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2020年に嵐の音楽に出会いました。それから嬉しい時も悲しい時も、嵐の素敵な曲がずっと僕のそばにいてくれました。心から感謝しています。 嵐の皆さん、スタッフの皆さん、本当にお疲れ様でした。 “忘れないでいよ” これからも、ずっと。 🌈
hola 〜 ૮ ˶ᵔ ᵕ ᵔ˶ ა ❄️ hope you’re having a nice december, wherever (and whenever) you’re reading this! hopefully not too cold nor warm 〜 christmas tree · november 2025 · iphone this year i listened to a lot of music and bought a handful of CDs some of my favorite highlights include the new album from asunojokei, the new works from fuji kaze, 小田和正, gen hoshino and my most recent favorite artist KANさん, which casually and light-hearted covered an idol song in the past: i also started listening to some classical music, and although i’m still exploring my taste in this genre, i’m loving some music from tjajkovskij ♫⋆。♪ ₊˚♬ ゚ please, let me know what you’ve been listening to recently <3 the site over the past days i’ve been updating things here and there on the site,and will probably continue to do so ( ˶°ㅁ°) !! let me know if something’s not looking right… 〜 site on the ipad · november 2025 · iphone the most notable change is the new photo on the front page taken by a friend ദ്ദി(˵ •̀ ᴗ - ˵ ) ✧ thank you! i include additional information on the main page text both in english and japanese, and updated to the profile page. i also played around a bit with the navigation & i really like how it is looking at the moment. you can read most of the updates on the changelog page. i love the new subtle bg color too 〜 thank you before the end of the year, I just wanted to thank everyone who’s been around. thanks for all your support and for always cheering on me along the way. it means a lot to me and I really appreciate it. i’m excited and i look forward to continue journaling next year. i wish you a lovely and calm end of the year. if you want to reach out, you can send me an email, connect on bluesky or sign my guestbook 〜 thanks for visiting and reading this post <3 /rc
hola! 〜 ദ്ദി ( ᵔ ᗜ ᵔ ) i hope it is not very cold at the moment you’re reading this post 〜 although here is freezing and dark-ish, i wanted to write a few words about something i designed at sketch a while back and recently released + some other misc 〜 let’s start with a photo of warmer days ❄(ó﹏ò。) ferris wheel · september 2025 · iphone nested folders in 2023 we released a feature called Collections (and i wrote case study about it), it was a feature that would let designers tidy up documents in sketch with an additional level of organization. it worked well and conceptually it was a fun project to design. fast forward to the end 2025 sketch is releasing a new feature in which i worked; that converts all projects and collection into folders and folders within folders within folders … nested folders · 2025 introducing nested folders brought a few additional set of challenges: moving documents and folders, flexible sidebar and improved breadcrumbs, and other bits that needed to be reworked to fit this concept (╭ರ_•́) moving documents and folders probably where i spent the most time on this project was designing a new flow for moving documents and folders. the new dialog is very compact but mighty powerful. we packed it with features including: moving within different workspaces visual overview of the entire workspace structure search folder creation additional document/folder info current location move dialog · 2025 · designed in sketch flexible sidebar this has been pending for a while and maybe the most obvious change but with the introduction of nested folders it made sense to include the ability resize the sidebar to explore more complex folder structures: flexible sidebar · 2025 · designed in sketch breadcrumbs overall this was a great opportunity to review navigation and breadcrumbs within the existing web views. with a more complex folder structure we made sure that breadcrumbs let people: navigate to the most immediate ascending level pick any of the ascending levels improved breadcrumbs · 2025 · designed in sketch listening to the feedback keeping an open eye into the feedback from people using sketch while working on this feature has been fun. we started by building foundations with collections and later continue to iterate to bring nested folders to sketch (*ˊᗜˋ*)/ᵗᑋᵃᐢᵏ ᵞᵒᵘ* the feature is part of the latest sketch release copenhagen, which you can read about on the changelog. — before i leave you for now 〜 please make sure to listen to my favorite album this year: Prema by Fuji Kaze. for now, you can send me an email, connect on bluesky or sign my guestbook 〜 thanks for visiting and reading this post <3 /rc
