 538M kroner in 2023. It’s also part of a broader move to increase its digital sovereignty. In her LinkedIn post, Olsen further explained that the strategy is not about isolation or digital nationalism, adding that they should not turn their backs completely on global tech companies like Microsoft.  Instead, it’s about avoiding being too dependent on these companies, which could prevent them from acting freely. Then there’s politics. Since his reelection earlier this year, US President Donald Trump has repeatedly threatened to take over Greenland, an autonomous territory of Denmark.  In May, the Danish Foreign Minister Lars Løkke Rasmussen summoned the US ambassador regarding news that US spy agencies have been told to focus on the territory. If the relationship between the two countries continues to erode, Trump can order Microsoft and other US tech companies to cut off Denmark from their services. After all, Microsoft and Facebook’s parent company Meta, have close ties to the US president after contributing M each for his inauguration in January. Denmark Isn’t Alone: Other EU Countries Are Making Similar Moves Denmark is only one of the growing number of European Unioncountries taking measures to become more digitally independent. Germany’s Federal Digital Minister Karsten Wildberger emphasized the need to be more independent of global tech companies during the re:publica internet conference in May. He added that IT companies in the EU have the opportunity to create tech that is based on the region’s values. Meanwhile, Bert Hubert, a technical advisor to the Dutch Electoral Council, wrote in February that ‘it is no longer safe to move our governments and societies to US clouds.’ He said that America is no longer a ‘reliable partner,’ making it risky to have the data of European governments and businesses at the mercy of US-based cloud providers. Earlier this month, the chief prosecutor of the International Criminal Court, Karim Khan, experienced a disconnection from his Microsoft-based email account, sparking uproar across the region.  Speculation quickly arose that the incident was linked to sanctions previously imposed on the ICC by the Trump administration, an assertion Microsoft has denied. Earlier this month, the chief prosecutor of the International Criminal Court, Karim Khan, disconnection from his Microsoft-based email account caused an uproar in the region. Some speculated that this was connected to sanctions imposed by Trump against the ICC, which Microsoft denied. Weaning the EU Away from US Tech is Possible, But Challenges Lie Ahead Change like this doesn’t happen overnight. Just finding, let alone developing, reliable alternatives to tools that have been part of daily workflows for decades, is a massive undertaking. It will also take time for users to adapt to these new tools, especially when transitioning to an entirely new ecosystem. In Aarhus, for example, municipal staff initially viewed the shift to open source as a step down from the familiarity and functionality of Microsoft products. Overall, these are only temporary hurdles. Momentum is building, with growing calls for digital independence from leaders like Ministers Olsen and Wildberger.  Initiatives such as the Digital Europe Programme, which seeks to reduce reliance on foreign systems and solutions, further accelerate this push. As a result, the EU’s transition could arrive sooner rather than later As technology continues to evolve—from the return of 'dumbphones' to faster and sleeker computers—seasoned tech journalist, Cedric Solidon, continues to dedicate himself to writing stories that inform, empower, and connect with readers across all levels of digital literacy. With 20 years of professional writing experience, this University of the Philippines Journalism graduate has carved out a niche as a trusted voice in tech media. Whether he's breaking down the latest advancements in cybersecurity or explaining how silicon-carbon batteries can extend your phone’s battery life, his writing remains rooted in clarity, curiosity, and utility. Long before he was writing for Techreport, HP, Citrix, SAP, Globe Telecom, CyberGhost VPN, and ExpressVPN, Cedric's love for technology began at home courtesy of a Nintendo Family Computer and a stack of tech magazines. Growing up, his days were often filled with sessions of Contra, Bomberman, Red Alert 2, and the criminally underrated Crusader: No Regret. But gaming wasn't his only gateway to tech.  He devoured every T3, PCMag, and PC Gamer issue he could get his hands on, often reading them cover to cover. It wasn’t long before he explored the early web in IRC chatrooms, online forums, and fledgling tech blogs, soaking in every byte of knowledge from the late '90s and early 2000s internet boom. That fascination with tech didn’t just stick. It evolved into a full-blown calling. After graduating with a degree in Journalism, he began his writing career at the dawn of Web 2.0. What started with small editorial roles and freelance gigs soon grew into a full-fledged career. He has since collaborated with global tech leaders, lending his voice to content that bridges technical expertise with everyday usability. He’s also written annual reports for Globe Telecom and consumer-friendly guides for VPN companies like CyberGhost and ExpressVPN, empowering readers to understand the importance of digital privacy. His versatility spans not just tech journalism but also technical writing. He once worked with a local tech company developing web and mobile apps for logistics firms, crafting documentation and communication materials that brought together user-friendliness with deep technical understanding. That experience sharpened his ability to break down dense, often jargon-heavy material into content that speaks clearly to both developers and decision-makers. At the heart of his work lies a simple belief: technology should feel empowering, not intimidating. Even if the likes of smartphones and AI are now commonplace, he understands that there's still a knowledge gap, especially when it comes to hardware or the real-world benefits of new tools. His writing hopes to help close that gap. Cedric’s writing style reflects that mission. It’s friendly without being fluffy and informative without being overwhelming. Whether writing for seasoned IT professionals or casual readers curious about the latest gadgets, he focuses on how a piece of technology can improve our lives, boost our productivity, or make our work more efficient. That human-first approach makes his content feel more like a conversation than a technical manual. As his writing career progresses, his passion for tech journalism remains as strong as ever. With the growing need for accessible, responsible tech communication, he sees his role not just as a journalist but as a guide who helps readers navigate a digital world that’s often as confusing as it is exciting. From reviewing the latest devices to unpacking global tech trends, Cedric isn’t just reporting on the future; he’s helping to write it. View all articles by Cedric Solidon Our editorial process The Tech Report editorial policy is centered on providing helpful, accurate content that offers real value to our readers. We only work with experienced writers who have specific knowledge in the topics they cover, including latest developments in technology, online privacy, cryptocurrencies, software, and more. Our editorial policy ensures that each topic is researched and curated by our in-house editors. We maintain rigorous journalistic standards, and every article is 100% written by real authors. #word #out #danish #ministry #drops
    TECHREPORT.COM
    The Word is Out: Danish Ministry Drops Microsoft, Goes Open Source
    Key Takeaways Meta and Yandex have been found guilty of secretly listening to localhost ports and using them to transfer sensitive data from Android devices. The corporations use Meta Pixel and Yandex Metrica scripts to transfer cookies from browsers to local apps. Using incognito mode or a VPN can’t fully protect users against it. A Meta spokesperson has called this a ‘miscommunication,’ which seems to be an attempt to underplay the situation. Denmark’s Ministry of Digitalization has recently announced that it will leave the Microsoft ecosystem in favor of Linux and other open-source software. Minister Caroline Stage Olsen revealed this in an interview with Politiken, the country’s leading newspaper. According to Olsen, the Ministry plans to switch half of its employees to Linux and LibreOffice by summer, and the rest by fall. The announcement comes after Denmark’s largest cities – Copenhagen and Aarhus – made similar moves earlier this month. Why the Danish Ministry of Digitalization Switched to Open-Source Software The three main reasons Denmark is moving away from Microsoft are costs, politics, and security. In the case of Aarhus, the city was able to slash its annual costs from 800K kroner to just 225K by replacing Microsoft with a German service provider.  The same is a pain point for Copenhagen, which saw its costs on Microsoft balloon from 313M kroner in 2018 to 538M kroner in 2023. It’s also part of a broader move to increase its digital sovereignty. In her LinkedIn post, Olsen further explained that the strategy is not about isolation or digital nationalism, adding that they should not turn their backs completely on global tech companies like Microsoft.  Instead, it’s about avoiding being too dependent on these companies, which could prevent them from acting freely. Then there’s politics. Since his reelection earlier this year, US President Donald Trump has repeatedly threatened to take over Greenland, an autonomous territory of Denmark.  In May, the Danish Foreign Minister Lars Løkke Rasmussen summoned the US ambassador regarding news that US spy agencies have been told to focus on the territory. If the relationship between the two countries continues to erode, Trump can order Microsoft and other US tech companies to cut off Denmark from their services. After all, Microsoft and Facebook’s parent company Meta, have close ties to the US president after contributing $1M each for his inauguration in January. Denmark Isn’t Alone: Other EU Countries Are Making Similar Moves Denmark is only one of the growing number of European Union (EU) countries taking measures to become more digitally independent. Germany’s Federal Digital Minister Karsten Wildberger emphasized the need to be more independent of global tech companies during the re:publica internet conference in May. He added that IT companies in the EU have the opportunity to create tech that is based on the region’s values. Meanwhile, Bert Hubert, a technical advisor to the Dutch Electoral Council, wrote in February that ‘it is no longer safe to move our governments and societies to US clouds.’ He said that America is no longer a ‘reliable partner,’ making it risky to have the data of European governments and businesses at the mercy of US-based cloud providers. Earlier this month, the chief prosecutor of the International Criminal Court (ICC), Karim Khan, experienced a disconnection from his Microsoft-based email account, sparking uproar across the region.  Speculation quickly arose that the incident was linked to sanctions previously imposed on the ICC by the Trump administration, an assertion Microsoft has denied. Earlier this month, the chief prosecutor of the International Criminal Court (ICC), Karim Khan, disconnection from his Microsoft-based email account caused an uproar in the region. Some speculated that this was connected to sanctions imposed by Trump against the ICC, which Microsoft denied. Weaning the EU Away from US Tech is Possible, But Challenges Lie Ahead Change like this doesn’t happen overnight. Just finding, let alone developing, reliable alternatives to tools that have been part of daily workflows for decades, is a massive undertaking. It will also take time for users to adapt to these new tools, especially when transitioning to an entirely new ecosystem. In Aarhus, for example, municipal staff initially viewed the shift to open source as a step down from the familiarity and functionality of Microsoft products. Overall, these are only temporary hurdles. Momentum is building, with growing calls for digital independence from leaders like Ministers Olsen and Wildberger.  Initiatives such as the Digital Europe Programme, which seeks to reduce reliance on foreign systems and solutions, further accelerate this push. As a result, the EU’s transition could arrive sooner rather than later As technology continues to evolve—from the return of 'dumbphones' to faster and sleeker computers—seasoned tech journalist, Cedric Solidon, continues to dedicate himself to writing stories that inform, empower, and connect with readers across all levels of digital literacy. With 20 years of professional writing experience, this University of the Philippines Journalism graduate has carved out a niche as a trusted voice in tech media. Whether he's breaking down the latest advancements in cybersecurity or explaining how silicon-carbon batteries can extend your phone’s battery life, his writing remains rooted in clarity, curiosity, and utility. Long before he was writing for Techreport, HP, Citrix, SAP, Globe Telecom, CyberGhost VPN, and ExpressVPN, Cedric's love for technology began at home courtesy of a Nintendo Family Computer and a stack of tech magazines. Growing up, his days were often filled with sessions of Contra, Bomberman, Red Alert 2, and the criminally underrated Crusader: No Regret. But gaming wasn't his only gateway to tech.  He devoured every T3, PCMag, and PC Gamer issue he could get his hands on, often reading them cover to cover. It wasn’t long before he explored the early web in IRC chatrooms, online forums, and fledgling tech blogs, soaking in every byte of knowledge from the late '90s and early 2000s internet boom. That fascination with tech didn’t just stick. It evolved into a full-blown calling. After graduating with a degree in Journalism, he began his writing career at the dawn of Web 2.0. What started with small editorial roles and freelance gigs soon grew into a full-fledged career. He has since collaborated with global tech leaders, lending his voice to content that bridges technical expertise with everyday usability. He’s also written annual reports for Globe Telecom and consumer-friendly guides for VPN companies like CyberGhost and ExpressVPN, empowering readers to understand the importance of digital privacy. His versatility spans not just tech journalism but also technical writing. He once worked with a local tech company developing web and mobile apps for logistics firms, crafting documentation and communication materials that brought together user-friendliness with deep technical understanding. That experience sharpened his ability to break down dense, often jargon-heavy material into content that speaks clearly to both developers and decision-makers. At the heart of his work lies a simple belief: technology should feel empowering, not intimidating. Even if the likes of smartphones and AI are now commonplace, he understands that there's still a knowledge gap, especially when it comes to hardware or the real-world benefits of new tools. His writing hopes to help close that gap. Cedric’s writing style reflects that mission. It’s friendly without being fluffy and informative without being overwhelming. Whether writing for seasoned IT professionals or casual readers curious about the latest gadgets, he focuses on how a piece of technology can improve our lives, boost our productivity, or make our work more efficient. That human-first approach makes his content feel more like a conversation than a technical manual. As his writing career progresses, his passion for tech journalism remains as strong as ever. With the growing need for accessible, responsible tech communication, he sees his role not just as a journalist but as a guide who helps readers navigate a digital world that’s often as confusing as it is exciting. From reviewing the latest devices to unpacking global tech trends, Cedric isn’t just reporting on the future; he’s helping to write it. View all articles by Cedric Solidon Our editorial process The Tech Report editorial policy is centered on providing helpful, accurate content that offers real value to our readers. We only work with experienced writers who have specific knowledge in the topics they cover, including latest developments in technology, online privacy, cryptocurrencies, software, and more. Our editorial policy ensures that each topic is researched and curated by our in-house editors. We maintain rigorous journalistic standards, and every article is 100% written by real authors.
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  • 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.
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  • Dune: Awakening Helicopters Are 'Goomba Stomping' Players, Devs Are Working On A Fix

    In a crowded field full of online survival sims, Dune: Awakening is kicking up storm. The adaptation of Frank Herbert’s sci-fi novels lets players build bases, rid sand worms, and smash Ornithopters into one another. That last part has become a problem, and the developers are already looking into a fix. Suggested Reading10 Minutes From The Last Of Us Part II’s Roguelike Mode

    Share SubtitlesOffEnglishview videoSuggested Reading10 Minutes From The Last Of Us Part II’s Roguelike Mode

    Share SubtitlesOffEnglishDune’s Ornithopters are helicopters shaped like dragonflies. In Dune: Awakening, they’re one of the many vehicles players can build that serve as both a resource and an end-goal of sorts. They require a lot of equipment and resources to craft if you’re playing solo, which is why most of them belong to players working in groups. It turns out that they’re pretty indestructible too, making them lethal weapons for ramming enemy players with in PVP. Reddit user Bombe18 shared his run-in with Dune: Awakening’s man-made scourge in a recent clip that blew up on the subreddit showing him repeatedly being accosted by multiple Ornithopters. Shooting at them does nothing. They’re unscathed by constantly smashing into the ground on top of him. At one point, he tries to wall-jump off a ledge and stab one. “Yeah sorry about this,” wrote game director Joel Bylos. “We have people working on fixing the goomba stomping ASAP.”Players have been debating the role of Ornithopters in Dune: Awakening since its beta tests last year. On the one hand, they’re a lot of fun and a cool reward for players to build toward. On the other, they sort of trivialize trying to travel around the desert and survive, the two things the game is supposed to be about. They can also shoot missiles, completely dominating the ground game. Now that’s real desert power. In terms of stopping players from griefing one another with Ornithopters, there are a few different suggestions. Some players just want the vehicles not to be able to be used as weapons at all. Others want them isolated to specific PVP areas. Another solution is to make it easier to destroy them. “Seems like they should just make guns deal more damage to them,” wrote one player. “They’d think twice about doing this if their orni could get wrecked by gunfire.” Another wrote, “Make Deep Desert crashes do significant damage. Two crashes or something past a certain physics threshold should disable the vehicle.”However the developers decide to address the recent outbreak of Ornithopter “goomba stomping,” Dune: Awakening is having a great launch so far. Out earlier this week on PC, it’s nearing a 90 percent positive rating on Steam with almost 20,000 reviews. The concurrent player-count is very healthy, too, peaking at just under 150,000 heading into the weekend. Unfortunately, console players will have to wait a bit to build Ornithropters of their own. A PlayStation 5 and Xbox Series X/S release isn’t planned until sometime in 2026. .
    #dune #awakening #helicopters #are #039goomba
    Dune: Awakening Helicopters Are 'Goomba Stomping' Players, Devs Are Working On A Fix
    In a crowded field full of online survival sims, Dune: Awakening is kicking up storm. The adaptation of Frank Herbert’s sci-fi novels lets players build bases, rid sand worms, and smash Ornithopters into one another. That last part has become a problem, and the developers are already looking into a fix. Suggested Reading10 Minutes From The Last Of Us Part II’s Roguelike Mode Share SubtitlesOffEnglishview videoSuggested Reading10 Minutes From The Last Of Us Part II’s Roguelike Mode Share SubtitlesOffEnglishDune’s Ornithopters are helicopters shaped like dragonflies. In Dune: Awakening, they’re one of the many vehicles players can build that serve as both a resource and an end-goal of sorts. They require a lot of equipment and resources to craft if you’re playing solo, which is why most of them belong to players working in groups. It turns out that they’re pretty indestructible too, making them lethal weapons for ramming enemy players with in PVP. Reddit user Bombe18 shared his run-in with Dune: Awakening’s man-made scourge in a recent clip that blew up on the subreddit showing him repeatedly being accosted by multiple Ornithopters. Shooting at them does nothing. They’re unscathed by constantly smashing into the ground on top of him. At one point, he tries to wall-jump off a ledge and stab one. “Yeah sorry about this,” wrote game director Joel Bylos. “We have people working on fixing the goomba stomping ASAP.”Players have been debating the role of Ornithopters in Dune: Awakening since its beta tests last year. On the one hand, they’re a lot of fun and a cool reward for players to build toward. On the other, they sort of trivialize trying to travel around the desert and survive, the two things the game is supposed to be about. They can also shoot missiles, completely dominating the ground game. Now that’s real desert power. In terms of stopping players from griefing one another with Ornithopters, there are a few different suggestions. Some players just want the vehicles not to be able to be used as weapons at all. Others want them isolated to specific PVP areas. Another solution is to make it easier to destroy them. “Seems like they should just make guns deal more damage to them,” wrote one player. “They’d think twice about doing this if their orni could get wrecked by gunfire.” Another wrote, “Make Deep Desert crashes do significant damage. Two crashes or something past a certain physics threshold should disable the vehicle.”However the developers decide to address the recent outbreak of Ornithopter “goomba stomping,” Dune: Awakening is having a great launch so far. Out earlier this week on PC, it’s nearing a 90 percent positive rating on Steam with almost 20,000 reviews. The concurrent player-count is very healthy, too, peaking at just under 150,000 heading into the weekend. Unfortunately, console players will have to wait a bit to build Ornithropters of their own. A PlayStation 5 and Xbox Series X/S release isn’t planned until sometime in 2026. . #dune #awakening #helicopters #are #039goomba
    KOTAKU.COM
    Dune: Awakening Helicopters Are 'Goomba Stomping' Players, Devs Are Working On A Fix
    In a crowded field full of online survival sims, Dune: Awakening is kicking up storm. The adaptation of Frank Herbert’s sci-fi novels lets players build bases, rid sand worms, and smash Ornithopters into one another. That last part has become a problem, and the developers are already looking into a fix. Suggested Reading10 Minutes From The Last Of Us Part II’s Roguelike Mode Share SubtitlesOffEnglishview videoSuggested Reading10 Minutes From The Last Of Us Part II’s Roguelike Mode Share SubtitlesOffEnglishDune’s Ornithopters are helicopters shaped like dragonflies. In Dune: Awakening, they’re one of the many vehicles players can build that serve as both a resource and an end-goal of sorts. They require a lot of equipment and resources to craft if you’re playing solo, which is why most of them belong to players working in groups. It turns out that they’re pretty indestructible too, making them lethal weapons for ramming enemy players with in PVP. Reddit user Bombe18 shared his run-in with Dune: Awakening’s man-made scourge in a recent clip that blew up on the subreddit showing him repeatedly being accosted by multiple Ornithopters. Shooting at them does nothing. They’re unscathed by constantly smashing into the ground on top of him. At one point, he tries to wall-jump off a ledge and stab one. “Yeah sorry about this,” wrote game director Joel Bylos. “We have people working on fixing the goomba stomping ASAP.”Players have been debating the role of Ornithopters in Dune: Awakening since its beta tests last year. On the one hand, they’re a lot of fun and a cool reward for players to build toward. On the other, they sort of trivialize trying to travel around the desert and survive, the two things the game is supposed to be about. They can also shoot missiles, completely dominating the ground game. Now that’s real desert power. In terms of stopping players from griefing one another with Ornithopters, there are a few different suggestions. Some players just want the vehicles not to be able to be used as weapons at all. Others want them isolated to specific PVP areas. Another solution is to make it easier to destroy them. “Seems like they should just make guns deal more damage to them,” wrote one player. “They’d think twice about doing this if their orni could get wrecked by gunfire.” Another wrote, “Make Deep Desert crashes do significant damage. Two crashes or something past a certain physics threshold should disable the vehicle.”However the developers decide to address the recent outbreak of Ornithopter “goomba stomping,” Dune: Awakening is having a great launch so far. Out earlier this week on PC, it’s nearing a 90 percent positive rating on Steam with almost 20,000 reviews. The concurrent player-count is very healthy, too, peaking at just under 150,000 heading into the weekend. Unfortunately, console players will have to wait a bit to build Ornithropters of their own. A PlayStation 5 and Xbox Series X/S release isn’t planned until sometime in 2026. .
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  • 15 riveting images from the 2025 UN World Oceans Day Photo Competition

