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Can anyone else comment on the durability claims here - I wear a lot of knitwear but in my experience it is almost never the case that they fail at the seams. Is the cut/sew mechanism of fabrication part of the weakening? (my jumpers tent to either wear through in elbows (patchable!) or ultimately get nicked/cut by something like a branch I failed to avoid).

I’ve seen quite a few pathetic failures of the cool modern ultrasonic-welded seams and also pathetic failures of high end well known athletic brands.

But a competently sewn seam really ought to last at least as long as the fabric.


This is a sure sign we’re nearing the shoe event horizon (https://hitchhikers.fandom.com/wiki/Shoe_Event_Horizon and audio https://m.youtube.com/watch?v=nEI19kJ5GfU )


Do you still have a link or some search pointers to the article about SBC please? Would love to read it


I have a Clicks Keyboard and love it. As far as I can tell the team behind the Clicks are pretty intertwined with https://www.fxtec.com/ - in that FX Tech staff seem to be involved in Clicks support, etc.

The Clicks Keyboard for iPhone (14) was a great concept, and pretty well executed for a V1 - I haven’t tried their follow-up devices.

But assuming it’s the same team, there’s a history of shipping devices behind them.

(That isn’t to encourage you to pre-order! Just to perhaps contribute some more optimism to your hope that they succeed)


I have the clicks keyboard for the iPhone 16. I haven't used the older one, but I can say its a very solid product as well.

The only annoyance is rememberimg to hold the magic key combo before plugging it in for car play. Regardless, this is a real company that delivers real products of solid quality.


I can confirm, this is sensible advice. I backed the FxTec Pro 1x during a depressive period in depths of COVID. It took ~years of hamstringing for them to deliver, but they did eventually deliver the phone. Even aged as the phone is, it's really well designed, and I occasionally use it with Claude from my couch in the evenings.

Being LineageOS capable is a strong selling point (for the Pro 1x), so if that's on the table with this new phone then I would consider reserving one. But I wouldn't hold my breath that it will ship in 2026.


Pro 1x also has pretty solid Droidian compatibility, so it can run a full on Linux.


I wasn't aware of Droidian, this looks great, thanks!


The Micro:bit Educational Foundation also make a web-based Python Editor at https://python.microbit.org which is designed to be a supportive introduction to text-based coding and physical computing with no installation, friendly error messages and device simulation


I wish I knew the paper, but https://github.com/chirp was a proprietary data-over-sound-through-air implementation that worked pretty well and sounded really cute (to my ears, anyway). It's not a paper, but there's this https://www.scientia.global/wp-content/uploads/2017/10/Chirp...


There are a lot open source one:

https://github.com/quiet/quiet-js

Remember seeing them quite a bit a few years ago.


Did you look at Mattercraft? https://zap.works/mattercraft/ - the team that are building it have been delivering mixed reality experiences across platforms in Zappar for a long time and it's very complete.


Yes we did! That team is doing some super cool stuff! Early on we laser focused on the more traditional UX / Interaction Design workflow by helping with state management and opening up more complex interactions. So it is not just about the content, but how the user experience flows across many different moments in a product.

We've also focused on a no code solution, to give designers the tools to prototype AR without having the overhead of learning programming.


While this looks super cool and impressive but if I were to choose a tool for my next serious project, Mattercraft still gets my vote without hesitation


Yeah, to be fair to Boris ordinary.space looks like a much more appropriate tool for interaction design than Mattercraft, which looks much more like a drag-and-drop tool for building relatively static, single user 3D scenes. Mattercraft also looks to be pretty bloated with random content features (3D Text?) in comparison.


While Mattercraft has some drag and drop elements, it's predominantly a development environment for content, featuring TypeScript and NPM support. So it's a bit like a 'Unity for the web'. Many of the features (e.g. physics, particles) are provided as optional additional NPM modules. The 3D text support is included in the base 3D module because it only adds a few kb and Mattercraft's built-in bundler doesn't bundle it if your project doesn't use it. (My team and I run Mattercraft )


Thanks for the extra context. I haven't actually looked at what you at Zappar are doing for a while. Would you care to comment on what the key differences are between Zapworks Studio [1], Zapworks Designer [2] and Mattercraft [3]? Their elevator pitches on those pages feel like they have pretty complete overlap with each other tbh.