hi everyone 〜 ദ്ദി ( ᵔ ᗜ ᵔ ) we just launched a new version of sketch including awaited features such as stacks, frames, and graphics, along with a lot of other new features. while we prepared the inspector on the web app to display the new properties that come with these features, we also took the opportunity to add a few new functionalities that would make it easier inspect designs. in this journal entry, i’ll go through some of the changes and show you some behind-the-scenes materials of the project 〜 (▰˘◡˘▰) ⓘ click on the images to see them full size the new properties frames and stacks bring a bunch of new properties, so before starting to work on any UI, we created an inventory of the current/new properties to include in the inspector: the main focus was to give a simple overview of all the properties while keeping it in a similar language to the mac app, sharing the same name and icons whenever possible. bringing the new properties from the mac app to the web app was seamless, and it felt very straightforward to include them in the existing structure. box-model and css throughout this process, i had some time to explore bringing a few additional features to the inspector 〜 it seemed just right that with frames and stacks around the corner, we would make it easier for devs to copy CSS and have a better overview of the elements through a box-model diagram. when designing the box-model, i took into account all the other box-model diagrams developers would see during their work; browsers, other tools, inspectors… and used them as a reference to explore a box-model for the web app. i went through several iterations and kept refining together with the team: after a bunch of versions, we decided to go with one that felt simple yet informative enough for the web app inspector: the css preview followed a very similar process; started with the simplest version and kept iterating over time. one of the issues with having the css on the sidebar is that devs wanted a better overview. the css on the sidebar works great as a preview, but sometimes people want to look at the code in detail. we implemented an expanded version that opens in a dialog and shows the entire code without the constraints of the sidebar: towards the end of the implementation, i was not 100% convinced with the color scheme of the code, but after exploring for a while, i decided to stick to the original decision as it fit naturally with the rest of the UI. here’s a preview of all the explorations: moving things around while we introduced more sections and properties to the inspector we started to question how to organize the content – in the latest version of the web app we moved things around a little bit and created a structure that would make more sense. if you you want to play aorund with the inspector you can use this public document and you can also hear over to sketch.com/home to download and play around with the latest version of the app (୨୧ ❛ᴗ❛)✧ for now, you can send me an email, connect on bluesky or sign my guestbook 〜 thanks for visiting and reading this post <3 /rc
More in design
I haven’t driven a car in decades (New Yorker). But from my pre-New York life, I remember how sun glare could turn a pleasant road trip into a blinding gauntlet. Enter “Sunward,” a uniquely specific demo app my Automattic colleague Peter Westwood just whipped up in Spacefast. Spacefast – for your next idea Sunward – demo app Peter Westwood – software engineer & engineering director Automattic – my work home P.S. Apologies for layout wonkiness. Trying something new. The post Better Day, Sunshine appeared first on Jeffrey Zeldman Presents.
A decade ago, working at a design agency, I lived in fear of one sentence: “this looks nice, can we see a few other options?” I was not an ‘options’ guy. I fashioned myself as Paul Rand, telling Steve Jobs off when he asked for multiple options: “No. I will solve your problem for you and you will pay me. You don’t have to use the solution. If you want options, go talk to other people.”1 But I didn’t have the guts to tell my clients off, so I dutifully designed a few other options.2 Recently, I’ve gotten to work with some of the best designers in the field. Looking at their digital workspace — in Figma, Paper, Claude Design, or something else — I see hundreds of artboards and variants, laid out in a sprawling grid, representing branching parallel universes of design directions. Sometimes I see little panels filled with dials to sweep through the possibilities, enabling a single person to see thousands of combinations in the hope of picking a single, perfect specimen. Lots and lots of options. This makes me feel like an alien. My files are just a few artboards; sure, I tweak and tune the tiny details inside, but I rarely keep the multiverse in view as I do. I’ll give myself a dial here and there, but usually for a single variable that I can’t easily visualize. Am I just a bad designer? Assuming (hoping) the answer is ‘no’, I want to revisit a thread I pull on from time to time: as designers, we’re all just trying to find the right solution in a vast multiverse of possibilities. The solution exists, and we typically know it when we see it. So most of what we call ‘design’ is groping around a dark room looking for a black cat. Different designers take different approaches. Some are changing their approaches with the advent of generative AI, but at the end of the day, design is a search problem. Computer science has worked on search