    Big and Small Underwater Faces — 3rd Place.
    Trips to the Antarctic Peninsula always yield amazing encounters with leopard seals. Boldly approaching me and baring his teeth, this individual was keen to point out that this part of Antarctica was his territory. This picture was shot at dusk, resulting in the rather moody atmosphere.
     
    Credit: Lars von Ritter Zahony/ World Ocean’s Day

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    The striking eye of a humpback whale named Sweet Girl peers at the camera. Just four days later, she would be dead, hit by a speeding boat and one of the 20,000 whales killed by ship strikes each year. Photographer Rachel Moore’s captivating imageof Sweet Girl earned top honors at the 2025 United Nations World Oceans Day Photo Competition.
    Wonder: Sustaining What Sustains Us — WinnerThis photo, taken in Mo’orea, French Polynesia in 2024, captures the eye of a humpback whale named Sweet Girl, just days before her tragic death. Four days after I captured this intimate moment, she was struck and killed by a fast-moving ship. Her death serves as a heartbreaking reminder of the 20,000 whales lost to ship strikes every year. We are using her story to advocate for stronger protections, petitioning for stricter speed laws around Tahiti and Mo’orea during whale season. I hope Sweet Girl’s legacy will spark real change to protect these incredible animals and prevent further senseless loss.Credit: Rachel Moore/ United Nations World Oceans Day www.unworldoceansday.org
    Now in its twelfth year, the competition coordinated in collaboration between the UN Division for Ocean Affairs and the Law of the Sea, DivePhotoGuide, Oceanic Global, and  the Intergovernmental Oceanographic Commission of UNESCO. Each year, thousands of underwater photographers submit images that judges award prizes for across four categories: Big and Small Underwater Faces, Underwater Seascapes, Above Water Seascapes, and Wonder: Sustaining What Sustains Us.
    This year’s winning images include a curious leopard seal, a swarm of jellyfish, and a very grumpy looking Japanese warbonnet. Given our oceans’ perilous state, all competition participants were required to sign a charter of 14 commitments regarding ethics in photography.
    Underwater Seascapes — Honorable MentionWith only orcas as their natural predators, leopard seals are Antarctica’s most versatile hunters, preying on everything from fish and cephalopods to penguins and other seals. Gentoo penguins are a favored menu item, and leopard seals can be observed patrolling the waters around their colonies. For this shot, I used a split image to capture both worlds: the gentoo penguin colony in the background with the leopard seal on the hunt in the foreground.Credit: Lars von Ritter Zahony/ United Nations World Oceans Day www.unworldoceansday.org
    Above Water Seascapes – WinnerA serene lake cradled by arid dunes, where a gentle stream breathes life into the heart of Mother Earth’s creation: Captured from an airplane, this image reveals the powerful contrasts and hidden beauty where land and ocean meet, reminding us that the ocean is the source of all life and that everything in nature is deeply connected. The location is a remote stretch of coastline near Shark Bay, Western Australia.Credit: Leander Nardin/ United Nations World Oceans Day www.unworldoceansday.org
    Above Water Seascapes — 3rd PlaceParadise Harbour is one of the most beautiful places on the Antarctic Peninsula. When I visited, the sea was extremely calm, and I was lucky enough to witness a wonderfully clear reflection of the Suárez Glacierin the water. The only problem was the waves created by our speedboat, and the only way to capture the perfect reflection was to lie on the bottom of the boat while it moved towards the glacier.Credit: Andrey Nosik/ United Nations World Oceans Day www.unworldoceansday.org
    Underwater Seascapes — 3rd Place“La Rapadura” is a natural hidden treasure on the northern coast of Tenerife, in the Spanish territory of the Canary Islands. Only discovered in 1996, it is one of the most astonishing underwater landscapes in the world, consistently ranking among the planet’s best dive sites. These towering columns of basalt are the result of volcanic processes that occurred between 500,000 and a million years ago. The formation was created when a basaltic lava flow reached the ocean, where, upon cooling and solidifying, it contracted, creating natural structures often compared to the pipes of church organs. Located in a region where marine life has been impacted by once common illegal fishing practices, this stunning natural monument has both geological and ecological value, and scientists and underwater photographers are advocating for its protection.Credit: Pedro Carrillo/ United Nations World Oceans Day www.unworldoceansday.org
    Underwater Seascapes — WinnerThis year, I had the incredible opportunity to visit a jellyfish lake during a liveaboard trip around southern Raja Ampat, Indonesia. Being surrounded by millions of jellyfish, which have evolved to lose their stinging ability due to the absence of predators, was one of the most breathtaking experiences I’ve ever had.Credit: Dani Escayola/ United Nations World Oceans Day www.unworldoceansday.org
    Underwater Seascapes — 2nd PlaceThis shot captures a school of rays resting at a cleaning station in Mauritius, where strong currents once attracted them regularly. Some rays grew accustomed to divers, allowing close encounters like this. Sadly, after the severe bleaching that the reefs here suffered last year, such gatherings have become rare, and I fear I may not witness this again at the same spot.Credit: Gerald Rambert/ United Nations World Oceans Day www.unworldoceansday.org
    Wonder: Sustaining What Sustains Us — 3rd PlaceShot in Cuba’s Jardines de la Reina—a protected shark sanctuary—this image captures a Caribbean reef shark weaving through a group of silky sharks near the surface. Using a slow shutter and strobes as the shark pivoted sharply, the motion blurred into a wave-like arc across its head, lit by the golden hues of sunset. The abundance and behavior of sharks here is a living symbol of what protected oceans can look like.Credit: Steven Lopez/ United Nations World Oceans Day www.unworldoceansday.org
     Above Water Seascapes — 2nd PlaceNorthern gannetssoar above the dramatic cliffs of Scotland’s Hermaness National Nature Reserve, their sleek white bodies and black-tipped wings slicing through the Shetland winds. These seabirds, the largest in the North Atlantic, are renowned for their striking plunge-dives, reaching speeds up to 100 kphas they hunt for fish beneath the waves. The cliffs of Hermaness provide ideal nesting sites, with updrafts aiding their take-offs and landings. Each spring, thousands return to this rugged coastline, forming one of the UK’s most significant gannet colonies. It was a major challenge to take photos at the edge of these cliffs at almost 200 meterswith the winds up to 30 kph.Credit: Nur Tucker/ United Nations World Oceans Day www.unworldoceansday.org
    Above Water Seascapes — Honorable MentionA South Atlantic swell breaks on the Dungeons Reef off the Cape Peninsula, South Africa, shot while photographing a big-wave surf session in October 2017. It’s the crescendoing sounds of these breaking swells that always amazes me.Credit: Ken Findlay/ United Nations World Oceans Day www.unworldoceansday.org
    Wonder: Sustaining What Sustains Us — Honorable MentionHumpback whales in their thousands migrate along the Ningaloo Reef in Western Australia every year on the way to and from their calving grounds. In four seasons of swimming with them on the reef here, this is the only encounter I’ve had like this one. This pair of huge adult whales repeatedly spy-hopped alongside us, seeking to interact with and investigate us, leaving me completely breathless. The female in the foreground was much more confident than the male behind and would constantly make close approaches, whilst the male hung back a little, still interested but shy. After more than 10 years working with wildlife in the water, this was one of the best experiences of my life.Credit: Ollie Clarke/ United Nations World Oceans Day www.unworldoceansday.org
    Big and Small Underwater Faces — 2nd PlaceOn one of my many blackwater dives in Anilao, in the Philippines, my guide and I spotted something moving erratically at a depth of around 20 meters, about 10 to 15 centimeters in size. We quickly realized that it was a rare blanket octopus. As we approached, it opened up its beautiful blanket, revealing its multicolored mantle. I managed to take a few shots before it went on its way. I felt truly privileged to have captured this fascinating deep-sea cephalopod. Among its many unique characteristics, this species exhibits some of the most extreme sexual size-dimorphism in nature, with females weighing up to 40,000 times more than males.Credit: Giacomo Marchione/ United Nations World Oceans Day www.unworldoceansday.org
    Big and Small Underwater Faces – WinnerThis photo of a Japanese warbonnetwas captured in the Sea of Japan, about 50 milessouthwest of Vladivostok, Russia. I found the ornate fish at a depth of about 30 meters, under the stern of a shipwreck. This species does not appear to be afraid of divers—on the contrary, it seems to enjoy the attention—and it even tried to sit on the dome port of my camera.Credit: Andrey Nosik/ United Nations World Oceans Day www.unworldoceansday.org
    Wonder: Sustaining What Sustains Us — 2nd PlaceA juvenile pinnate batfishcaptured with a slow shutter speed, a snooted light, and deliberate camera panning to create a sense of motion and drama. Juvenile pinnate batfish are known for their striking black bodies outlined in vibrant orange—a coloration they lose within just a few months as they mature. I encountered this restless subject in the tropical waters of Indonesia’s Lembeh Strait. Capturing this image took patience and persistence over two dives, as these active young fish constantly dart for cover in crevices, making the shot particularly challenging.Credit: Luis Arpa/ United Nations World Oceans Day www.unworldoceansday.org
    #riveting #images #world #oceans #dayphoto
    15 riveting images from the 2025 UN World Oceans Day Photo Competition
    Big and Small Underwater Faces — 3rd Place. Trips to the Antarctic Peninsula always yield amazing encounters with leopard seals. Boldly approaching me and baring his teeth, this individual was keen to point out that this part of Antarctica was his territory. This picture was shot at dusk, resulting in the rather moody atmosphere.   Credit: Lars von Ritter Zahony/ World Ocean’s Day Get the Popular Science daily newsletter💡 Breakthroughs, discoveries, and DIY tips sent every weekday. The striking eye of a humpback whale named Sweet Girl peers at the camera. Just four days later, she would be dead, hit by a speeding boat and one of the 20,000 whales killed by ship strikes each year. Photographer Rachel Moore’s captivating imageof Sweet Girl earned top honors at the 2025 United Nations World Oceans Day Photo Competition. Wonder: Sustaining What Sustains Us — WinnerThis photo, taken in Mo’orea, French Polynesia in 2024, captures the eye of a humpback whale named Sweet Girl, just days before her tragic death. Four days after I captured this intimate moment, she was struck and killed by a fast-moving ship. Her death serves as a heartbreaking reminder of the 20,000 whales lost to ship strikes every year. We are using her story to advocate for stronger protections, petitioning for stricter speed laws around Tahiti and Mo’orea during whale season. I hope Sweet Girl’s legacy will spark real change to protect these incredible animals and prevent further senseless loss.Credit: Rachel Moore/ United Nations World Oceans Day www.unworldoceansday.org Now in its twelfth year, the competition coordinated in collaboration between the UN Division for Ocean Affairs and the Law of the Sea, DivePhotoGuide, Oceanic Global, and  the Intergovernmental Oceanographic Commission of UNESCO. Each year, thousands of underwater photographers submit images that judges award prizes for across four categories: Big and Small Underwater Faces, Underwater Seascapes, Above Water Seascapes, and Wonder: Sustaining What Sustains Us. This year’s winning images include a curious leopard seal, a swarm of jellyfish, and a very grumpy looking Japanese warbonnet. Given our oceans’ perilous state, all competition participants were required to sign a charter of 14 commitments regarding ethics in photography. Underwater Seascapes — Honorable MentionWith only orcas as their natural predators, leopard seals are Antarctica’s most versatile hunters, preying on everything from fish and cephalopods to penguins and other seals. Gentoo penguins are a favored menu item, and leopard seals can be observed patrolling the waters around their colonies. For this shot, I used a split image to capture both worlds: the gentoo penguin colony in the background with the leopard seal on the hunt in the foreground.Credit: Lars von Ritter Zahony/ United Nations World Oceans Day www.unworldoceansday.org Above Water Seascapes – WinnerA serene lake cradled by arid dunes, where a gentle stream breathes life into the heart of Mother Earth’s creation: Captured from an airplane, this image reveals the powerful contrasts and hidden beauty where land and ocean meet, reminding us that the ocean is the source of all life and that everything in nature is deeply connected. The location is a remote stretch of coastline near Shark Bay, Western Australia.Credit: Leander Nardin/ United Nations World Oceans Day www.unworldoceansday.org Above Water Seascapes — 3rd PlaceParadise Harbour is one of the most beautiful places on the Antarctic Peninsula. When I visited, the sea was extremely calm, and I was lucky enough to witness a wonderfully clear reflection of the Suárez Glacierin the water. The only problem was the waves created by our speedboat, and the only way to capture the perfect reflection was to lie on the bottom of the boat while it moved towards the glacier.Credit: Andrey Nosik/ United Nations World Oceans Day www.unworldoceansday.org Underwater Seascapes — 3rd Place“La Rapadura” is a natural hidden treasure on the northern coast of Tenerife, in the Spanish territory of the Canary Islands. Only discovered in 1996, it is one of the most astonishing underwater landscapes in the world, consistently ranking among the planet’s best dive sites. These towering columns of basalt are the result of volcanic processes that occurred between 500,000 and a million years ago. The formation was created when a basaltic lava flow reached the ocean, where, upon cooling and solidifying, it contracted, creating natural structures often compared to the pipes of church organs. Located in a region where marine life has been impacted by once common illegal fishing practices, this stunning natural monument has both geological and ecological value, and scientists and underwater photographers are advocating for its protection.Credit: Pedro Carrillo/ United Nations World Oceans Day www.unworldoceansday.org Underwater Seascapes — WinnerThis year, I had the incredible opportunity to visit a jellyfish lake during a liveaboard trip around southern Raja Ampat, Indonesia. Being surrounded by millions of jellyfish, which have evolved to lose their stinging ability due to the absence of predators, was one of the most breathtaking experiences I’ve ever had.Credit: Dani Escayola/ United Nations World Oceans Day www.unworldoceansday.org Underwater Seascapes — 2nd PlaceThis shot captures a school of rays resting at a cleaning station in Mauritius, where strong currents once attracted them regularly. Some rays grew accustomed to divers, allowing close encounters like this. Sadly, after the severe bleaching that the reefs here suffered last year, such gatherings have become rare, and I fear I may not witness this again at the same spot.Credit: Gerald Rambert/ United Nations World Oceans Day www.unworldoceansday.org Wonder: Sustaining What Sustains Us — 3rd PlaceShot in Cuba’s Jardines de la Reina—a protected shark sanctuary—this image captures a Caribbean reef shark weaving through a group of silky sharks near the surface. Using a slow shutter and strobes as the shark pivoted sharply, the motion blurred into a wave-like arc across its head, lit by the golden hues of sunset. The abundance and behavior of sharks here is a living symbol of what protected oceans can look like.Credit: Steven Lopez/ United Nations World Oceans Day www.unworldoceansday.org  Above Water Seascapes — 2nd PlaceNorthern gannetssoar above the dramatic cliffs of Scotland’s Hermaness National Nature Reserve, their sleek white bodies and black-tipped wings slicing through the Shetland winds. These seabirds, the largest in the North Atlantic, are renowned for their striking plunge-dives, reaching speeds up to 100 kphas they hunt for fish beneath the waves. The cliffs of Hermaness provide ideal nesting sites, with updrafts aiding their take-offs and landings. Each spring, thousands return to this rugged coastline, forming one of the UK’s most significant gannet colonies. It was a major challenge to take photos at the edge of these cliffs at almost 200 meterswith the winds up to 30 kph.Credit: Nur Tucker/ United Nations World Oceans Day www.unworldoceansday.org Above Water Seascapes — Honorable MentionA South Atlantic swell breaks on the Dungeons Reef off the Cape Peninsula, South Africa, shot while photographing a big-wave surf session in October 2017. It’s the crescendoing sounds of these breaking swells that always amazes me.Credit: Ken Findlay/ United Nations World Oceans Day www.unworldoceansday.org Wonder: Sustaining What Sustains Us — Honorable MentionHumpback whales in their thousands migrate along the Ningaloo Reef in Western Australia every year on the way to and from their calving grounds. In four seasons of swimming with them on the reef here, this is the only encounter I’ve had like this one. This pair of huge adult whales repeatedly spy-hopped alongside us, seeking to interact with and investigate us, leaving me completely breathless. The female in the foreground was much more confident than the male behind and would constantly make close approaches, whilst the male hung back a little, still interested but shy. After more than 10 years working with wildlife in the water, this was one of the best experiences of my life.Credit: Ollie Clarke/ United Nations World Oceans Day www.unworldoceansday.org Big and Small Underwater Faces — 2nd PlaceOn one of my many blackwater dives in Anilao, in the Philippines, my guide and I spotted something moving erratically at a depth of around 20 meters, about 10 to 15 centimeters in size. We quickly realized that it was a rare blanket octopus. As we approached, it opened up its beautiful blanket, revealing its multicolored mantle. I managed to take a few shots before it went on its way. I felt truly privileged to have captured this fascinating deep-sea cephalopod. Among its many unique characteristics, this species exhibits some of the most extreme sexual size-dimorphism in nature, with females weighing up to 40,000 times more than males.Credit: Giacomo Marchione/ United Nations World Oceans Day www.unworldoceansday.org Big and Small Underwater Faces – WinnerThis photo of a Japanese warbonnetwas captured in the Sea of Japan, about 50 milessouthwest of Vladivostok, Russia. I found the ornate fish at a depth of about 30 meters, under the stern of a shipwreck. This species does not appear to be afraid of divers—on the contrary, it seems to enjoy the attention—and it even tried to sit on the dome port of my camera.Credit: Andrey Nosik/ United Nations World Oceans Day www.unworldoceansday.org Wonder: Sustaining What Sustains Us — 2nd PlaceA juvenile pinnate batfishcaptured with a slow shutter speed, a snooted light, and deliberate camera panning to create a sense of motion and drama. Juvenile pinnate batfish are known for their striking black bodies outlined in vibrant orange—a coloration they lose within just a few months as they mature. I encountered this restless subject in the tropical waters of Indonesia’s Lembeh Strait. Capturing this image took patience and persistence over two dives, as these active young fish constantly dart for cover in crevices, making the shot particularly challenging.Credit: Luis Arpa/ United Nations World Oceans Day www.unworldoceansday.org #riveting #images #world #oceans #dayphoto
    WWW.POPSCI.COM
    15 riveting images from the 2025 UN World Oceans Day Photo Competition
    Big and Small Underwater Faces — 3rd Place. Trips to the Antarctic Peninsula always yield amazing encounters with leopard seals (Hydrurga leptonyx). Boldly approaching me and baring his teeth, this individual was keen to point out that this part of Antarctica was his territory. This picture was shot at dusk, resulting in the rather moody atmosphere.   Credit: Lars von Ritter Zahony (Germany) / World Ocean’s Day Get the Popular Science daily newsletter💡 Breakthroughs, discoveries, and DIY tips sent every weekday. The striking eye of a humpback whale named Sweet Girl peers at the camera. Just four days later, she would be dead, hit by a speeding boat and one of the 20,000 whales killed by ship strikes each year. Photographer Rachel Moore’s captivating image (seen below) of Sweet Girl earned top honors at the 2025 United Nations World Oceans Day Photo Competition. Wonder: Sustaining What Sustains Us — WinnerThis photo, taken in Mo’orea, French Polynesia in 2024, captures the eye of a humpback whale named Sweet Girl, just days before her tragic death. Four days after I captured this intimate moment, she was struck and killed by a fast-moving ship. Her death serves as a heartbreaking reminder of the 20,000 whales lost to ship strikes every year. We are using her story to advocate for stronger protections, petitioning for stricter speed laws around Tahiti and Mo’orea during whale season. I hope Sweet Girl’s legacy will spark real change to protect these incredible animals and prevent further senseless loss.Credit: Rachel Moore (USA) / United Nations World Oceans Day www.unworldoceansday.org Now in its twelfth year, the competition coordinated in collaboration between the UN Division for Ocean Affairs and the Law of the Sea, DivePhotoGuide (DPG), Oceanic Global, and  the Intergovernmental Oceanographic Commission of UNESCO. Each year, thousands of underwater photographers submit images that judges award prizes for across four categories: Big and Small Underwater Faces, Underwater Seascapes, Above Water Seascapes, and Wonder: Sustaining What Sustains Us. This year’s winning images include a curious leopard seal, a swarm of jellyfish, and a very grumpy looking Japanese warbonnet. Given our oceans’ perilous state, all competition participants were required to sign a charter of 14 commitments regarding ethics in photography. Underwater Seascapes — Honorable MentionWith only orcas as their natural predators, leopard seals are Antarctica’s most versatile hunters, preying on everything from fish and cephalopods to penguins and other seals. Gentoo penguins are a favored menu item, and leopard seals can be observed patrolling the waters around their colonies. For this shot, I used a split image to capture both worlds: the gentoo penguin colony in the background with the leopard seal on the hunt in the foreground.Credit: Lars von Ritter Zahony (Germany) / United Nations World Oceans Day www.unworldoceansday.org Above Water Seascapes – WinnerA serene lake cradled by arid dunes, where a gentle stream breathes life into the heart of Mother Earth’s creation: Captured from an airplane, this image reveals the powerful contrasts and hidden beauty where land and ocean meet, reminding us that the ocean is the source of all life and that everything in nature is deeply connected. The location is a remote stretch of coastline near Shark Bay, Western Australia.Credit: Leander Nardin (Austria) / United Nations World Oceans Day www.unworldoceansday.org Above Water Seascapes — 3rd PlaceParadise Harbour is one of the most beautiful places on the Antarctic Peninsula. When I visited, the sea was extremely calm, and I was lucky enough to witness a wonderfully clear reflection of the Suárez Glacier (aka Petzval Glacier) in the water. The only problem was the waves created by our speedboat, and the only way to capture the perfect reflection was to lie on the bottom of the boat while it moved towards the glacier.Credit: Andrey Nosik (Russia) / United Nations World Oceans Day www.unworldoceansday.org Underwater Seascapes — 3rd Place“La Rapadura” is a natural hidden treasure on the northern coast of Tenerife, in the Spanish territory of the Canary Islands. Only discovered in 1996, it is one of the most astonishing underwater landscapes in the world, consistently ranking among the planet’s best dive sites. These towering columns of basalt are the result of volcanic processes that occurred between 500,000 and a million years ago. The formation was created when a basaltic lava flow reached the ocean, where, upon cooling and solidifying, it contracted, creating natural structures often compared to the pipes of church organs. Located in a region where marine life has been impacted by once common illegal fishing practices, this stunning natural monument has both geological and ecological value, and scientists and underwater photographers are advocating for its protection. (Model: Yolanda Garcia)Credit: Pedro Carrillo (Spain) / United Nations World Oceans Day www.unworldoceansday.org Underwater Seascapes — WinnerThis year, I had the incredible opportunity to visit a jellyfish lake during a liveaboard trip around southern Raja Ampat, Indonesia. Being surrounded by millions of jellyfish, which have evolved to lose their stinging ability due to the absence of predators, was one of the most breathtaking experiences I’ve ever had.Credit: Dani Escayola (Spain) / United Nations World Oceans Day www.unworldoceansday.org Underwater Seascapes — 2nd PlaceThis shot captures a school of rays resting at a cleaning station in Mauritius, where strong currents once attracted them regularly. Some rays grew accustomed to divers, allowing close encounters like this. Sadly, after the severe bleaching that the reefs here suffered last year, such gatherings have become rare, and I fear I may not witness this again at the same spot.Credit: Gerald Rambert (Mauritius) / United Nations World Oceans Day www.unworldoceansday.org Wonder: Sustaining What Sustains Us — 3rd PlaceShot in Cuba’s Jardines de la Reina—a protected shark sanctuary—this image captures a Caribbean reef shark weaving through a group of silky sharks near the surface. Using a slow shutter and strobes as the shark pivoted sharply, the motion blurred into a wave-like arc across its head, lit by the golden hues of sunset. The abundance and behavior of sharks here is a living symbol of what protected oceans can look like.Credit: Steven Lopez (USA) / United Nations World Oceans Day www.unworldoceansday.org  Above Water Seascapes — 2nd PlaceNorthern gannets (Morus bassanus) soar above the dramatic cliffs of Scotland’s Hermaness National Nature Reserve, their sleek white bodies and black-tipped wings slicing through the Shetland winds. These seabirds, the largest in the North Atlantic, are renowned for their striking plunge-dives, reaching speeds up to 100 kph (60 mph) as they hunt for fish beneath the waves. The cliffs of Hermaness provide ideal nesting sites, with updrafts aiding their take-offs and landings. Each spring, thousands return to this rugged coastline, forming one of the UK’s most significant gannet colonies. It was a major challenge to take photos at the edge of these cliffs at almost 200 meters (650 feet) with the winds up to 30 kph (20 mph).Credit: Nur Tucker (UK/Turkey) / United Nations World Oceans Day www.unworldoceansday.org Above Water Seascapes — Honorable MentionA South Atlantic swell breaks on the Dungeons Reef off the Cape Peninsula, South Africa, shot while photographing a big-wave surf session in October 2017. It’s the crescendoing sounds of these breaking swells that always amazes me.Credit: Ken Findlay (South Africa) / United Nations World Oceans Day www.unworldoceansday.org Wonder: Sustaining What Sustains Us — Honorable MentionHumpback whales in their thousands migrate along the Ningaloo Reef in Western Australia every year on the way to and from their calving grounds. In four seasons of swimming with them on the reef here, this is the only encounter I’ve had like this one. This pair of huge adult whales repeatedly spy-hopped alongside us, seeking to interact with and investigate us, leaving me completely breathless. The female in the foreground was much more confident than the male behind and would constantly make close approaches, whilst the male hung back a little, still interested but shy. After more than 10 years working with wildlife in the water, this was one of the best experiences of my life.Credit: Ollie Clarke (UK) / United Nations World Oceans Day www.unworldoceansday.org Big and Small Underwater Faces — 2nd PlaceOn one of my many blackwater dives in Anilao, in the Philippines, my guide and I spotted something moving erratically at a depth of around 20 meters (65 feet), about 10 to 15 centimeters in size. We quickly realized that it was a rare blanket octopus (Tremoctopus sp.). As we approached, it opened up its beautiful blanket, revealing its multicolored mantle. I managed to take a few shots before it went on its way. I felt truly privileged to have captured this fascinating deep-sea cephalopod. Among its many unique characteristics, this species exhibits some of the most extreme sexual size-dimorphism in nature, with females weighing up to 40,000 times more than males.Credit: Giacomo Marchione (Italy) / United Nations World Oceans Day www.unworldoceansday.org Big and Small Underwater Faces – WinnerThis photo of a Japanese warbonnet (Chirolophis japonicus) was captured in the Sea of Japan, about 50 miles (80 kilometers) southwest of Vladivostok, Russia. I found the ornate fish at a depth of about 30 meters (100 feet), under the stern of a shipwreck. This species does not appear to be afraid of divers—on the contrary, it seems to enjoy the attention—and it even tried to sit on the dome port of my camera.Credit: Andrey Nosik (Russia) / United Nations World Oceans Day www.unworldoceansday.org Wonder: Sustaining What Sustains Us — 2nd PlaceA juvenile pinnate batfish (Platax pinnatus) captured with a slow shutter speed, a snooted light, and deliberate camera panning to create a sense of motion and drama. Juvenile pinnate batfish are known for their striking black bodies outlined in vibrant orange—a coloration they lose within just a few months as they mature. I encountered this restless subject in the tropical waters of Indonesia’s Lembeh Strait. Capturing this image took patience and persistence over two dives, as these active young fish constantly dart for cover in crevices, making the shot particularly challenging.Credit: Luis Arpa (Spain) / United Nations World Oceans Day www.unworldoceansday.org
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  • CIOs baffled by ‘buzzwords, hype and confusion’ around AI