[1] https://zap.works/studio [2] https://zap.works/designer [3] https://zap.works/mattercraft


It would be my pleasure :-)

Zapworks Designer - it's our no-code tool focussing on AR+VR. It's targeted at folks without scripting experience and is very much 'drag and drop'. Our customers typically use this for bringing simpler interactive content to, e.g. menus, posters and also for Learning & Development.

Mattercraft - this is our complete 3D development environment for the web. We took everything we'd learned from Studio and built MC from the ground up embracing the web ecosystem. It has a fully featured animation system, scripting, built-in bundler, live preview, collaborative editing - the works :-) Our customers use this for building high end campaigns and content for consumers.

Zapworks Studio - this is our previous generation of creative tooling. It was originally built to target native platforms but we ported its runtime to the web. Mattercraft is the 'spiritual successor' to this tool.


This is fascinating. A reminder that being (broadly) right in your analysis doesn't necessarily mean you can execute to turn things around.

They note the impact to the high-end, the fact that UI is crucial, they even had a good guess at 2008 sales numbers (estimate 14m, looks like real was 13m).

I was intrigued by this bullet point on how their Maemo platform could help:

* Cellular development of the maemo platform and the politics surrounding it?

Any folks from Nokia in this time care to shed more light on that? I always felt the N9 was a beautiful piece of design and implementation - just late and under-supported.


N9 was very close to launch when Elop came, so that went ahead, but the rest of the development got cancelled immediately to focus on Windows phone: N9 would've otherwise been the first in a series of devices to slowly take over from Symbian.

Until Elop canceled everything Symbian was still selling - declining sales, but still millions of units. So while the situation was bad slowly phasing out Symbian for taking all the money you could make with that, while hoping N9 software stack sticks sounded like a more sensible approach than "cancel everything, go for Windows". Elop did respond to criticism from Developers (including a mail I've sent him with colleagues), but had made up his mind.

This blog post is a byproduct of that discussion, and was referenced by Felipe in internal mailing lists back then:

https://felipec.wordpress.com/2011/02/22/meego-scales-becaus...

I have no idea how successfull it'd have been in the end - the UI was great, parts of the softwarestack were problematic (though we've been doing quite well with parts of that at Jolla later on). The planned hardware for the future models was less than ideal, though.


Elop was the trojan horse that killed Nokia. He worked at MSFT prior to this and single handedly destroyed Nokia. The N9 was revolutionary on its own; GPU accelerated UI, sleek looks, Maemo OS, it is a device people would actually want over the limping Symbian that never fully adapted to touch-only, or the useless Windows Phone 7.

No developer dared to touch Maemo because its future was so uncertain due to the switch to WP. My dad was one of the early Lumia adopters and it was so limiting in what it can do.


Symbian was the core OS, phone manufacturers build the GUI on top of it.

Series 60 was the dominant Nokia UI at the time, but then that received a shake-up with Belle?

Fun fact: Until Nokia bought them, Symbian devs never got actually see any phones that were being built, unless you worked in a specific team that had access restrictions to even enter.


Symbian^3 (Anna and Belle) introduced Qt for the strategy for smooth transition from Symbian to MeeGo. This was killed to go all in on Windows Phone.


I bought an N9 in 2011 and it was an incredible phone. The design and UI were gorgeous and it was a joy to use. I still miss the swipe-driven UI - it was clever, intuitive and well thought out. The phone itself had Facebook, Twitter, WhatsApp, and Spotify clients, and MS Exchange support for calendaring and email (I believe Nokia developed or ported many of these in-house) and was completely usable day-to-day.

Compared to Nokia's symbian phones and earlier Maemo efforts, it felt revolutionary and I'd agree Nokia had a device which could have paved the way for a post-symbian future. It definitely felt like, with continued investment, it would have been a real iPhone competitor, and in just the nick of time.

Elop's strategy was a disaster.


There was even the Qt strategy for making the transition smoother (and better hedged) by having apps portable across the different OSs. It was of course killed too because it could have challenged Windows Phone.