problems for decades. Depending on the particularities of a given search, there are a variety of algorithms and strategies that can result in faster, more direct, or more computationally efficient paths to the solution. We can apply this wealth of research from some of my favorite scientists (looking at you, Claude Shannon) to the design process, to hone our own craft. ‘Search’ has its own formal vocabulary in computer science. I’ve put a glossary at the bottom of the post, and I’ll use dotted underline to link to a definition if you need it. To picture how a search works, imagine a Rubik’s cube. A scrambled cube is the starting state; each turn you can make is a state change, leading to an adjacent state. All the possible combinations of colors on the faces (43 quintillion for a typical 3×3 Rubik’s cube) make up the search space. Searching involves evaluating candidates that can be reached from the current state of the cube; the desired state is the solved cube with each face a solid color. Each possible version of the cube is a state. Each turn is a change that leads to an adjacent state. Now, a few basic search algorithms and how they apply to design: Depth-first search As far as search algorithms go, depth-first search (DFS) is as simple as it gets. Here’s how it works: From the current state, look for adjacent states we haven’t visited. If there is one, move to it. It doesn’t matter which. If there isn’t, go back to the previous state and start from step 1. Repeat until we reach the goal or run out of states. Depth-first search commits to the first change it finds and follows that all the way down before it backs up. Solutions evaluated: 16 In a design sense, this is akin to navigating a hedge maze by picking a random direction at each fork until you hit a dead end. It’s not a very good design process, but it’s a good intro to how these things work. Breadth-first search Breadth-first search (BFS) is just a touch more complicated, and starts looking more like the design process. From the starting state, visit every adjacent state. From each of those, visit every adjacent state we haven’t visited. Keep going, moving one step further from the start each round. Repeat until we reach the goal or run out of states. Breadth-first search tries every single change, then every pair of changes, and so on. Solutions evaluated: 21 Both DFS and BFS are naive algorithms; we don’t proactively evaluate candidates while we search. Both are used on search problems with small search spaces and/or when evaluation is cheap. But many of the most interesting search problems aren’t small or cheap. Take chess, for example; winning at chess is a search problem. But the search space is unfathomably large,3 which is why it wasn’t until the mid-2000s that computers could reliably beat grandmasters. Most product design problems I’ve worked on look more like chess than a Rubik’s cube. Design covers search spaces of hundreds of dimensions — sizing, spacing, hierarchy, color, motion, interactivity, responsiveness, etc. And evaluation is relatively expensive: beyond changing a button or color, we often need to ship something before we truly know it works. There are other algorithms meant for this kind of problem, and they resemble design more and more as they get more complex. Beam search Beam search is the first approach we’ll explore that actually evaluates potential candidates before moving. From the starting state, score every adjacent state. Keep the three best and discard the rest. Score every state adjacent to the three we kept, and again keep only the three best. Repeat until one of the states we kept is the goal, or we run out of states. Beam search scores each option by how many parameters still look wrong, keeping the best three each round. Solutions evaluated: 21 This is called ‘beam search’ because it’s like using a flashlight’s beam to look at new states; the width of the ‘beam’ above is 3. Beam search is the ‘show me some options’ approach that most of my agency work took. It’s limited by the width of the beam: a narrower beam is faster and cheaper, but may miss the best solution at a given step. Now is an important moment to introduce the idea of a heuristic. In most cases, we don’t know we have the ideal candidate until we find it. Given that inescapable fact, we have to pick a test that we think will separate the good candidates from the bad ones. Heuristics usually involve tradeoffs: they can be fast/cheap and error-prone, or slow/expensive and accurate. Here’s the problem: beam search often fails to find the best solution! It depends entirely on the width of your beam and the quality of your heuristic. For example, if the desired state is hiding behind a low-scoring upstream branch, the algorithm might never find it. This can be overcome with an infinite beam, but then we’re just back at a slightly fancier BFS, which is slow and inefficient. When I learned the shortcomings of beam search — that simply checking a few options and picking the best one might not lead to the best solution — my