    Technology leaders are baffled by a “cacophony” of “buzzwords, hype and confusion” over the benefits of artificial intelligence, according to the founder and CEO of technology company Pegasystems.
    Alan Trefler, who is known for his prowess at chess and ping pong, as well as running a bn turnover tech company, spends much of his time meeting clients, CIOs and business leaders.
    “I think CIOs are struggling to understand all of the buzzwords, hype and confusion that exists,” he said.
    “The words AI and agentic are being thrown around in this great cacophony and they don’t know what it means. I hear that constantly.”
    CIOs are under pressure from their CEOs, who are convinced AI will offer something valuable.
    “CIOs are really hungry for pragmatic and practical solutions, and in the absence of those, many of them are doing a lot of experimentation,” said Trefler.
    Companies are looking at large language models to summarise documents, or to help stimulate ideas for knowledge workers, or generate first drafts of reports – all of which will save time and make people more productive.

    But Trefler said companies are wary of letting AI loose on critical business applications, because it’s just too unpredictable and prone to hallucinations.
    “There is a lot of fear over handing things over to something that no one understands exactly how it works, and that is the absolute state of play when it comes to general AI models,” he said.
    Trefler is scathing about big tech companies that are pushing AI agents and large language models for business-critical applications. “I think they have taken an expedient but short-sighted path,” he said.
    “I believe the idea that you will turn over critical business operations to an agent, when those operations have to be predictable, reliable, precise and fair to clients … is something that is full of issues, not just in the short term, but structurally.”
    One of the problems is that generative AI models are extraordinarily sensitive to the data they are trained on and the construction of the prompts used to instruct them. A slight change in a prompt or in the training data can lead to a very different outcome.
    For example, a business banking application might learn its customer is a bit richer or a bit poorer than expected.
    “You could easily imagine the prompt deciding to change the interest rate charged, whether that was what the institution wanted or whether it would be legal according to the various regulations that lenders must comply with,” said Trefler.

    Trefler said Pega has taken a different approach to some other technology suppliers in the way it adds AI into business applications.
    Rather than using AI agents to solve problems in real time, AI agents do their thinking in advance.
    Business experts can use them to help them co-design business processes to perform anything from assessing a loan application, giving an offer to a valued customer, or sending out an invoice.
    Companies can still deploy AI chatbots and bots capable of answering queries on the phone. Their job is not to work out the solution from scratch for every enquiry, but to decide which is the right pre-written process to follow.
    As Trefler put it, design agents can create “dozens and dozens” of workflows to handle all the actions a company needs to take care of its customers.
    “You just use the natural language model for semantics to be able to handle the miracle of getting the language right, but tie that language to workflows, so that you have reliable, predictable, regulatory-approved ways to execute,” he said.

    Large language modelsare not always the right solution. Trefler demonstrated how ChatGPT 4.0 tried and failed to solve a chess puzzle. The LLM repeatedly suggested impossible or illegal moves, despite Trefler’s corrections. On the other hand, another AI tool, Stockfish, a dedicated chess engine, solved the problem instantly.
    The other drawback with LLMs is that they consume vast amounts of energy. That means if AI agents are reasoning during “run time”, they are going to consume hundreds of times more electricity than an AI agent that simply selects from pre-determined workflows, said Trefler.
    “ChatGPT is inherently, enormously consumptive … as it’s answering your question, its firing literally hundreds of millions to trillions of nodes,” he said. “All of that takeselectricity.”
    Using an employee pay claim as an example, Trefler said a better alternative is to generate, say, 30 alternative workflows to cover the major variations found in a pay claim.
    That gives you “real specificity and real efficiency”, he said. “And it’s a very different approach to turning a process over to a machine with a prompt and letting the machine reason it through every single time.”
    “If you go down the philosophy of using a graphics processing unitto do the creation of a workflow and a workflow engine to execute the workflow, the workflow engine takes a 200th of the electricity because there is no reasoning,” said Trefler.
    He is clear that the growing use of AI will have a profound effect on the jobs market, and that whole categories of jobs will disappear.
    The need for translators, for example, is likely to dry up by 2027 as AI systems become better at translating spoken and written language. Google’s real-time translator is already “frighteningly good” and improving.
    Pega now plans to work more closely with its network of system integrators, including Accenture and Cognizant to deliver AI services to businesses.

    An initiative launched last week will allow system integrators to incorporate their own best practices and tools into Pega’s rapid workflow development tools. The move will mean Pega’s technology reaches a wider range of businesses.
    Under the programme, known as Powered by Pega Blueprint, system integrators will be able to deploy customised versions of Blueprint.
    They can use the tool to reverse-engineer ageing applications and replace them with modern AI workflows that can run on Pega’s cloud-based platform.
    “The idea is that we are looking to make this Blueprint Agent design approach available not just through us, but through a bunch of major partners supplemented with their own intellectual property,” said Trefler.
    That represents a major expansion for Pega, which has largely concentrated on supplying technology to several hundred clients, representing the top Fortune 500 companies.
    “We have never done something like this before, and I think that is going to lead to a massive shift in how this technology can go out to market,” he added.

