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What's great is I can take what you just said now and use it as context when generating my new DESIGN.md system and making sure it doesn't look like any of the other stuff. Thank you! Superpowers will show me all the options in their built-in visual companion when brainstorming. :)
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I don't know, I looked at their demo video and it was tile/cards all over the place. I haven't seen an old-fashioned user interface like the kind we saw before 2020 in ages.
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There was a screenshot of Valve's front page back when Half Life 2 was released in the early 00s[0]. It was well laid out, straight to the point, and had design flourishes that would have been painful to put together at a time where CSS was new and not supported very well.

Obviously a product of its time and laid out similar to how it'd be printed in a magazine (the characters slightly overflowing the borders and such like). Accessibility wasn't a thing back then.

If a different company did that in 2018 you'd be seeing the G-man in corporate memphis, downloading about 500mb of assets, with 178 separate ad trackers in a consent popup, and then you'd be scrolling like mad to get through all sorts of animations that hijack the scrollbar, in order to get to any useful info.

[0] https://www.reddit.com/r/HalfLife/comments/10sx4ve/what_stea...

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This aestethic is useful though for SaaS apps and the like that know themselves to be generic.
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