I worked in Nokia at the time and played with the N9. Meego was actually really good. It could have been competitive with the iPhone and Nokia could have stayed at the top and been where Samsung is now.


I had one, used it for years. It’s still in the draw, still looks fantastic, still works, although it’s a bit slow these days.


> Any folks from Nokia in this time care to shed more light on that?

Cellular connection was not allowed for the Linux devices so they don't compete with the Symbian phones. Nokia had deeply dysfunctional internal politics at that point.


Oh. That brings so much into perspective. They wouldn't cannibalize their own sales, so someone else did. Classic. How deeply Kodak of them.


That was a big source of contention, but admittedly there was plenty of skunkworks going around internally to experiment with the officially forbidden material.

I was probably one of the first people to ever possess[ß] a Nokia device running Linux. A research unit in US wrote a library to interface with the baseband modem and provided the whole thing as a single, mostly-statically linked binary that could be used for phonecall functionality. A skunkworks team in Finland wrote a bootloader for N95 to use a Linux kernel. And an ex team member helped put together the initial Debian-based userland.

I wrote the wrapper library that under the hood ran the baseband binary, exposing a sane state machine you could then rely on from "regular" userspace. And I wrote the first, really rough contact book to make/receive calls from the prototype UI. The UI was built with a very early version of libflutter, a GL-based widget library. We built our own layer on top of it.

The prototype became known as the "Flower Phone", thanks to its default background screen. A few months after the device having been showed off our team was provided with about a dozen bright orange[0] N95 devices that ran Linux, booted off of a userspace we had built, and came with our prototype UI. We used them for on-device debugging and developing the UI layer further. Making real calls with them was a core piece of functionality.

From what I understand, the phone functionality in N900 became a reality thanks to that little project.

ß: wasn't mine, it firmly remained property of Nokia. But I used it for experimentation and making real calls.

0: the colour was used to signal the devices were prototypes.


>Nokia had deeply dysfunctional internal politics at that point.

Tell me a large company other than Apple that wasn't completely dysfunctional.


Google was doing quite well?


Doing well and being dysfunctional are not mutually exclusive. Google is still a dysfunctional company.

At one point they had five different messaging apps. They bought Motorola and then sold it for pennies, quickly abandoned the Nexus line before then, and the Pixel isn’t taking the world by storm.

Their efforts in the home have been scattershot, they have three separate OS initiatives that are not based on the same platform, and have all but abandoned Flutter.

Also remember that RIMs stock price was at its peak around 2010 - 3 years after the iPhone came out.


maybe it can be argued that it was a lot less dysfunctional way back in 2007


There are two google eras, before they killed Google Reader and after they killed Google Reader.


I work with Google and dysfunctional is too kind.


Definitely not the Apple of 10 years before.


If you don’t eat your own lunch, someone else will…


A set of individuals being broadly correct in their analysis at an organization doesn't mean that that organization will be able to execute a pivot, even if that organization is pretty competent.

When an entire organization is built around executing on one local maxima hypothesis well, and there's no tangible threat to it that most individuals feel, it is hard for that org to take the temporary hit to change tacks.


These look really nice, thanks for sharing.

Out of curiosity, were you setting out to create something new for stylistic reasons? Or licensing? For the fun of it? From a distance I'm trying to distinguish this from something like remix icons https://remixicon.com

Do you plan to keep adding more icons? How will these relate to the MynaUI Pro plan in the long run?


Thanks! Glad you like it!

A few years ago, I started learning icon design and began a private collection, which eventually turned into this.

I build a lot of websites and design custom icons for them, so having my own icon pack seemed to make the most sense.

Yes, I plan to make more icons, already have dozens in the backlog.

This icon pack complements MynaUI Pro itself. As I add more components to it, I'll include more relevant icons here.


MakeCode Arcade also has the ability to put your games on physical hardware, which can be a game changer for engagement. A simple game on a 128x256 grid can feel a bit “rubbish” on a laptop screen, but put it on something with a Gameboy form factor and it comes into its own.

Arcade also has amazing editors for sound, sprites, etc.

Here’s Flappy Bird https://arcade.makecode.com/88444-57913-28610-31751 (Not made by me!)


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