    When AI agents behave in unexpected ways
    Iris is incredibly smart, diligent and a delight to work with. If you ask her, she will tell you she is an intern at Pegasystems, and that she lives in a lighthouse on the island of Texel, north of the Netherlands. She is, of course, an AI agent.
    When one executive at Pega emailed Iris and asked her to write a proposal for a financial services company based on his notes and internet research, Iris got to work.
    Some time later, the executive received a phone call from the company. “‘Listen, we got a proposal from Pega,’” recalled Rob Walker, vice-president at Pega, speaking at the Pegaworld conference last week. “‘It’s a good proposal, but it seems to be signed by one of your interns, and in her signature, it says she lives in a lighthouse.’ That taught us early on that agents like Iris need a safety harness.”
    The developers banned Iris from sending an email to anyone other than the person who sent the original request.
    Then Pega’s ethics department sent Iris a potentially abusive email from a Pega employee to test her response.
    Iris reasoned that the email was either a joke, abusive, or that the employee was under distress, said Walker.
    She considered forwarding the email to the employee’s manager or to HR. But both of these options were now blocked by her developers. “So what does she do? She sent an out of office,” he said. “Conflict avoidance, right? So human, but very creative.”
    #cios #baffled #buzzwords #hype #confusion
    CIOs baffled by ‘buzzwords, hype and confusion’ around AI
    Technology leaders are baffled by a “cacophony” of “buzzwords, hype and confusion” over the benefits of artificial intelligence, according to the founder and CEO of technology company Pegasystems. Alan Trefler, who is known for his prowess at chess and ping pong, as well as running a bn turnover tech company, spends much of his time meeting clients, CIOs and business leaders. “I think CIOs are struggling to understand all of the buzzwords, hype and confusion that exists,” he said. “The words AI and agentic are being thrown around in this great cacophony and they don’t know what it means. I hear that constantly.” CIOs are under pressure from their CEOs, who are convinced AI will offer something valuable. “CIOs are really hungry for pragmatic and practical solutions, and in the absence of those, many of them are doing a lot of experimentation,” said Trefler. Companies are looking at large language models to summarise documents, or to help stimulate ideas for knowledge workers, or generate first drafts of reports – all of which will save time and make people more productive. But Trefler said companies are wary of letting AI loose on critical business applications, because it’s just too unpredictable and prone to hallucinations. “There is a lot of fear over handing things over to something that no one understands exactly how it works, and that is the absolute state of play when it comes to general AI models,” he said. Trefler is scathing about big tech companies that are pushing AI agents and large language models for business-critical applications. “I think they have taken an expedient but short-sighted path,” he said. “I believe the idea that you will turn over critical business operations to an agent, when those operations have to be predictable, reliable, precise and fair to clients … is something that is full of issues, not just in the short term, but structurally.” One of the problems is that generative AI models are extraordinarily sensitive to the data they are trained on and the construction of the prompts used to instruct them. A slight change in a prompt or in the training data can lead to a very different outcome. For example, a business banking application might learn its customer is a bit richer or a bit poorer than expected. “You could easily imagine the prompt deciding to change the interest rate charged, whether that was what the institution wanted or whether it would be legal according to the various regulations that lenders must comply with,” said Trefler. Trefler said Pega has taken a different approach to some other technology suppliers in the way it adds AI into business applications. Rather than using AI agents to solve problems in real time, AI agents do their thinking in advance. Business experts can use them to help them co-design business processes to perform anything from assessing a loan application, giving an offer to a valued customer, or sending out an invoice. Companies can still deploy AI chatbots and bots capable of answering queries on the phone. Their job is not to work out the solution from scratch for every enquiry, but to decide which is the right pre-written process to follow. As Trefler put it, design agents can create “dozens and dozens” of workflows to handle all the actions a company needs to take care of its customers. “You just use the natural language model for semantics to be able to handle the miracle of getting the language right, but tie that language to workflows, so that you have reliable, predictable, regulatory-approved ways to execute,” he said. Large language modelsare not always the right solution. Trefler demonstrated how ChatGPT 4.0 tried and failed to solve a chess puzzle. The LLM repeatedly suggested impossible or illegal moves, despite Trefler’s corrections. On the other hand, another AI tool, Stockfish, a dedicated chess engine, solved the problem instantly. The other drawback with LLMs is that they consume vast amounts of energy. That means if AI agents are reasoning during “run time”, they are going to consume hundreds of times more electricity than an AI agent that simply selects from pre-determined workflows, said Trefler. “ChatGPT is inherently, enormously consumptive … as it’s answering your question, its firing literally hundreds of millions to trillions of nodes,” he said. “All of that takeselectricity.” Using an employee pay claim as an example, Trefler said a better alternative is to generate, say, 30 alternative workflows to cover the major variations found in a pay claim. That gives you “real specificity and real efficiency”, he said. “And it’s a very different approach to turning a process over to a machine with a prompt and letting the machine reason it through every single time.” “If you go down the philosophy of using a graphics processing unitto do the creation of a workflow and a workflow engine to execute the workflow, the workflow engine takes a 200th of the electricity because there is no reasoning,” said Trefler. He is clear that the growing use of AI will have a profound effect on the jobs market, and that whole categories of jobs will disappear. The need for translators, for example, is likely to dry up by 2027 as AI systems become better at translating spoken and written language. Google’s real-time translator is already “frighteningly good” and improving. Pega now plans to work more closely with its network of system integrators, including Accenture and Cognizant to deliver AI services to businesses. An initiative launched last week will allow system integrators to incorporate their own best practices and tools into Pega’s rapid workflow development tools. The move will mean Pega’s technology reaches a wider range of businesses. Under the programme, known as Powered by Pega Blueprint, system integrators will be able to deploy customised versions of Blueprint. They can use the tool to reverse-engineer ageing applications and replace them with modern AI workflows that can run on Pega’s cloud-based platform. “The idea is that we are looking to make this Blueprint Agent design approach available not just through us, but through a bunch of major partners supplemented with their own intellectual property,” said Trefler. That represents a major expansion for Pega, which has largely concentrated on supplying technology to several hundred clients, representing the top Fortune 500 companies. “We have never done something like this before, and I think that is going to lead to a massive shift in how this technology can go out to market,” he added. When AI agents behave in unexpected ways Iris is incredibly smart, diligent and a delight to work with. If you ask her, she will tell you she is an intern at Pegasystems, and that she lives in a lighthouse on the island of Texel, north of the Netherlands. She is, of course, an AI agent. When one executive at Pega emailed Iris and asked her to write a proposal for a financial services company based on his notes and internet research, Iris got to work. Some time later, the executive received a phone call from the company. “‘Listen, we got a proposal from Pega,’” recalled Rob Walker, vice-president at Pega, speaking at the Pegaworld conference last week. “‘It’s a good proposal, but it seems to be signed by one of your interns, and in her signature, it says she lives in a lighthouse.’ That taught us early on that agents like Iris need a safety harness.” The developers banned Iris from sending an email to anyone other than the person who sent the original request. Then Pega’s ethics department sent Iris a potentially abusive email from a Pega employee to test her response. Iris reasoned that the email was either a joke, abusive, or that the employee was under distress, said Walker. She considered forwarding the email to the employee’s manager or to HR. But both of these options were now blocked by her developers. “So what does she do? She sent an out of office,” he said. “Conflict avoidance, right? So human, but very creative.” #cios #baffled #buzzwords #hype #confusion
    WWW.COMPUTERWEEKLY.COM
    CIOs baffled by ‘buzzwords, hype and confusion’ around AI
    Technology leaders are baffled by a “cacophony” of “buzzwords, hype and confusion” over the benefits of artificial intelligence (AI), according to the founder and CEO of technology company Pegasystems. Alan Trefler, who is known for his prowess at chess and ping pong, as well as running a $1.5bn turnover tech company, spends much of his time meeting clients, CIOs and business leaders. “I think CIOs are struggling to understand all of the buzzwords, hype and confusion that exists,” he said. “The words AI and agentic are being thrown around in this great cacophony and they don’t know what it means. I hear that constantly.” CIOs are under pressure from their CEOs, who are convinced AI will offer something valuable. “CIOs are really hungry for pragmatic and practical solutions, and in the absence of those, many of them are doing a lot of experimentation,” said Trefler. Companies are looking at large language models to summarise documents, or to help stimulate ideas for knowledge workers, or generate first drafts of reports – all of which will save time and make people more productive. But Trefler said companies are wary of letting AI loose on critical business applications, because it’s just too unpredictable and prone to hallucinations. “There is a lot of fear over handing things over to something that no one understands exactly how it works, and that is the absolute state of play when it comes to general AI models,” he said. Trefler is scathing about big tech companies that are pushing AI agents and large language models for business-critical applications. “I think they have taken an expedient but short-sighted path,” he said. “I believe the idea that you will turn over critical business operations to an agent, when those operations have to be predictable, reliable, precise and fair to clients … is something that is full of issues, not just in the short term, but structurally.” One of the problems is that generative AI models are extraordinarily sensitive to the data they are trained on and the construction of the prompts used to instruct them. A slight change in a prompt or in the training data can lead to a very different outcome. For example, a business banking application might learn its customer is a bit richer or a bit poorer than expected. “You could easily imagine the prompt deciding to change the interest rate charged, whether that was what the institution wanted or whether it would be legal according to the various regulations that lenders must comply with,” said Trefler. Trefler said Pega has taken a different approach to some other technology suppliers in the way it adds AI into business applications. Rather than using AI agents to solve problems in real time, AI agents do their thinking in advance. Business experts can use them to help them co-design business processes to perform anything from assessing a loan application, giving an offer to a valued customer, or sending out an invoice. Companies can still deploy AI chatbots and bots capable of answering queries on the phone. Their job is not to work out the solution from scratch for every enquiry, but to decide which is the right pre-written process to follow. As Trefler put it, design agents can create “dozens and dozens” of workflows to handle all the actions a company needs to take care of its customers. “You just use the natural language model for semantics to be able to handle the miracle of getting the language right, but tie that language to workflows, so that you have reliable, predictable, regulatory-approved ways to execute,” he said. Large language models (LLMs) are not always the right solution. Trefler demonstrated how ChatGPT 4.0 tried and failed to solve a chess puzzle. The LLM repeatedly suggested impossible or illegal moves, despite Trefler’s corrections. On the other hand, another AI tool, Stockfish, a dedicated chess engine, solved the problem instantly. The other drawback with LLMs is that they consume vast amounts of energy. That means if AI agents are reasoning during “run time”, they are going to consume hundreds of times more electricity than an AI agent that simply selects from pre-determined workflows, said Trefler. “ChatGPT is inherently, enormously consumptive … as it’s answering your question, its firing literally hundreds of millions to trillions of nodes,” he said. “All of that takes [large quantities of] electricity.” Using an employee pay claim as an example, Trefler said a better alternative is to generate, say, 30 alternative workflows to cover the major variations found in a pay claim. That gives you “real specificity and real efficiency”, he said. “And it’s a very different approach to turning a process over to a machine with a prompt and letting the machine reason it through every single time.” “If you go down the philosophy of using a graphics processing unit [GPU] to do the creation of a workflow and a workflow engine to execute the workflow, the workflow engine takes a 200th of the electricity because there is no reasoning,” said Trefler. He is clear that the growing use of AI will have a profound effect on the jobs market, and that whole categories of jobs will disappear. The need for translators, for example, is likely to dry up by 2027 as AI systems become better at translating spoken and written language. Google’s real-time translator is already “frighteningly good” and improving. Pega now plans to work more closely with its network of system integrators, including Accenture and Cognizant to deliver AI services to businesses. An initiative launched last week will allow system integrators to incorporate their own best practices and tools into Pega’s rapid workflow development tools. The move will mean Pega’s technology reaches a wider range of businesses. Under the programme, known as Powered by Pega Blueprint, system integrators will be able to deploy customised versions of Blueprint. They can use the tool to reverse-engineer ageing applications and replace them with modern AI workflows that can run on Pega’s cloud-based platform. “The idea is that we are looking to make this Blueprint Agent design approach available not just through us, but through a bunch of major partners supplemented with their own intellectual property,” said Trefler. That represents a major expansion for Pega, which has largely concentrated on supplying technology to several hundred clients, representing the top Fortune 500 companies. “We have never done something like this before, and I think that is going to lead to a massive shift in how this technology can go out to market,” he added. When AI agents behave in unexpected ways Iris is incredibly smart, diligent and a delight to work with. If you ask her, she will tell you she is an intern at Pegasystems, and that she lives in a lighthouse on the island of Texel, north of the Netherlands. She is, of course, an AI agent. When one executive at Pega emailed Iris and asked her to write a proposal for a financial services company based on his notes and internet research, Iris got to work. Some time later, the executive received a phone call from the company. “‘Listen, we got a proposal from Pega,’” recalled Rob Walker, vice-president at Pega, speaking at the Pegaworld conference last week. “‘It’s a good proposal, but it seems to be signed by one of your interns, and in her signature, it says she lives in a lighthouse.’ That taught us early on that agents like Iris need a safety harness.” The developers banned Iris from sending an email to anyone other than the person who sent the original request. Then Pega’s ethics department sent Iris a potentially abusive email from a Pega employee to test her response. Iris reasoned that the email was either a joke, abusive, or that the employee was under distress, said Walker. She considered forwarding the email to the employee’s manager or to HR. But both of these options were now blocked by her developers. “So what does she do? She sent an out of office,” he said. “Conflict avoidance, right? So human, but very creative.”
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  • 432 Park Avenue by Rafael Viñoly Architects: Minimalism in the New York Skyline

    432 Park Avenue | © Halkin Mason Photography, Courtesy of Rafael Viñoly Architects
    Located in Midtown Manhattan, 432 Park Avenue is a prominent figure in the evolution of supertall residential towers. Completed in 2015, this 1,396-foot-high building by Rafael Viñoly Architects asserts a commanding presence over the city’s skyline. Its minimalist form and rigorous geometry have sparked considerable debate within the architectural community, marking it as a significant and controversial addition to New York City’s built environment.

    432 Park Avenue Technical Information

    Architects1-8: Rafael Viñoly Architects
    Location: Midtown Manhattan, New York City, USA
    Gross Area: 38,344 m2 | 412,637 Sq. Ft.
    Project Years: 2011 – 2015
    Photographs: © Halkin Mason Photography, Courtesy of Rafael Viñoly Architects

    It’s a building designed for the enjoyment of its occupants, not for the delight of its creator.
    – Rafael Viñoly

    432 Park Avenue Photographs

    © Halkin Mason Photography, Courtesy of Rafael Viñoly Architects

    Courtesy of Rafael Viñoly Architects

    Courtesy of Rafael Viñoly Architects

    Courtesy of Rafael Viñoly Architects

    Courtesy of Rafael Viñoly Architects
    Design Intent and Conceptual Framework
    At the heart of 432 Park Avenue’s design lies a commitment to pure geometry. The square, an elemental form, defines every aspect of the building, from its floor plate to its overall silhouette. This strict adherence to geometry speaks to Viñoly’s rationalist sensibilities and interest in stripping architecture to its fundamental components. The tower’s proportions, with its height-to-width ratio of roughly 1:15, transform this simple geometry into a monumental presence. This conceptual rigor positions the building as an object of formal clarity and a deliberate statement within the city’s varied skyline.
    The design’s minimalism extends beyond the building’s shape, reflecting Viñoly’s pursuit of a refined and disciplined expression. Eschewing decorative flourishes, the tower’s form directly responds to programmatic needs and structural imperatives. This disciplined approach underpins the project’s ambition to redefine the experience of vertical living, asserting that luxury in residential design can emerge from formal simplicity and a mastery of proportion.
    Spatial Organization and Interior Volumes
    The interior organization of 432 Park Avenue reveals an equally uncompromising commitment to clarity and openness. Each residential floor is free of interior columns, a testament to the structural ingenuity of the concrete exoskeleton. This column-free arrangement grants unobstructed floor plans and expansive panoramic views of the city, the rivers, and beyond. Floor-to-ceiling windows, measuring nearly 10 feet in height, accentuate the sense of openness and lightness within each residence.
    The tower’s slender core houses the vertical circulation and mechanical systems, ensuring the perimeter remains uninterrupted. This core placement allows for generous living spaces that maximize privacy and connection to the urban landscape. The interplay between structural precision and panoramic transparency shapes the experience of inhabiting these spaces. The result is a sequence of interiors that privilege intimacy and vastness, anchoring domestic life within an architectural expression of purity.
    Materiality, Structural Clarity, and Detailing
    Material choices in 432 Park Avenue reinforce the project’s disciplined approach. The building’s exposed concrete frame, treated as structure and façade, lends the tower a stark yet refined character. The grid of square windows, systematically repeated across the height of the building, becomes a defining feature of its visual identity. This modular repetition establishes a rhythmic order and speaks to the building’s underlying structural logic.
    High-strength concrete enables the tower’s slender profile and exceptional height while imparting a tactile materiality that resists the glassy anonymity typical of many contemporary towers. The restrained palette and attention to detail emphasize the tectonic clarity of the building’s assembly. By treating the structure itself as an architectural finish, Viñoly’s design elevates the material expression of concrete into a fundamental element of the building’s identity.
    Urban and Cultural Significance
    As one of the tallest residential buildings in the Western Hemisphere, 432 Park Avenue has significantly altered the Manhattan skyline. Its unwavering verticality and minimal ornamentation create a dialogue with the city’s diverse architectural heritage, juxtaposing a severe abstraction against a backdrop of historic and contemporary towers.
    432 Park Avenue occupies a distinctive place in the ongoing narrative of New York City’s architectural evolution. Its reductive form, structural clarity, and spatial generosity offer a compelling study of the power of minimalism at an urban scale.
    432 Park Avenue Plans

    Floor Plans | © Rafael Viñoly Architects

    Floor Plans | © Rafael Viñoly Architects

    Floor Plans | © Rafael Viñoly Architects

    Floor Plans | © Rafael Viñoly Architects
    432 Park Avenue Image Gallery

    © Rafael Viñoly Architects

    About Rafael Viñoly Architects
    Rafael Viñoly, a Uruguayan-born architect, founded Rafael Viñoly Architects in New York City in 1983. After studies in Buenos Aires and early practice in Argentina, he relocated to the U.S.. He established a global firm with offices in cities including London, Palo Alto, and Abu Dhabi. Renowned for large-scale, function-driven projects such as the Tokyo International Forum, Cleveland Museum of Art expansions, and 432 Park Avenue, the firm is praised for combining structural clarity, context-sensitive design, and institutional rigor across six continents.
    Credits and Additional Notes