feelings about my option-hungry clients were validated. And yet, designers are still using the beam, because AI has given us a better flashlight: producing a handful of options for a SaaS website used to take a week, and now it takes seconds. The beam has gotten so wide that ‘give me 10 options’ feels like an effective way to prompt AI towards the best design. Still, it’s not how I design. And again assuming I’m not just in the permanent design underclass, I thought maybe there was another algorithm that explains why I tend to explore so few branching paths. A* A* (A-star) is the algorithm behind most route-finding, from maps apps to video game characters. From the starting state, give every adjacent state a score, made up of: The number of changes it took to get there from the start, plus The heuristic: our estimate of how many changes remain to reach the goal. Put them all on a list of states we could visit next. Move to the state on the list with the lowest score. This might not be adjacent to our current state! Score the new state’s adjacent states and add them to the list. Repeat until we’re at the goal. A* scores each possibility as changes made so far plus its estimate of changes left. Partway through, it’s able to revisit previous candidates. Solutions evaluated: 14 This is similar to beam search, but with a few twists: A*’s heuristic incorporates a notion of distance from the goal. A* doesn’t always move smoothly from adjacent state to adjacent state. That last bit is crucial: unlike beam search, A* can go backwards. If the path we’re on moves far from the goal, its score climbs. Eventually a previous candidate looks better and we go back to it. More importantly, how much exploring we do in A* depends almost entirely on the quality of our heuristic. With a perfect estimate, A* goes straight to the solution. A* matches how I design. I’m more deliberate with exploration, only following thoughts until I feel they’re drifting away from the solution. I typically only keep old explorations around if they’re promising; an exhaustive record of every possible variant is stressful. I’ve managed to go the whole essay without mentioning it, but with my A* approach, taste4 does in fact matter; while there are many designers with better taste than I have, what I do have is hard-won by years of designing, and I can use it to sniff out the fastest path to the best solution. Conclusion AI has given us a wider beam, but it hasn’t yet given us a better heuristic. We’re still designing for humans, so we still have a leg up on the robots: we can use empathy, or even our own biases and human shortcomings, to feel out the right solution. Meanwhile, understanding the design process is just as important as ever. This kind of introspection — learning about search algorithms out of despair over my own shortcomings — has added a few tools to my arsenal. There are many variations on these algorithms that may describe your own search process; there are even more exotic variants that may be worth trying on. It might seem reductive to call design a search problem. Where’s the creativity? But with humanity, humility, and curiosity, pursuing the optimal solution with a well-tuned algorithm can help us design faster and more efficiently. Special thanks to Josh Petersel for feedback on a draft of this essay. Definitions Adjacent Two states are adjacent when they’re separated by a single state change. ↩︎ Candidate A state we’re considering. ↩︎ Distance The number of changes that turn one state into another. Usually we measure distance as the least number of changes required to get from one state to another. ↩︎ Heuristic A test we think will separate the good candidates from the bad ones, used because we usually can’t know we have the ideal candidate until we find it. Heuristics involve tradeoffs: they can be fast and cheap but error-prone, or slow and expensive but accurate. ↩︎ Search The process of arriving at a desired state (scoring well on a fixed set of criteria) by evaluating a set of candidates. ↩︎ Search space The set of possible states. We call it a ‘space’ because often there are ‘dimensions’ to search, like the width and height of a shape, and we can make analogies to the dimensions of a physical space. Sometimes these dimensions are literal, as when a wayfinding app picks the best route from point A to point B. ↩︎ State A possible step in the movement from the beginning of a search to the end. We start with the ‘initial state’; as we evaluate candidates we might change our ‘current state’; the end of the process is the ‘final state’ (and may not be the ‘desired state’). ↩︎ State change Also called a mutation. How the system moves between states. ↩︎ Footnotes & References As recounted by Steve Jobs in “Steve Jobs interview about working with Paul Rand,” 1993. ↩︎ The client almost always picked the original (or at least the classic ‘let’s do A with a bit of B and C’). ↩︎ Claude Shannon estimated it at 10¹²⁰. For comparison, the observable universe has about 10⁸⁰ atoms. ↩︎ Say the line, Bart! ↩︎