    Client: Macklowe Properties and CIM Group
    Design Team: Rafael Viñoly, Deborah Berke Partners, Bentel & BentelStructural Engineer: WSP Cantor Seinuk
    Mechanical, Electrical, and Plumbing Engineers: Jaros, Baum & BollesConstruction Manager: Lendlease
    Height: 1,396 feetNumber of Floors: 96 stories
    Construction Years: 2011–2015
    #park #avenue #rafael #viñoly #architects
    432 Park Avenue by Rafael Viñoly Architects: Minimalism in the New York Skyline
    432 Park Avenue | © Halkin Mason Photography, Courtesy of Rafael Viñoly Architects Located in Midtown Manhattan, 432 Park Avenue is a prominent figure in the evolution of supertall residential towers. Completed in 2015, this 1,396-foot-high building by Rafael Viñoly Architects asserts a commanding presence over the city’s skyline. Its minimalist form and rigorous geometry have sparked considerable debate within the architectural community, marking it as a significant and controversial addition to New York City’s built environment. 432 Park Avenue Technical Information Architects1-8: Rafael Viñoly Architects Location: Midtown Manhattan, New York City, USA Gross Area: 38,344 m2 | 412,637 Sq. Ft. Project Years: 2011 – 2015 Photographs: © Halkin Mason Photography, Courtesy of Rafael Viñoly Architects It’s a building designed for the enjoyment of its occupants, not for the delight of its creator. – Rafael Viñoly 432 Park Avenue Photographs © Halkin Mason Photography, Courtesy of Rafael Viñoly Architects Courtesy of Rafael Viñoly Architects Courtesy of Rafael Viñoly Architects Courtesy of Rafael Viñoly Architects Courtesy of Rafael Viñoly Architects Design Intent and Conceptual Framework At the heart of 432 Park Avenue’s design lies a commitment to pure geometry. The square, an elemental form, defines every aspect of the building, from its floor plate to its overall silhouette. This strict adherence to geometry speaks to Viñoly’s rationalist sensibilities and interest in stripping architecture to its fundamental components. The tower’s proportions, with its height-to-width ratio of roughly 1:15, transform this simple geometry into a monumental presence. This conceptual rigor positions the building as an object of formal clarity and a deliberate statement within the city’s varied skyline. The design’s minimalism extends beyond the building’s shape, reflecting Viñoly’s pursuit of a refined and disciplined expression. Eschewing decorative flourishes, the tower’s form directly responds to programmatic needs and structural imperatives. This disciplined approach underpins the project’s ambition to redefine the experience of vertical living, asserting that luxury in residential design can emerge from formal simplicity and a mastery of proportion. Spatial Organization and Interior Volumes The interior organization of 432 Park Avenue reveals an equally uncompromising commitment to clarity and openness. Each residential floor is free of interior columns, a testament to the structural ingenuity of the concrete exoskeleton. This column-free arrangement grants unobstructed floor plans and expansive panoramic views of the city, the rivers, and beyond. Floor-to-ceiling windows, measuring nearly 10 feet in height, accentuate the sense of openness and lightness within each residence. The tower’s slender core houses the vertical circulation and mechanical systems, ensuring the perimeter remains uninterrupted. This core placement allows for generous living spaces that maximize privacy and connection to the urban landscape. The interplay between structural precision and panoramic transparency shapes the experience of inhabiting these spaces. The result is a sequence of interiors that privilege intimacy and vastness, anchoring domestic life within an architectural expression of purity. Materiality, Structural Clarity, and Detailing Material choices in 432 Park Avenue reinforce the project’s disciplined approach. The building’s exposed concrete frame, treated as structure and façade, lends the tower a stark yet refined character. The grid of square windows, systematically repeated across the height of the building, becomes a defining feature of its visual identity. This modular repetition establishes a rhythmic order and speaks to the building’s underlying structural logic. High-strength concrete enables the tower’s slender profile and exceptional height while imparting a tactile materiality that resists the glassy anonymity typical of many contemporary towers. The restrained palette and attention to detail emphasize the tectonic clarity of the building’s assembly. By treating the structure itself as an architectural finish, Viñoly’s design elevates the material expression of concrete into a fundamental element of the building’s identity. Urban and Cultural Significance As one of the tallest residential buildings in the Western Hemisphere, 432 Park Avenue has significantly altered the Manhattan skyline. Its unwavering verticality and minimal ornamentation create a dialogue with the city’s diverse architectural heritage, juxtaposing a severe abstraction against a backdrop of historic and contemporary towers. 432 Park Avenue occupies a distinctive place in the ongoing narrative of New York City’s architectural evolution. Its reductive form, structural clarity, and spatial generosity offer a compelling study of the power of minimalism at an urban scale. 432 Park Avenue Plans Floor Plans | © Rafael Viñoly Architects Floor Plans | © Rafael Viñoly Architects Floor Plans | © Rafael Viñoly Architects Floor Plans | © Rafael Viñoly Architects 432 Park Avenue Image Gallery © Rafael Viñoly Architects About Rafael Viñoly Architects Rafael Viñoly, a Uruguayan-born architect, founded Rafael Viñoly Architects in New York City in 1983. After studies in Buenos Aires and early practice in Argentina, he relocated to the U.S.. He established a global firm with offices in cities including London, Palo Alto, and Abu Dhabi. Renowned for large-scale, function-driven projects such as the Tokyo International Forum, Cleveland Museum of Art expansions, and 432 Park Avenue, the firm is praised for combining structural clarity, context-sensitive design, and institutional rigor across six continents. Credits and Additional Notes Client: Macklowe Properties and CIM Group Design Team: Rafael Viñoly, Deborah Berke Partners, Bentel & BentelStructural Engineer: WSP Cantor Seinuk Mechanical, Electrical, and Plumbing Engineers: Jaros, Baum & BollesConstruction Manager: Lendlease Height: 1,396 feetNumber of Floors: 96 stories Construction Years: 2011–2015 #park #avenue #rafael #viñoly #architects
    ARCHEYES.COM
    432 Park Avenue by Rafael Viñoly Architects: Minimalism in the New York Skyline
    432 Park Avenue | © Halkin Mason Photography, Courtesy of Rafael Viñoly Architects Located in Midtown Manhattan, 432 Park Avenue is a prominent figure in the evolution of supertall residential towers. Completed in 2015, this 1,396-foot-high building by Rafael Viñoly Architects asserts a commanding presence over the city’s skyline. Its minimalist form and rigorous geometry have sparked considerable debate within the architectural community, marking it as a significant and controversial addition to New York City’s built environment. 432 Park Avenue Technical Information Architects1-8: Rafael Viñoly Architects Location: Midtown Manhattan, New York City, USA Gross Area: 38,344 m2 | 412,637 Sq. Ft. Project Years: 2011 – 2015 Photographs: © Halkin Mason Photography, Courtesy of Rafael Viñoly Architects It’s a building designed for the enjoyment of its occupants, not for the delight of its creator. – Rafael Viñoly 432 Park Avenue Photographs © Halkin Mason Photography, Courtesy of Rafael Viñoly Architects Courtesy of Rafael Viñoly Architects Courtesy of Rafael Viñoly Architects Courtesy of Rafael Viñoly Architects Courtesy of Rafael Viñoly Architects Design Intent and Conceptual Framework At the heart of 432 Park Avenue’s design lies a commitment to pure geometry. The square, an elemental form, defines every aspect of the building, from its floor plate to its overall silhouette. This strict adherence to geometry speaks to Viñoly’s rationalist sensibilities and interest in stripping architecture to its fundamental components. The tower’s proportions, with its height-to-width ratio of roughly 1:15, transform this simple geometry into a monumental presence. This conceptual rigor positions the building as an object of formal clarity and a deliberate statement within the city’s varied skyline. The design’s minimalism extends beyond the building’s shape, reflecting Viñoly’s pursuit of a refined and disciplined expression. Eschewing decorative flourishes, the tower’s form directly responds to programmatic needs and structural imperatives. This disciplined approach underpins the project’s ambition to redefine the experience of vertical living, asserting that luxury in residential design can emerge from formal simplicity and a mastery of proportion. Spatial Organization and Interior Volumes The interior organization of 432 Park Avenue reveals an equally uncompromising commitment to clarity and openness. Each residential floor is free of interior columns, a testament to the structural ingenuity of the concrete exoskeleton. This column-free arrangement grants unobstructed floor plans and expansive panoramic views of the city, the rivers, and beyond. Floor-to-ceiling windows, measuring nearly 10 feet in height, accentuate the sense of openness and lightness within each residence. The tower’s slender core houses the vertical circulation and mechanical systems, ensuring the perimeter remains uninterrupted. This core placement allows for generous living spaces that maximize privacy and connection to the urban landscape. The interplay between structural precision and panoramic transparency shapes the experience of inhabiting these spaces. The result is a sequence of interiors that privilege intimacy and vastness, anchoring domestic life within an architectural expression of purity. Materiality, Structural Clarity, and Detailing Material choices in 432 Park Avenue reinforce the project’s disciplined approach. The building’s exposed concrete frame, treated as structure and façade, lends the tower a stark yet refined character. The grid of square windows, systematically repeated across the height of the building, becomes a defining feature of its visual identity. This modular repetition establishes a rhythmic order and speaks to the building’s underlying structural logic. High-strength concrete enables the tower’s slender profile and exceptional height while imparting a tactile materiality that resists the glassy anonymity typical of many contemporary towers. The restrained palette and attention to detail emphasize the tectonic clarity of the building’s assembly. By treating the structure itself as an architectural finish, Viñoly’s design elevates the material expression of concrete into a fundamental element of the building’s identity. Urban and Cultural Significance As one of the tallest residential buildings in the Western Hemisphere, 432 Park Avenue has significantly altered the Manhattan skyline. Its unwavering verticality and minimal ornamentation create a dialogue with the city’s diverse architectural heritage, juxtaposing a severe abstraction against a backdrop of historic and contemporary towers. 432 Park Avenue occupies a distinctive place in the ongoing narrative of New York City’s architectural evolution. Its reductive form, structural clarity, and spatial generosity offer a compelling study of the power of minimalism at an urban scale. 432 Park Avenue Plans Floor Plans | © Rafael Viñoly Architects Floor Plans | © Rafael Viñoly Architects Floor Plans | © Rafael Viñoly Architects Floor Plans | © Rafael Viñoly Architects 432 Park Avenue Image Gallery © Rafael Viñoly Architects About Rafael Viñoly Architects Rafael Viñoly, a Uruguayan-born architect (1944–2023), founded Rafael Viñoly Architects in New York City in 1983. After studies in Buenos Aires and early practice in Argentina, he relocated to the U.S.. He established a global firm with offices in cities including London, Palo Alto, and Abu Dhabi. Renowned for large-scale, function-driven projects such as the Tokyo International Forum, Cleveland Museum of Art expansions, and 432 Park Avenue, the firm is praised for combining structural clarity, context-sensitive design, and institutional rigor across six continents. Credits and Additional Notes Client: Macklowe Properties and CIM Group Design Team: Rafael Viñoly (Architect), Deborah Berke Partners (Interior Design of residential units), Bentel & Bentel (Amenity Spaces Design) Structural Engineer: WSP Cantor Seinuk Mechanical, Electrical, and Plumbing Engineers: Jaros, Baum & Bolles (JB&B) Construction Manager: Lendlease Height: 1,396 feet (425.5 meters) Number of Floors: 96 stories Construction Years: 2011–2015
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  • Could Iran Have Been Close to Making a Nuclear Weapon? Uranium Enrichment Explained

    June 13, 20253 min readCould Iran Have Been Close to Making a Nuclear Weapon? Uranium Enrichment ExplainedWhen Israeli aircraft recently struck a uranium-enrichment complex in the nation, Iran could have been days away from achieving “breakout,” the ability to quickly turn “yellowcake” uranium into bomb-grade fuel, with its new high-speed centrifugesBy Deni Ellis Béchard edited by Dean VisserMen work inside of a uranium conversion facility just outside the city of Isfahan, Iran, on March 30, 2005. The facility in Isfahan made hexaflouride gas, which was then enriched by feeding it into centrifuges at a facility in Natanz, Iran. Getty ImagesIn the predawn darkness on Friday local time, Israeli military aircraft struck one of Iran’s uranium-enrichment complexes near the city of Natanz. The warheads aimed to do more than shatter concrete; they were meant to buy time, according to news reports. For months, Iran had seemed to be edging ever closer to “breakout,” the point at which its growing stockpile of partially enriched uranium could be converted into fuel for a nuclear bomb.But why did the strike occur now? One consideration could involve the way enrichment complexes work. Natural uranium is composed almost entirely of uranium 238, or U-238, an isotope that is relatively “heavy”. Only about 0.7 percent is uranium 235, a lighter isotope that is capable of sustaining a nuclear chain reaction. That means that in natural uranium, only seven atoms in 1,000 are the lighter, fission-ready U-235; “enrichment” simply means raising the percentage of U-235.U-235 can be used in warheads because its nucleus can easily be split. The International Atomic Energy Agency uses 25 kilograms of contained U-235 as the benchmark amount deemed sufficient for a first-generation implosion bomb. In such a weapon, the U-235 is surrounded by conventional explosives that, when detonated, compress the isotope. A separate device releases a neutron stream.Each time a neutron strikes a U-235 atom, the atom fissions; it divides and spits out, on average, two or three fresh neutrons—plus a burst of energy in the form of heat and gamma radiation. And the emitted neutrons in turn strike other U-235 nuclei, creating a self-sustaining chain reaction among the U-235 atoms that have been packed together into a critical mass. The result is a nuclear explosion. By contrast, the more common isotope, U-238, usually absorbs slow neutrons without splitting and cannot drive such a devastating chain reaction.On supporting science journalismIf you're enjoying this article, consider supporting our award-winning journalism by subscribing. By purchasing a subscription you are helping to ensure the future of impactful stories about the discoveries and ideas shaping our world today.To enrich uranium so that it contains enough U-235, the “yellowcake” uranium powder that comes out of a mine must go through a lengthy process of conversions to transform it from a solid into the gas uranium hexafluoride. First, a series of chemical processes refine the uranium and then, at high temperatures, each uranium atom is bound to six fluorine atoms. The result, uranium hexafluoride, is unusual: below 56 degrees Celsiusit is a white, waxy solid, but just above that temperature, it sublimates into a dense, invisible gas.During enrichment, this uranium hexafluoride is loaded into a centrifuge: a metal cylinder that spins at tens of thousands of revolutions per minute—faster than the blades of a jet engine. As the heavier U-238 molecules drift toward the cylinder wall, the lighter U-235 molecules remain closer to the center and are siphoned off. This new, slightly U-235-richer gas is then put into the next centrifuge. The process is repeated 10 to 20 times as ever more enriched gas is sent through a series of centrifuges.Enrichment is a slow process, but the Iranian government has been working on this for years and already holds roughly 400 kilograms of uranium enriched to 60 percent U-235. This falls short of the 90 percent required for nuclear weapons. But whereas Iran’s first-generation IR-1 centrifuges whirl at about 63,000 revolutions per minute and do relatively modest work, its newer IR-6 models, built from high-strength carbon fiber, spin faster and produce enriched uranium far more quickly.Iran has been installing thousands of these units, especially at Fordow, an underground enrichment facility built beneath 80 to 90 meters of rock. According to a report released on Monday by the Institute for Science and International Security, the new centrifuges could produce enough 90 percent U-235 uranium for a warhead “in as little as two to three days” and enough for nine nuclear weapons in three weeks—or 19 by the end of the third month.
    #could #iran #have #been #close
    Could Iran Have Been Close to Making a Nuclear Weapon? Uranium Enrichment Explained
    June 13, 20253 min readCould Iran Have Been Close to Making a Nuclear Weapon? Uranium Enrichment ExplainedWhen Israeli aircraft recently struck a uranium-enrichment complex in the nation, Iran could have been days away from achieving “breakout,” the ability to quickly turn “yellowcake” uranium into bomb-grade fuel, with its new high-speed centrifugesBy Deni Ellis Béchard edited by Dean VisserMen work inside of a uranium conversion facility just outside the city of Isfahan, Iran, on March 30, 2005. The facility in Isfahan made hexaflouride gas, which was then enriched by feeding it into centrifuges at a facility in Natanz, Iran. Getty ImagesIn the predawn darkness on Friday local time, Israeli military aircraft struck one of Iran’s uranium-enrichment complexes near the city of Natanz. The warheads aimed to do more than shatter concrete; they were meant to buy time, according to news reports. For months, Iran had seemed to be edging ever closer to “breakout,” the point at which its growing stockpile of partially enriched uranium could be converted into fuel for a nuclear bomb.But why did the strike occur now? One consideration could involve the way enrichment complexes work. Natural uranium is composed almost entirely of uranium 238, or U-238, an isotope that is relatively “heavy”. Only about 0.7 percent is uranium 235, a lighter isotope that is capable of sustaining a nuclear chain reaction. That means that in natural uranium, only seven atoms in 1,000 are the lighter, fission-ready U-235; “enrichment” simply means raising the percentage of U-235.U-235 can be used in warheads because its nucleus can easily be split. The International Atomic Energy Agency uses 25 kilograms of contained U-235 as the benchmark amount deemed sufficient for a first-generation implosion bomb. In such a weapon, the U-235 is surrounded by conventional explosives that, when detonated, compress the isotope. A separate device releases a neutron stream.Each time a neutron strikes a U-235 atom, the atom fissions; it divides and spits out, on average, two or three fresh neutrons—plus a burst of energy in the form of heat and gamma radiation. And the emitted neutrons in turn strike other U-235 nuclei, creating a self-sustaining chain reaction among the U-235 atoms that have been packed together into a critical mass. The result is a nuclear explosion. By contrast, the more common isotope, U-238, usually absorbs slow neutrons without splitting and cannot drive such a devastating chain reaction.On supporting science journalismIf you're enjoying this article, consider supporting our award-winning journalism by subscribing. By purchasing a subscription you are helping to ensure the future of impactful stories about the discoveries and ideas shaping our world today.To enrich uranium so that it contains enough U-235, the “yellowcake” uranium powder that comes out of a mine must go through a lengthy process of conversions to transform it from a solid into the gas uranium hexafluoride. First, a series of chemical processes refine the uranium and then, at high temperatures, each uranium atom is bound to six fluorine atoms. The result, uranium hexafluoride, is unusual: below 56 degrees Celsiusit is a white, waxy solid, but just above that temperature, it sublimates into a dense, invisible gas.During enrichment, this uranium hexafluoride is loaded into a centrifuge: a metal cylinder that spins at tens of thousands of revolutions per minute—faster than the blades of a jet engine. As the heavier U-238 molecules drift toward the cylinder wall, the lighter U-235 molecules remain closer to the center and are siphoned off. This new, slightly U-235-richer gas is then put into the next centrifuge. The process is repeated 10 to 20 times as ever more enriched gas is sent through a series of centrifuges.Enrichment is a slow process, but the Iranian government has been working on this for years and already holds roughly 400 kilograms of uranium enriched to 60 percent U-235. This falls short of the 90 percent required for nuclear weapons. But whereas Iran’s first-generation IR-1 centrifuges whirl at about 63,000 revolutions per minute and do relatively modest work, its newer IR-6 models, built from high-strength carbon fiber, spin faster and produce enriched uranium far more quickly.Iran has been installing thousands of these units, especially at Fordow, an underground enrichment facility built beneath 80 to 90 meters of rock. According to a report released on Monday by the Institute for Science and International Security, the new centrifuges could produce enough 90 percent U-235 uranium for a warhead “in as little as two to three days” and enough for nine nuclear weapons in three weeks—or 19 by the end of the third month. #could #iran #have #been #close
    WWW.SCIENTIFICAMERICAN.COM
    Could Iran Have Been Close to Making a Nuclear Weapon? Uranium Enrichment Explained
    June 13, 20253 min readCould Iran Have Been Close to Making a Nuclear Weapon? Uranium Enrichment ExplainedWhen Israeli aircraft recently struck a uranium-enrichment complex in the nation, Iran could have been days away from achieving “breakout,” the ability to quickly turn “yellowcake” uranium into bomb-grade fuel, with its new high-speed centrifugesBy Deni Ellis Béchard edited by Dean VisserMen work inside of a uranium conversion facility just outside the city of Isfahan, Iran, on March 30, 2005. The facility in Isfahan made hexaflouride gas, which was then enriched by feeding it into centrifuges at a facility in Natanz, Iran. Getty ImagesIn the predawn darkness on Friday local time, Israeli military aircraft struck one of Iran’s uranium-enrichment complexes near the city of Natanz. The warheads aimed to do more than shatter concrete; they were meant to buy time, according to news reports. For months, Iran had seemed to be edging ever closer to “breakout,” the point at which its growing stockpile of partially enriched uranium could be converted into fuel for a nuclear bomb. (Iran has denied that it has been pursuing nuclear weapons development.)But why did the strike occur now? One consideration could involve the way enrichment complexes work. Natural uranium is composed almost entirely of uranium 238, or U-238, an isotope that is relatively “heavy” (meaning it has more neutrons in its nucleus). Only about 0.7 percent is uranium 235 (U-235), a lighter isotope that is capable of sustaining a nuclear chain reaction. That means that in natural uranium, only seven atoms in 1,000 are the lighter, fission-ready U-235; “enrichment” simply means raising the percentage of U-235.U-235 can be used in warheads because its nucleus can easily be split. The International Atomic Energy Agency uses 25 kilograms of contained U-235 as the benchmark amount deemed sufficient for a first-generation implosion bomb. In such a weapon, the U-235 is surrounded by conventional explosives that, when detonated, compress the isotope. A separate device releases a neutron stream. (Neutrons are the neutral subatomic particle in an atom’s nucleus that adds to their mass.) Each time a neutron strikes a U-235 atom, the atom fissions; it divides and spits out, on average, two or three fresh neutrons—plus a burst of energy in the form of heat and gamma radiation. And the emitted neutrons in turn strike other U-235 nuclei, creating a self-sustaining chain reaction among the U-235 atoms that have been packed together into a critical mass. The result is a nuclear explosion. By contrast, the more common isotope, U-238, usually absorbs slow neutrons without splitting and cannot drive such a devastating chain reaction.On supporting science journalismIf you're enjoying this article, consider supporting our award-winning journalism by subscribing. By purchasing a subscription you are helping to ensure the future of impactful stories about the discoveries and ideas shaping our world today.To enrich uranium so that it contains enough U-235, the “yellowcake” uranium powder that comes out of a mine must go through a lengthy process of conversions to transform it from a solid into the gas uranium hexafluoride. First, a series of chemical processes refine the uranium and then, at high temperatures, each uranium atom is bound to six fluorine atoms. The result, uranium hexafluoride, is unusual: below 56 degrees Celsius (132.8 degrees Fahrenheit) it is a white, waxy solid, but just above that temperature, it sublimates into a dense, invisible gas.During enrichment, this uranium hexafluoride is loaded into a centrifuge: a metal cylinder that spins at tens of thousands of revolutions per minute—faster than the blades of a jet engine. As the heavier U-238 molecules drift toward the cylinder wall, the lighter U-235 molecules remain closer to the center and are siphoned off. This new, slightly U-235-richer gas is then put into the next centrifuge. The process is repeated 10 to 20 times as ever more enriched gas is sent through a series of centrifuges.Enrichment is a slow process, but the Iranian government has been working on this for years and already holds roughly 400 kilograms of uranium enriched to 60 percent U-235. This falls short of the 90 percent required for nuclear weapons. But whereas Iran’s first-generation IR-1 centrifuges whirl at about 63,000 revolutions per minute and do relatively modest work, its newer IR-6 models, built from high-strength carbon fiber, spin faster and produce enriched uranium far more quickly.Iran has been installing thousands of these units, especially at Fordow, an underground enrichment facility built beneath 80 to 90 meters of rock. According to a report released on Monday by the Institute for Science and International Security, the new centrifuges could produce enough 90 percent U-235 uranium for a warhead “in as little as two to three days” and enough for nine nuclear weapons in three weeks—or 19 by the end of the third month.
    0 Σχόλια 0 Μοιράστηκε
  • Decoding The SVG <code>path</code> Element: Line Commands

    In a previous article, we looked at some practical examples of how to code SVG by hand. In that guide, we covered the basics of the SVG elements rect, circle, ellipse, line, polyline, and polygon.
    This time around, we are going to tackle a more advanced topic, the absolute powerhouse of SVG elements: path. Don’t get me wrong; I still stand by my point that image paths are better drawn in vector programs than coded. But when it comes to technical drawings and data visualizations, the path element unlocks a wide array of possibilities and opens up the world of hand-coded SVGs.
    The path syntax can be really complex. We’re going to tackle it in two separate parts. In this first installment, we’re learning all about straight and angular paths. In the second part, we’ll make lines bend, twist, and turn.
    Required Knowledge And Guide Structure
    Note: If you are unfamiliar with the basics of SVG, such as the subject of viewBox and the basic syntax of the simple elements, I recommend reading my guide before diving into this one. You should also familiarize yourself with <text> if you want to understand each line of code in the examples.
    Before we get started, I want to quickly recap how I code SVG using JavaScript. I don’t like dealing with numbers and math, and reading SVG Code with numbers filled into every attribute makes me lose all understanding of it. By giving coordinates names and having all my math easy to parse and write out, I have a much better time with this type of code, and I think you will, too.
    The goal of this article is more about understanding path syntax than it is about doing placement or how to leverage loops and other more basic things. So, I will not run you through the entire setup of each example. I’ll instead share snippets of the code, but they may be slightly adjusted from the CodePen or simplified to make this article easier to read. However, if there are specific questions about code that are not part of the text in the CodePen demos, the comment section is open.
    To keep this all framework-agnostic, the code is written in vanilla JavaScript.
    Setting Up For Success
    As the path element relies on our understanding of some of the coordinates we plug into the commands, I think it is a lot easier if we have a bit of visual orientation. So, all of the examples will be coded on top of a visual representation of a traditional viewBox setup with the origin in the top-left corner, then moves diagonally down to. The command is: M10 10 L100 100.
    The blue line is horizontal. It starts atand should end at. We could use the L command, but we’d have to write 55 again. So, instead, we write M10 55 H100, and then SVG knows to look back at the y value of M for the y value of H.
    It’s the same thing for the green line, but when we use the V command, SVG knows to refer back to the x value of M for the x value of V.
    If we compare the resulting horizontal path with the same implementation in a <line> element, we may

    Notice how much more efficient path can be, and
    Remove quite a bit of meaning for anyone who doesn’t speak path.

    Because, as we look at these strings, one of them is called “line”. And while the rest doesn’t mean anything out of context, the line definitely conjures a specific image in our heads.
    <path d="M 10 55 H 100" />
    <line x1="10" y1="55" x2="100" y2="55" />

    Making Polygons And Polylines With Z
    In the previous section, we learned how path can behave like <line>, which is pretty cool. But it can do more. It can also act like polyline and polygon.
    Remember, how those two basically work the same, but polygon connects the first and last point, while polyline does not? The path element can do the same thing. There is a separate command to close the path with a line, which is the Z command.

    const polyline2Points = M${start.x} ${start.y} L${p1.x} ${p1.y} L${p2.x} ${p2.y};
    const polygon2Points = M${start.x} ${start.y} L${p1.x} ${p1.y} L${p2.x} ${p2.y} Z;

    So, let’s see this in action and create a repeating triangle shape. Every odd time, it’s open, and every even time, it’s closed. Pretty neat!
    See the Pen Alternating Trianglesby Myriam.
    When it comes to comparing path versus polygon and polyline, the other tags tell us about their names, but I would argue that fewer people know what a polygon is versus what a line is. The argument to use these two tags over path for legibility is weak, in my opinion, and I guess you’d probably agree that this looks like equal levels of meaningless string given to an SVG element.
    <path d="M0 0 L86.6 50 L0 100 Z" />
    <polygon points="0,0 86.6,50 0,100" />

    <path d="M0 0 L86.6 50 L0 100" />
    <polyline points="0,0 86.6,50 0,100" />

    Relative Commands: m, l, h, v
    All of the line commands exist in absolute and relative versions. The difference is that the relative commands are lowercase, e.g., m, l, h, and v. The relative commands are always relative to the last point, so instead of declaring an x value, you’re declaring a dx value, saying this is how many units you’re moving.
    Before we look at the example visually, I want you to look at the following three-line commands. Try not to look at the CodePen beforehand.
    const lines =;

    As I mentioned, I hate looking at numbers without meaning, but there is one number whose meaning is pretty constant in most contexts: 0. Seeing a 0 in combination with a command I just learned means relative manages to instantly tell me that nothing is happening. Seeing l 0 20 by itself tells me that this line only moves along one axis instead of two.
    And looking at that entire blue path command, the repeated 20 value gives me a sense that the shape might have some regularity to it. The first path does a bit of that by repeating 10 and 30. But the third? As someone who can’t do math in my head, that third string gives me nothing.
    Now, you might be surprised, but they all draw the same shape, just in different places.
    See the Pen SVG Compound Pathsby Myriam.
    So, how valuable is it that we can recognize the regularity in the blue path? Not very, in my opinion. In some cases, going with the relative value is easier than an absolute one. In other cases, the absolute is king. Neither is better nor worse.
    And, in all cases, that previous example would be much more efficient if it were set up with a variable for the gap, a variable for the shape size, and a function to generate the path definition that’s called from within a loop so it can take in the index to properly calculate the start point.

    Jumping Points: How To Make Compound Paths
    Another very useful thing is something you don’t see visually in the previous CodePen, but it relates to the grid and its code.
    I snuck in a grid drawing update.
    With the method used in earlier examples, using line to draw the grid, the above CodePen would’ve rendered the grid with 14 separate elements. If you go and inspect the final code of that last CodePen, you’ll notice that there is just a single path element within the .grid group.
    It looks like this, which is not fun to look at but holds the secret to how it’s possible:

    <path d="M0 0 H110 M0 10 H110 M0 20 H110 M0 30 H110 M0 0 V45 M10 0 V45 M20 0 V45 M30 0 V45 M40 0 V45 M50 0 V45 M60 0 V45 M70 0 V45 M80 0 V45 M90 0 V45" stroke="currentColor" stroke-width="0.2" fill="none"></path>

    If we take a close look, we may notice that there are multiple M commands. This is the magic of compound paths.
    Since the M/m commands don’t actually draw and just place the cursor, a path can have jumps.

    So, whenever we have multiple paths that share common styling and don’t need to have separate interactions, we can just chain them together to make our code shorter.
    Coming Up Next
    Armed with this knowledge, we’re now able to replace line, polyline, and polygon with path commands and combine them in compound paths. But there is so much more to uncover because path doesn’t just offer foreign-language versions of lines but also gives us the option to code circles and ellipses that have open space and can sometimes also bend, twist, and turn. We’ll refer to those as curves and arcs, and discuss them more explicitly in the next article.
    Further Reading On SmashingMag

    “Mastering SVG Arcs,” Akshay Gupta
    “Accessible SVGs: Perfect Patterns For Screen Reader Users,” Carie Fisher
    “Easy SVG Customization And Animation: A Practical Guide,” Adrian Bece
    “Magical SVG Techniques,” Cosima Mielke
    #decoding #svg #ampltcodeampgtpathampltcodeampgt #element #line
    Decoding The SVG <code>path</code> Element: Line Commands
    In a previous article, we looked at some practical examples of how to code SVG by hand. In that guide, we covered the basics of the SVG elements rect, circle, ellipse, line, polyline, and polygon. This time around, we are going to tackle a more advanced topic, the absolute powerhouse of SVG elements: path. Don’t get me wrong; I still stand by my point that image paths are better drawn in vector programs than coded. But when it comes to technical drawings and data visualizations, the path element unlocks a wide array of possibilities and opens up the world of hand-coded SVGs. The path syntax can be really complex. We’re going to tackle it in two separate parts. In this first installment, we’re learning all about straight and angular paths. In the second part, we’ll make lines bend, twist, and turn. Required Knowledge And Guide Structure Note: If you are unfamiliar with the basics of SVG, such as the subject of viewBox and the basic syntax of the simple elements, I recommend reading my guide before diving into this one. You should also familiarize yourself with <text> if you want to understand each line of code in the examples. Before we get started, I want to quickly recap how I code SVG using JavaScript. I don’t like dealing with numbers and math, and reading SVG Code with numbers filled into every attribute makes me lose all understanding of it. By giving coordinates names and having all my math easy to parse and write out, I have a much better time with this type of code, and I think you will, too. The goal of this article is more about understanding path syntax than it is about doing placement or how to leverage loops and other more basic things. So, I will not run you through the entire setup of each example. I’ll instead share snippets of the code, but they may be slightly adjusted from the CodePen or simplified to make this article easier to read. However, if there are specific questions about code that are not part of the text in the CodePen demos, the comment section is open. To keep this all framework-agnostic, the code is written in vanilla JavaScript. Setting Up For Success As the path element relies on our understanding of some of the coordinates we plug into the commands, I think it is a lot easier if we have a bit of visual orientation. So, all of the examples will be coded on top of a visual representation of a traditional viewBox setup with the origin in the top-left corner, then moves diagonally down to. The command is: M10 10 L100 100. The blue line is horizontal. It starts atand should end at. We could use the L command, but we’d have to write 55 again. So, instead, we write M10 55 H100, and then SVG knows to look back at the y value of M for the y value of H. It’s the same thing for the green line, but when we use the V command, SVG knows to refer back to the x value of M for the x value of V. If we compare the resulting horizontal path with the same implementation in a <line> element, we may Notice how much more efficient path can be, and Remove quite a bit of meaning for anyone who doesn’t speak path. Because, as we look at these strings, one of them is called “line”. And while the rest doesn’t mean anything out of context, the line definitely conjures a specific image in our heads. <path d="M 10 55 H 100" /> <line x1="10" y1="55" x2="100" y2="55" /> Making Polygons And Polylines With Z In the previous section, we learned how path can behave like <line>, which is pretty cool. But it can do more. It can also act like polyline and polygon. Remember, how those two basically work the same, but polygon connects the first and last point, while polyline does not? The path element can do the same thing. There is a separate command to close the path with a line, which is the Z command. const polyline2Points = M${start.x} ${start.y} L${p1.x} ${p1.y} L${p2.x} ${p2.y}; const polygon2Points = M${start.x} ${start.y} L${p1.x} ${p1.y} L${p2.x} ${p2.y} Z; So, let’s see this in action and create a repeating triangle shape. Every odd time, it’s open, and every even time, it’s closed. Pretty neat! See the Pen Alternating Trianglesby Myriam. When it comes to comparing path versus polygon and polyline, the other tags tell us about their names, but I would argue that fewer people know what a polygon is versus what a line is. The argument to use these two tags over path for legibility is weak, in my opinion, and I guess you’d probably agree that this looks like equal levels of meaningless string given to an SVG element. <path d="M0 0 L86.6 50 L0 100 Z" /> <polygon points="0,0 86.6,50 0,100" /> <path d="M0 0 L86.6 50 L0 100" /> <polyline points="0,0 86.6,50 0,100" /> Relative Commands: m, l, h, v All of the line commands exist in absolute and relative versions. The difference is that the relative commands are lowercase, e.g., m, l, h, and v. The relative commands are always relative to the last point, so instead of declaring an x value, you’re declaring a dx value, saying this is how many units you’re moving. Before we look at the example visually, I want you to look at the following three-line commands. Try not to look at the CodePen beforehand. const lines =; As I mentioned, I hate looking at numbers without meaning, but there is one number whose meaning is pretty constant in most contexts: 0. Seeing a 0 in combination with a command I just learned means relative manages to instantly tell me that nothing is happening. Seeing l 0 20 by itself tells me that this line only moves along one axis instead of two. And looking at that entire blue path command, the repeated 20 value gives me a sense that the shape might have some regularity to it. The first path does a bit of that by repeating 10 and 30. But the third? As someone who can’t do math in my head, that third string gives me nothing. Now, you might be surprised, but they all draw the same shape, just in different places. See the Pen SVG Compound Pathsby Myriam. So, how valuable is it that we can recognize the regularity in the blue path? Not very, in my opinion. In some cases, going with the relative value is easier than an absolute one. In other cases, the absolute is king. Neither is better nor worse. And, in all cases, that previous example would be much more efficient if it were set up with a variable for the gap, a variable for the shape size, and a function to generate the path definition that’s called from within a loop so it can take in the index to properly calculate the start point. Jumping Points: How To Make Compound Paths Another very useful thing is something you don’t see visually in the previous CodePen, but it relates to the grid and its code. I snuck in a grid drawing update. With the method used in earlier examples, using line to draw the grid, the above CodePen would’ve rendered the grid with 14 separate elements. If you go and inspect the final code of that last CodePen, you’ll notice that there is just a single path element within the .grid group. It looks like this, which is not fun to look at but holds the secret to how it’s possible: <path d="M0 0 H110 M0 10 H110 M0 20 H110 M0 30 H110 M0 0 V45 M10 0 V45 M20 0 V45 M30 0 V45 M40 0 V45 M50 0 V45 M60 0 V45 M70 0 V45 M80 0 V45 M90 0 V45" stroke="currentColor" stroke-width="0.2" fill="none"></path> If we take a close look, we may notice that there are multiple M commands. This is the magic of compound paths. Since the M/m commands don’t actually draw and just place the cursor, a path can have jumps. So, whenever we have multiple paths that share common styling and don’t need to have separate interactions, we can just chain them together to make our code shorter. Coming Up Next Armed with this knowledge, we’re now able to replace line, polyline, and polygon with path commands and combine them in compound paths. But there is so much more to uncover because path doesn’t just offer foreign-language versions of lines but also gives us the option to code circles and ellipses that have open space and can sometimes also bend, twist, and turn. We’ll refer to those as curves and arcs, and discuss them more explicitly in the next article. Further Reading On SmashingMag “Mastering SVG Arcs,” Akshay Gupta “Accessible SVGs: Perfect Patterns For Screen Reader Users,” Carie Fisher “Easy SVG Customization And Animation: A Practical Guide,” Adrian Bece “Magical SVG Techniques,” Cosima Mielke #decoding #svg #ampltcodeampgtpathampltcodeampgt #element #line
    SMASHINGMAGAZINE.COM
    Decoding The SVG <code>path</code> Element: Line Commands
    In a previous article, we looked at some practical examples of how to code SVG by hand. In that guide, we covered the basics of the SVG elements rect, circle, ellipse, line, polyline, and polygon (and also g). This time around, we are going to tackle a more advanced topic, the absolute powerhouse of SVG elements: path. Don’t get me wrong; I still stand by my point that image paths are better drawn in vector programs than coded (unless you’re the type of creative who makes non-logical visual art in code — then go forth and create awe-inspiring wonders; you’re probably not the audience of this article). But when it comes to technical drawings and data visualizations, the path element unlocks a wide array of possibilities and opens up the world of hand-coded SVGs. The path syntax can be really complex. We’re going to tackle it in two separate parts. In this first installment, we’re learning all about straight and angular paths. In the second part, we’ll make lines bend, twist, and turn. Required Knowledge And Guide Structure Note: If you are unfamiliar with the basics of SVG, such as the subject of viewBox and the basic syntax of the simple elements (rect, line, g, and so on), I recommend reading my guide before diving into this one. You should also familiarize yourself with <text> if you want to understand each line of code in the examples. Before we get started, I want to quickly recap how I code SVG using JavaScript. I don’t like dealing with numbers and math, and reading SVG Code with numbers filled into every attribute makes me lose all understanding of it. By giving coordinates names and having all my math easy to parse and write out, I have a much better time with this type of code, and I think you will, too. The goal of this article is more about understanding path syntax than it is about doing placement or how to leverage loops and other more basic things. So, I will not run you through the entire setup of each example. I’ll instead share snippets of the code, but they may be slightly adjusted from the CodePen or simplified to make this article easier to read. However, if there are specific questions about code that are not part of the text in the CodePen demos, the comment section is open. To keep this all framework-agnostic, the code is written in vanilla JavaScript (though, really, TypeScript is your friend the more complicated your SVG becomes, and I missed it when writing some of these). Setting Up For Success As the path element relies on our understanding of some of the coordinates we plug into the commands, I think it is a lot easier if we have a bit of visual orientation. So, all of the examples will be coded on top of a visual representation of a traditional viewBox setup with the origin in the top-left corner (so, values in the shape of 0 0 ${width} ${height}. I added text labels as well to make it easier to point you to specific areas within the grid. Please note that I recommend being careful when adding text within the <text> element in SVG if you want your text to be accessible. If the graphic relies on text scaling like the rest of your website, it would be better to have it rendered through HTML. But for our examples here, it should be sufficient. So, this is what we’ll be plotting on top of: See the Pen SVG Viewbox Grid Visual [forked] by Myriam. Alright, we now have a ViewBox Visualizing Grid. I think we’re ready for our first session with the beast. Enter path And The All-Powerful d Attribute The <path> element has a d attribute, which speaks its own language. So, within d, you’re talking in terms of “commands”. When I think of non-path versus path elements, I like to think that the reason why we have to write much more complex drawing instructions is this: All non-path elements are just dumber paths. In the background, they have one pre-drawn path shape that they will always render based on a few parameters you pass in. But path has no default shape. The shape logic has to be exposed to you, while it can be neatly hidden away for all other elements. Let’s learn about those commands. Where It All Begins: M The first, which is where each path begins, is the M command, which moves the pen to a point. This command places your starting point, but it does not draw a single thing. A path with just an M command is an auto-delete when cleaning up SVG files. It takes two arguments: the x and y coordinates of your start position. const uselessPathCommand = `M${start.x} ${start.y}`; Basic Line Commands: M , L, H, V These are fun and easy: L, H, and V, all draw a line from the current point to the point specified. L takes two arguments, the x and y positions of the point you want to draw to. const pathCommandL = `M${start.x} ${start.y} L${end.x} ${end.y}`; H and V, on the other hand, only take one argument because they are only drawing a line in one direction. For H, you specify the x position, and for V, you specify the y position. The other value is implied. const pathCommandH = `M${start.x} ${start.y} H${end.x}`; const pathCommandV = `M${start.x} ${start.y} V${end.y}`; To visualize how this works, I created a function that draws the path, as well as points with labels on them, so we can see what happens. See the Pen Simple Lines with path [forked] by Myriam. We have three lines in that image. The L command is used for the red path. It starts with M at (10,10), then moves diagonally down to (100,100). The command is: M10 10 L100 100. The blue line is horizontal. It starts at (10,55) and should end at (100, 55). We could use the L command, but we’d have to write 55 again. So, instead, we write M10 55 H100, and then SVG knows to look back at the y value of M for the y value of H. It’s the same thing for the green line, but when we use the V command, SVG knows to refer back to the x value of M for the x value of V. If we compare the resulting horizontal path with the same implementation in a <line> element, we may Notice how much more efficient path can be, and Remove quite a bit of meaning for anyone who doesn’t speak path. Because, as we look at these strings, one of them is called “line”. And while the rest doesn’t mean anything out of context, the line definitely conjures a specific image in our heads. <path d="M 10 55 H 100" /> <line x1="10" y1="55" x2="100" y2="55" /> Making Polygons And Polylines With Z In the previous section, we learned how path can behave like <line>, which is pretty cool. But it can do more. It can also act like polyline and polygon. Remember, how those two basically work the same, but polygon connects the first and last point, while polyline does not? The path element can do the same thing. There is a separate command to close the path with a line, which is the Z command. const polyline2Points = M${start.x} ${start.y} L${p1.x} ${p1.y} L${p2.x} ${p2.y}; const polygon2Points = M${start.x} ${start.y} L${p1.x} ${p1.y} L${p2.x} ${p2.y} Z; So, let’s see this in action and create a repeating triangle shape. Every odd time, it’s open, and every even time, it’s closed. Pretty neat! See the Pen Alternating Triangles [forked] by Myriam. When it comes to comparing path versus polygon and polyline, the other tags tell us about their names, but I would argue that fewer people know what a polygon is versus what a line is (and probably even fewer know what a polyline is. Heck, even the program I’m writing this article in tells me polyline is not a valid word). The argument to use these two tags over path for legibility is weak, in my opinion, and I guess you’d probably agree that this looks like equal levels of meaningless string given to an SVG element. <path d="M0 0 L86.6 50 L0 100 Z" /> <polygon points="0,0 86.6,50 0,100" /> <path d="M0 0 L86.6 50 L0 100" /> <polyline points="0,0 86.6,50 0,100" /> Relative Commands: m, l, h, v All of the line commands exist in absolute and relative versions. The difference is that the relative commands are lowercase, e.g., m, l, h, and v. The relative commands are always relative to the last point, so instead of declaring an x value, you’re declaring a dx value, saying this is how many units you’re moving. Before we look at the example visually, I want you to look at the following three-line commands. Try not to look at the CodePen beforehand. const lines = [ { d: `M10 10 L 10 30 L 30 30`, color: "var(--_red)" }, { d: `M40 10 l 0 20 l 20 0`, color: "var(--_blue)" }, { d: `M70 10 l 0 20 L 90 30`, color: "var(--_green)" } ]; As I mentioned, I hate looking at numbers without meaning, but there is one number whose meaning is pretty constant in most contexts: 0. Seeing a 0 in combination with a command I just learned means relative manages to instantly tell me that nothing is happening. Seeing l 0 20 by itself tells me that this line only moves along one axis instead of two. And looking at that entire blue path command, the repeated 20 value gives me a sense that the shape might have some regularity to it. The first path does a bit of that by repeating 10 and 30. But the third? As someone who can’t do math in my head, that third string gives me nothing. Now, you might be surprised, but they all draw the same shape, just in different places. See the Pen SVG Compound Paths [forked] by Myriam. So, how valuable is it that we can recognize the regularity in the blue path? Not very, in my opinion. In some cases, going with the relative value is easier than an absolute one. In other cases, the absolute is king. Neither is better nor worse. And, in all cases, that previous example would be much more efficient if it were set up with a variable for the gap, a variable for the shape size, and a function to generate the path definition that’s called from within a loop so it can take in the index to properly calculate the start point. Jumping Points: How To Make Compound Paths Another very useful thing is something you don’t see visually in the previous CodePen, but it relates to the grid and its code. I snuck in a grid drawing update. With the method used in earlier examples, using line to draw the grid, the above CodePen would’ve rendered the grid with 14 separate elements. If you go and inspect the final code of that last CodePen, you’ll notice that there is just a single path element within the .grid group. It looks like this, which is not fun to look at but holds the secret to how it’s possible: <path d="M0 0 H110 M0 10 H110 M0 20 H110 M0 30 H110 M0 0 V45 M10 0 V45 M20 0 V45 M30 0 V45 M40 0 V45 M50 0 V45 M60 0 V45 M70 0 V45 M80 0 V45 M90 0 V45" stroke="currentColor" stroke-width="0.2" fill="none"></path> If we take a close look, we may notice that there are multiple M commands. This is the magic of compound paths. Since the M/m commands don’t actually draw and just place the cursor, a path can have jumps. So, whenever we have multiple paths that share common styling and don’t need to have separate interactions, we can just chain them together to make our code shorter. Coming Up Next Armed with this knowledge, we’re now able to replace line, polyline, and polygon with path commands and combine them in compound paths. But there is so much more to uncover because path doesn’t just offer foreign-language versions of lines but also gives us the option to code circles and ellipses that have open space and can sometimes also bend, twist, and turn. We’ll refer to those as curves and arcs, and discuss them more explicitly in the next article. Further Reading On SmashingMag “Mastering SVG Arcs,” Akshay Gupta “Accessible SVGs: Perfect Patterns For Screen Reader Users,” Carie Fisher “Easy SVG Customization And Animation: A Practical Guide,” Adrian Bece “Magical SVG Techniques,” Cosima Mielke
    0 Σχόλια 0 Μοιράστηκε
  • Hell is Us terrifies in all the best ways

    Hell is Us has been on my radar since it was first announced in April 2022, and I’ve finally been able to spend some time with it via its demo. The war-torn world of Hell is Us is immediately chilling and the demo’s brief glimpse of the gameplay, despite some minor hang-ups, has me eager for more.

    You play as Remi as he ventures to the fictional country of Hadea. A civil war has broken out, dividing and devastating Hadea’s people. Remi must travel through the war zone in search of his parents, and quickly comes across a farmer who exposition-dumps plenty of information that may or may not stick. Essentially, shit is bad, tragically so, and Remi is about to discover just how bad.

    You wander around a forest while an unsettling Returnal-esque score accompanies you. Eventually you gain access to ruins that turn out to have been some sort of dungeon for prisoners long ago. It’s here that Remi encounters the first of hopefully many “oh, shit!” moments. He comes across a creepy-ass enemy I can best describe as if Spot from Spider-Man: Across the Spider-Verse was designed to horrify — a pale white humanoid with a black circle for a face who contorts around the level like a marionette. A mask-wearing woman shows up out of nowhere to take down the creepy foe, but dies saving Remi. Without explanation, Remi decides to don her poncho, take her drone, and wield her BGS.

    Turns out he’s pretty good with a sword. Remi will encounter a couple dozen enemies throughout the demo; the combat is easy to pick up and is somewhat standard third-person-melee, though it does rely heavily on stamina management. Your max stamina is also reduced when you take damage, so you really don’t wanna get hit much.

    You can heal using consumable med kits as well as a pulse mechanic. Attacking enemies creates floating particles around Remi and once those particles form into a circle, you can press your controller’s right bumper to activate a healing pulse. It’s an interesting mechanic, and I like how Hell is Us is giving players a way to recoup health in the midst of combat. However, actually doing it is a bit clunky; keeping one eye on an enemy and the other on the particles around Remi is distracting, and timing the pulse is a challenge — you can only activate it during a brief window, and you’ll likely be in the middle of a combo when a pulse opportunity presents itself.

    While Hell is Us’ combat has surface similarities to Soulslikes — like parrying blows from creepy enemies — it felt less punishing and more forgiving than what you’d expect from a FromSoftware title. I only died once in the demo, compared to countless deaths in the opening hours of Soulslikes such as Lies of P or Elden Ring. Notably, enemies don’t respawn when you save your game, so you don’t have to worry about repeatedly striking down the same foes.

    Because dead enemies remain dead, exploration is encouraged in Hell is Us. Developer Rogue Factor boasts that the game has “no map, no compass, no quest markers,” so you’re free to wander around the game’s world without a guiding hand and discover its secrets. For example, that farmer I mentioned earlier told Remi about how three of his sons died in this war. Later on, when exploring the World War I-like trenches outside of the ruins, I found a note from a soldier on the other side of the conflict bragging about killing three brothers “cowering in a farmhouse.”

    The note also mentioned taking a gold watch from one of the boys, which I grabbed and returned to the farmer — without a quest marker to guide me or a journal entry saying “give this item to the farmer.” This completed a “Good Deed” and I was told a reward may come from it later in the game; I’m curious how these types of quests will play out in the full release. The prospect of doing good deeds in this torn-asunder country is especially appealing.

    A Soulslike-adjacent game placing greater emphasis on user-guided exploration than combat sounds enticing, and Hell is Us is delivering on that promise so far. Its demo is available on Steam through June 16 before the full game launches Sept. 4 for PC, PlayStation 5, and Xbox Series X.
    #hell #terrifies #all #best #ways
    Hell is Us terrifies in all the best ways
    Hell is Us has been on my radar since it was first announced in April 2022, and I’ve finally been able to spend some time with it via its demo. The war-torn world of Hell is Us is immediately chilling and the demo’s brief glimpse of the gameplay, despite some minor hang-ups, has me eager for more. You play as Remi as he ventures to the fictional country of Hadea. A civil war has broken out, dividing and devastating Hadea’s people. Remi must travel through the war zone in search of his parents, and quickly comes across a farmer who exposition-dumps plenty of information that may or may not stick. Essentially, shit is bad, tragically so, and Remi is about to discover just how bad. You wander around a forest while an unsettling Returnal-esque score accompanies you. Eventually you gain access to ruins that turn out to have been some sort of dungeon for prisoners long ago. It’s here that Remi encounters the first of hopefully many “oh, shit!” moments. He comes across a creepy-ass enemy I can best describe as if Spot from Spider-Man: Across the Spider-Verse was designed to horrify — a pale white humanoid with a black circle for a face who contorts around the level like a marionette. A mask-wearing woman shows up out of nowhere to take down the creepy foe, but dies saving Remi. Without explanation, Remi decides to don her poncho, take her drone, and wield her BGS. Turns out he’s pretty good with a sword. Remi will encounter a couple dozen enemies throughout the demo; the combat is easy to pick up and is somewhat standard third-person-melee, though it does rely heavily on stamina management. Your max stamina is also reduced when you take damage, so you really don’t wanna get hit much. You can heal using consumable med kits as well as a pulse mechanic. Attacking enemies creates floating particles around Remi and once those particles form into a circle, you can press your controller’s right bumper to activate a healing pulse. It’s an interesting mechanic, and I like how Hell is Us is giving players a way to recoup health in the midst of combat. However, actually doing it is a bit clunky; keeping one eye on an enemy and the other on the particles around Remi is distracting, and timing the pulse is a challenge — you can only activate it during a brief window, and you’ll likely be in the middle of a combo when a pulse opportunity presents itself. While Hell is Us’ combat has surface similarities to Soulslikes — like parrying blows from creepy enemies — it felt less punishing and more forgiving than what you’d expect from a FromSoftware title. I only died once in the demo, compared to countless deaths in the opening hours of Soulslikes such as Lies of P or Elden Ring. Notably, enemies don’t respawn when you save your game, so you don’t have to worry about repeatedly striking down the same foes. Because dead enemies remain dead, exploration is encouraged in Hell is Us. Developer Rogue Factor boasts that the game has “no map, no compass, no quest markers,” so you’re free to wander around the game’s world without a guiding hand and discover its secrets. For example, that farmer I mentioned earlier told Remi about how three of his sons died in this war. Later on, when exploring the World War I-like trenches outside of the ruins, I found a note from a soldier on the other side of the conflict bragging about killing three brothers “cowering in a farmhouse.” The note also mentioned taking a gold watch from one of the boys, which I grabbed and returned to the farmer — without a quest marker to guide me or a journal entry saying “give this item to the farmer.” This completed a “Good Deed” and I was told a reward may come from it later in the game; I’m curious how these types of quests will play out in the full release. The prospect of doing good deeds in this torn-asunder country is especially appealing. A Soulslike-adjacent game placing greater emphasis on user-guided exploration than combat sounds enticing, and Hell is Us is delivering on that promise so far. Its demo is available on Steam through June 16 before the full game launches Sept. 4 for PC, PlayStation 5, and Xbox Series X. #hell #terrifies #all #best #ways
    WWW.POLYGON.COM
    Hell is Us terrifies in all the best ways
    Hell is Us has been on my radar since it was first announced in April 2022, and I’ve finally been able to spend some time with it via its demo. The war-torn world of Hell is Us is immediately chilling and the demo’s brief glimpse of the gameplay, despite some minor hang-ups, has me eager for more. You play as Remi as he ventures to the fictional country of Hadea. A civil war has broken out, dividing and devastating Hadea’s people. Remi must travel through the war zone in search of his parents, and quickly comes across a farmer who exposition-dumps plenty of information that may or may not stick. Essentially, shit is bad, tragically so, and Remi is about to discover just how bad. You wander around a forest while an unsettling Returnal-esque score accompanies you. Eventually you gain access to ruins that turn out to have been some sort of dungeon for prisoners long ago. It’s here that Remi encounters the first of hopefully many “oh, shit!” moments. He comes across a creepy-ass enemy I can best describe as if Spot from Spider-Man: Across the Spider-Verse was designed to horrify — a pale white humanoid with a black circle for a face who contorts around the level like a marionette. A mask-wearing woman shows up out of nowhere to take down the creepy foe, but dies saving Remi. Without explanation, Remi decides to don her poncho, take her drone, and wield her BGS (big glowing sword). Turns out he’s pretty good with a sword. Remi will encounter a couple dozen enemies throughout the demo; the combat is easy to pick up and is somewhat standard third-person-melee, though it does rely heavily on stamina management. Your max stamina is also reduced when you take damage, so you really don’t wanna get hit much. You can heal using consumable med kits as well as a pulse mechanic. Attacking enemies creates floating particles around Remi and once those particles form into a circle, you can press your controller’s right bumper to activate a healing pulse. It’s an interesting mechanic, and I like how Hell is Us is giving players a way to recoup health in the midst of combat. However, actually doing it is a bit clunky; keeping one eye on an enemy and the other on the particles around Remi is distracting, and timing the pulse is a challenge — you can only activate it during a brief window, and you’ll likely be in the middle of a combo when a pulse opportunity presents itself. While Hell is Us’ combat has surface similarities to Soulslikes — like parrying blows from creepy enemies — it felt less punishing and more forgiving than what you’d expect from a FromSoftware title. I only died once in the demo, compared to countless deaths in the opening hours of Soulslikes such as Lies of P or Elden Ring. Notably, enemies don’t respawn when you save your game, so you don’t have to worry about repeatedly striking down the same foes. Because dead enemies remain dead, exploration is encouraged in Hell is Us. Developer Rogue Factor boasts that the game has “no map, no compass, no quest markers,” so you’re free to wander around the game’s world without a guiding hand and discover its secrets. For example, that farmer I mentioned earlier told Remi about how three of his sons died in this war. Later on, when exploring the World War I-like trenches outside of the ruins, I found a note from a soldier on the other side of the conflict bragging about killing three brothers “cowering in a farmhouse.” The note also mentioned taking a gold watch from one of the boys, which I grabbed and returned to the farmer — without a quest marker to guide me or a journal entry saying “give this item to the farmer.” This completed a “Good Deed” and I was told a reward may come from it later in the game; I’m curious how these types of quests will play out in the full release. The prospect of doing good deeds in this torn-asunder country is especially appealing. A Soulslike-adjacent game placing greater emphasis on user-guided exploration than combat sounds enticing, and Hell is Us is delivering on that promise so far. Its demo is available on Steam through June 16 before the full game launches Sept. 4 for PC, PlayStation 5, and Xbox Series X.
    0 Σχόλια 0 Μοιράστηκε
  • US stops endorsing covid-19 shots for kids – are other vaccines next?

    US Secretary of Health and Human Services Robert F Kennedy JrTasos Katopodis/Getty
    One of the top vaccine experts at the US Centers for Disease Control and Prevention, Lakshmi Panagiotakopoulos, resigned on 4 June – a week after Robert F Kennedy Jr announced that covid-19 vaccines would no longer be recommended for most children and pregnancies.

    The announcement set off several days of confusion around who will have access to covid-19 vaccines in the US going forward. In practice, there hasn’t been a drastic change to access, though there will probably be new obstacles for parents hoping to vaccinate their children. Still, Kennedy’s announcement signals a troubling circumvention of public health norms.
    “My career in public health and vaccinology started with a deep-seated desire to help the most vulnerable members of our population, and that is not something I am able to continue doing in this role,” said Panagiotakopoulos in an email to colleagues obtained by Reuters.
    Panagiotakopoulos supported the Advisory Committee on Immunization Practices, which has advised the CDC on vaccine recommendations since 1964. But last week, Kennedy – the country’s highest-ranking public health official – upended this decades-long precedent. “I couldn’t be more pleased to announce that, as of today, the covid vaccine for healthy children and healthy pregnant woman has been removed from the CDC recommended immunisation schedule,” he said in a video posted to the social media platform X on 27 May.
    Despite his directive, the CDC has, so far, only made minor changes to its guidance on covid-19 vaccines. Instead of recommending them for children outright, it now recommends vaccination “based on shared clinical decision-making”. In other words, parents should talk with a doctor before deciding. It isn’t clear how this will affect access to these vaccines in every scenario, but it could make it more difficult for children to get a shot at pharmacies.

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    The CDC’s guidance on vaccination in pregnancy is also ambiguous. While its website still recommends a covid-19 shot during pregnancy, a note at the top says, “this page will be updated to align with the updated immunization schedule.”
    Kennedy’s announcement contradicts the stances of major public health organisations, too. Both the American College of Obstetricians and Gynecologistsand the American Academy of Pediatricshave come out opposing it.
    “The CDC and HHS encourage individuals to talk with their healthcare provider about any personal medical decision,” an HHS spokesperson told New Scientist. “Under the leadership of Secretary Kennedy, HHS is restoring the doctor-patient relationship.”
    However, Linda Eckert at the University of Washington in Seattle says the conflicting messages are confusing for people. “It opens up disinformation opportunities. It undermines confidence in vaccination in general,” she says. “I can’t imagine it won’t decrease immunisation rates overall.”

    Research has repeatedly shown covid-19 vaccination in adolescence and pregnancy is safe and effective. In fact, Martin Makary, the head of the US Food and Drug Administration, listed pregnancy as a risk factor for severe covid-19 a week before Kennedy’s announcement, further convoluting the government’s public health messaging.
    Kennedy’s announcement is in line with some other countries’ covid policies. For example, Australia and the UK don’t recommend covid-19 vaccines for children unless they are at risk of severe illness. They also don’t recommend covid-19 vaccination during pregnancy if someone is already vaccinated.
    Asma Khalil, a member of the UK Joint Committee on Vaccination and Immunisation, says the UK’s decision was based on the reduced risk of the omicron variant, the cost-effectiveness of vaccination and high population immunity. However, these factors can vary across countries. The UK population also tends to have better access to healthcare than the US, says Eckert. “These decisions need to carefully consider the risks and benefits relative to the national population,” says Khalil. The HHS didn’t answer New Scientist’s questions about whether a similar analysis guided Kennedy’s decision-making.

    What is maybe most troubling, however, is the precedent Kennedy’s announcement sets. The ACIP – an independent group of public health experts – was expected to vote on proposed changes to covid-19 vaccine recommendations later this month. But Kennedy’s decision has bypassed this process.
    “This style of decision-making – by individuals versus going through experts who are carefully vetted for conflicts of interest, who carefully look at the data – this has never happened in our country,” says Eckert. “We’re in uncharted territory.” She worries the move could pave the way for Kennedy to chip away at other vaccine recommendations. “I know there are a lot of vaccines he has been actively against in his career,” she says. Kennedy has previously blamed vaccines for autism and falsely claimed that the polio vaccine caused more deaths than it averted.
    “What it speaks to is the fact thatdoes not see value in these vaccines and is going to do everything he can to try and devalue them in the minds of the public and make them harder to receive,” says Amesh Adalja at Johns Hopkins University.
    Topics:
    #stops #endorsing #covid19 #shots #kids
    US stops endorsing covid-19 shots for kids – are other vaccines next?
    US Secretary of Health and Human Services Robert F Kennedy JrTasos Katopodis/Getty One of the top vaccine experts at the US Centers for Disease Control and Prevention, Lakshmi Panagiotakopoulos, resigned on 4 June – a week after Robert F Kennedy Jr announced that covid-19 vaccines would no longer be recommended for most children and pregnancies. The announcement set off several days of confusion around who will have access to covid-19 vaccines in the US going forward. In practice, there hasn’t been a drastic change to access, though there will probably be new obstacles for parents hoping to vaccinate their children. Still, Kennedy’s announcement signals a troubling circumvention of public health norms. “My career in public health and vaccinology started with a deep-seated desire to help the most vulnerable members of our population, and that is not something I am able to continue doing in this role,” said Panagiotakopoulos in an email to colleagues obtained by Reuters. Panagiotakopoulos supported the Advisory Committee on Immunization Practices, which has advised the CDC on vaccine recommendations since 1964. But last week, Kennedy – the country’s highest-ranking public health official – upended this decades-long precedent. “I couldn’t be more pleased to announce that, as of today, the covid vaccine for healthy children and healthy pregnant woman has been removed from the CDC recommended immunisation schedule,” he said in a video posted to the social media platform X on 27 May. Despite his directive, the CDC has, so far, only made minor changes to its guidance on covid-19 vaccines. Instead of recommending them for children outright, it now recommends vaccination “based on shared clinical decision-making”. In other words, parents should talk with a doctor before deciding. It isn’t clear how this will affect access to these vaccines in every scenario, but it could make it more difficult for children to get a shot at pharmacies. Get the most essential health and fitness news in your inbox every Saturday. Sign up to newsletter The CDC’s guidance on vaccination in pregnancy is also ambiguous. While its website still recommends a covid-19 shot during pregnancy, a note at the top says, “this page will be updated to align with the updated immunization schedule.” Kennedy’s announcement contradicts the stances of major public health organisations, too. Both the American College of Obstetricians and Gynecologistsand the American Academy of Pediatricshave come out opposing it. “The CDC and HHS encourage individuals to talk with their healthcare provider about any personal medical decision,” an HHS spokesperson told New Scientist. “Under the leadership of Secretary Kennedy, HHS is restoring the doctor-patient relationship.” However, Linda Eckert at the University of Washington in Seattle says the conflicting messages are confusing for people. “It opens up disinformation opportunities. It undermines confidence in vaccination in general,” she says. “I can’t imagine it won’t decrease immunisation rates overall.” Research has repeatedly shown covid-19 vaccination in adolescence and pregnancy is safe and effective. In fact, Martin Makary, the head of the US Food and Drug Administration, listed pregnancy as a risk factor for severe covid-19 a week before Kennedy’s announcement, further convoluting the government’s public health messaging. Kennedy’s announcement is in line with some other countries’ covid policies. For example, Australia and the UK don’t recommend covid-19 vaccines for children unless they are at risk of severe illness. They also don’t recommend covid-19 vaccination during pregnancy if someone is already vaccinated. Asma Khalil, a member of the UK Joint Committee on Vaccination and Immunisation, says the UK’s decision was based on the reduced risk of the omicron variant, the cost-effectiveness of vaccination and high population immunity. However, these factors can vary across countries. The UK population also tends to have better access to healthcare than the US, says Eckert. “These decisions need to carefully consider the risks and benefits relative to the national population,” says Khalil. The HHS didn’t answer New Scientist’s questions about whether a similar analysis guided Kennedy’s decision-making. What is maybe most troubling, however, is the precedent Kennedy’s announcement sets. The ACIP – an independent group of public health experts – was expected to vote on proposed changes to covid-19 vaccine recommendations later this month. But Kennedy’s decision has bypassed this process. “This style of decision-making – by individuals versus going through experts who are carefully vetted for conflicts of interest, who carefully look at the data – this has never happened in our country,” says Eckert. “We’re in uncharted territory.” She worries the move could pave the way for Kennedy to chip away at other vaccine recommendations. “I know there are a lot of vaccines he has been actively against in his career,” she says. Kennedy has previously blamed vaccines for autism and falsely claimed that the polio vaccine caused more deaths than it averted. “What it speaks to is the fact thatdoes not see value in these vaccines and is going to do everything he can to try and devalue them in the minds of the public and make them harder to receive,” says Amesh Adalja at Johns Hopkins University. Topics: #stops #endorsing #covid19 #shots #kids
    WWW.NEWSCIENTIST.COM
    US stops endorsing covid-19 shots for kids – are other vaccines next?
    US Secretary of Health and Human Services Robert F Kennedy JrTasos Katopodis/Getty One of the top vaccine experts at the US Centers for Disease Control and Prevention (CDC), Lakshmi Panagiotakopoulos, resigned on 4 June – a week after Robert F Kennedy Jr announced that covid-19 vaccines would no longer be recommended for most children and pregnancies. The announcement set off several days of confusion around who will have access to covid-19 vaccines in the US going forward. In practice, there hasn’t been a drastic change to access, though there will probably be new obstacles for parents hoping to vaccinate their children. Still, Kennedy’s announcement signals a troubling circumvention of public health norms. “My career in public health and vaccinology started with a deep-seated desire to help the most vulnerable members of our population, and that is not something I am able to continue doing in this role,” said Panagiotakopoulos in an email to colleagues obtained by Reuters. Panagiotakopoulos supported the Advisory Committee on Immunization Practices (ACIP), which has advised the CDC on vaccine recommendations since 1964. But last week, Kennedy – the country’s highest-ranking public health official – upended this decades-long precedent. “I couldn’t be more pleased to announce that, as of today, the covid vaccine for healthy children and healthy pregnant woman has been removed from the CDC recommended immunisation schedule,” he said in a video posted to the social media platform X on 27 May. Despite his directive, the CDC has, so far, only made minor changes to its guidance on covid-19 vaccines. Instead of recommending them for children outright, it now recommends vaccination “based on shared clinical decision-making”. In other words, parents should talk with a doctor before deciding. It isn’t clear how this will affect access to these vaccines in every scenario, but it could make it more difficult for children to get a shot at pharmacies. Get the most essential health and fitness news in your inbox every Saturday. Sign up to newsletter The CDC’s guidance on vaccination in pregnancy is also ambiguous. While its website still recommends a covid-19 shot during pregnancy, a note at the top says, “this page will be updated to align with the updated immunization schedule.” Kennedy’s announcement contradicts the stances of major public health organisations, too. Both the American College of Obstetricians and Gynecologists (ACOG) and the American Academy of Pediatrics (APP) have come out opposing it. “The CDC and HHS encourage individuals to talk with their healthcare provider about any personal medical decision,” an HHS spokesperson told New Scientist. “Under the leadership of Secretary Kennedy, HHS is restoring the doctor-patient relationship.” However, Linda Eckert at the University of Washington in Seattle says the conflicting messages are confusing for people. “It opens up disinformation opportunities. It undermines confidence in vaccination in general,” she says. “I can’t imagine it won’t decrease immunisation rates overall.” Research has repeatedly shown covid-19 vaccination in adolescence and pregnancy is safe and effective. In fact, Martin Makary, the head of the US Food and Drug Administration (FDA), listed pregnancy as a risk factor for severe covid-19 a week before Kennedy’s announcement, further convoluting the government’s public health messaging. Kennedy’s announcement is in line with some other countries’ covid policies. For example, Australia and the UK don’t recommend covid-19 vaccines for children unless they are at risk of severe illness. They also don’t recommend covid-19 vaccination during pregnancy if someone is already vaccinated. Asma Khalil, a member of the UK Joint Committee on Vaccination and Immunisation, says the UK’s decision was based on the reduced risk of the omicron variant, the cost-effectiveness of vaccination and high population immunity. However, these factors can vary across countries. The UK population also tends to have better access to healthcare than the US, says Eckert. “These decisions need to carefully consider the risks and benefits relative to the national population,” says Khalil. The HHS didn’t answer New Scientist’s questions about whether a similar analysis guided Kennedy’s decision-making. What is maybe most troubling, however, is the precedent Kennedy’s announcement sets. The ACIP – an independent group of public health experts – was expected to vote on proposed changes to covid-19 vaccine recommendations later this month. But Kennedy’s decision has bypassed this process. “This style of decision-making – by individuals versus going through experts who are carefully vetted for conflicts of interest, who carefully look at the data – this has never happened in our country,” says Eckert. “We’re in uncharted territory.” She worries the move could pave the way for Kennedy to chip away at other vaccine recommendations. “I know there are a lot of vaccines he has been actively against in his career,” she says. Kennedy has previously blamed vaccines for autism and falsely claimed that the polio vaccine caused more deaths than it averted. “What it speaks to is the fact that [Kennedy] does not see value in these vaccines and is going to do everything he can to try and devalue them in the minds of the public and make them harder to receive,” says Amesh Adalja at Johns Hopkins University. Topics:
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