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<video:description>Steve Jobs&apos;s 2005 Stanford commencement address is built on three personal stories: connecting the dots, love and loss, and death. It is a general talk on following what you love, not a talk about design. HN returns to it as a go-to dose of motivation and perspective, for example when facing a career choice or a setback.</video:description>
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<video:tag>steve jobs commencement speech</video:tag>
<video:publication_date>2006-03-06T23:46:53Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2026-08-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.9</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/jB0vBmiTr6o/elevated-by-rgba-and-tbc-4k-intro-fullhd-1080p-demoscene-demo</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/jB0vBmiTr6o/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>elevated by Rgba &amp; TBC | 4k intro (FullHD 1080p demoscene demo)</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/jB0vBmiTr6o/hqdefault.jpg</video:thumbnail_loc>
<video:description>Elevated is a 4-kilobyte intro by Rgba and TBC that won the PC 4k competition at Breakpoint 2009. A flying camera tours a procedurally generated mountain landscape with music, and all of the visuals and sound are generated in real time by the 4096-byte executable. HN treats it as the standard example for introducing people to the demoscene and for showing how much a tiny program can do compared with bloated modern software.</video:description>
<video:player_loc>https://www.youtube.com/embed/jB0vBmiTr6o</video:player_loc>
<video:duration>216</video:duration>
<video:view_count>317227</video:view_count>
<video:tag>4k demoscene intro</video:tag>
<video:publication_date>2011-06-26T21:43:24Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2026-03-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.9</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/aVwxzDHniEw/the-beauty-of-bezier-curves</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/aVwxzDHniEw/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>The Beauty of Bézier Curves</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/aVwxzDHniEw/hqdefault.jpg</video:thumbnail_loc>
<video:description>Freya Holmér builds up Bézier curves from scratch with animated, interactive visuals, starting from simple linear interpolation and working up to higher-order curves, derivatives and how they are used in graphics. It treats the topic as geometry you can see rather than a formula to memorize. HN treats it as one of the best educational videos on YouTube, the one that makes Bézier curves finally click through animation.</video:description>
<video:player_loc>https://www.youtube.com/embed/aVwxzDHniEw</video:player_loc>
<video:duration>1466</video:duration>
<video:view_count>2231661</video:view_count>
<video:tag>bézier curves</video:tag>
<video:publication_date>2021-08-19T18:00:12Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2026-08-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.9</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/6avJHaC3C2U/the-art-of-code-dylan-beattie</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/6avJHaC3C2U/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>The Art of Code - Dylan Beattie</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/6avJHaC3C2U/hqdefault.jpg</video:thumbnail_loc>
<video:description>Dylan Beattie&apos;s NDC conference talk is a story-driven tour of code as a creative and expressive medium. It touches on quines, live-coded music in Sonic Pi, and his joke language Rockstar, and argues that programming can be art. HN calls it one of the most captivating tech talks around, praised for its storytelling, its Sonic Pi demo and its ending.</video:description>
<video:player_loc>https://www.youtube.com/embed/6avJHaC3C2U</video:player_loc>
<video:duration>3649</video:duration>
<video:view_count>4884181</video:view_count>
<video:tag>code as creative art</video:tag>
<video:publication_date>2020-02-26T14:51:50Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2025-10-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.8875</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/VQKMoT-6XSg/iphone-1-steve-jobs-macworld-keynote-in-2007-full-presentation-80-mins</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/VQKMoT-6XSg/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>iPhone 1 - Steve Jobs MacWorld keynote in 2007 - Full Presentation, 80 mins</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/VQKMoT-6XSg/hqdefault.jpg</video:thumbnail_loc>
<video:description>Steve Jobs&apos;s full Macworld 2007 keynote introducing the first iPhone, running about 80 minutes. It shows the multitouch interface live, with scrolling, pinch to zoom and visual voicemail, and frames the phone as three devices in one. HN regards it as the benchmark product launch, a moment when multitouch interaction felt like magic to the audience.</video:description>
<video:player_loc>https://www.youtube.com/embed/VQKMoT-6XSg</video:player_loc>
<video:duration>4751</video:duration>
<video:view_count>17300846</video:view_count>
<video:tag>original iPhone launch keynote</video:tag>
<video:publication_date>2013-05-16T20:16:25Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2025-06-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.875</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/PUv66718DII/bret-victor-inventing-on-principle</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/PUv66718DII/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>Bret Victor - Inventing on Principle</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/PUv66718DII/hqdefault.jpg</video:thumbnail_loc>
<video:description>Bret Victor&apos;s talk argues that creators need an immediate connection to what they are creating. He demonstrates tools where code, animation and drawings respond live as you change them, then turns to the idea of living by a guiding principle. HN treats it as the most-cited talk on immediate feedback in creative tools, and the one that changed minds about visual and live programming.</video:description>
<video:player_loc>https://www.youtube.com/embed/PUv66718DII</video:player_loc>
<video:duration>3260</video:duration>
<video:view_count>338980</video:view_count>
<video:tag>immediate feedback in creative tools</video:tag>
<video:publication_date>2012-02-22T14:28:38Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2026-02-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.875</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/xAoljeRJ3lU/a-better-default-colormap-for-matplotlib-scipy-2015-nathaniel-smith-and-stefan</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/xAoljeRJ3lU/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>A Better Default Colormap for Matplotlib | SciPy 2015 | Nathaniel Smith and Stéfan van der Walt</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/xAoljeRJ3lU/hqdefault.jpg</video:thumbnail_loc>
<video:description>Nathaniel Smith and Stéfan van der Walt present the thinking behind Matplotlib&apos;s new default colormap, viridis, at SciPy 2015. They show why the old jet rainbow map distorts data, explain perceptual uniformity and color spaces, and cover how the new map holds up under color blindness and in greyscale. HN points to it as the clearest account of why rainbow colormaps mislead and how to build perceptually uniform, accessible ones.</video:description>
<video:player_loc>https://www.youtube.com/embed/xAoljeRJ3lU</video:player_loc>
<video:duration>1149</video:duration>
<video:view_count>177544</video:view_count>
<video:tag>perceptually uniform colormaps</video:tag>
<video:publication_date>2015-07-08T22:12:52Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2026-08-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.875</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/aMcJ1Jvtef0/8-bit-and-8-bitish-graphics-outside-the-box</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/aMcJ1Jvtef0/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>8 Bit &amp; &apos;8 Bitish&apos; Graphics-Outside the Box</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/aMcJ1Jvtef0/hqdefault.jpg</video:thumbnail_loc>
<video:description>Mark Ferrari, the pixel artist behind LucasArts adventure games, gives a GDC 2016 talk on making 8-bit and 8-bit-looking graphics. He shows how tight palette limits, dithering and palette tricks such as color cycling produced images that look richer than the hardware should allow. HN sees it as a favorite GDC talk and the best demonstration of what limited-palette pixel art can do.</video:description>
<video:player_loc>https://www.youtube.com/embed/aMcJ1Jvtef0</video:player_loc>
<video:duration>5134</video:duration>
<video:view_count>568527</video:view_count>
<video:tag>limited-palette pixel art</video:tag>
<video:publication_date>2017-01-10T22:37:25Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2026-06-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.875</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/hUhisi2FBuw/the-ingenious-design-of-the-aluminum-beverage-can</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/hUhisi2FBuw/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>The Ingenious Design of the Aluminum Beverage Can</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/hUhisi2FBuw/hqdefault.jpg</video:thumbnail_loc>
<video:description>Bill Hammack, the Engineer Guy, explains how the aluminum beverage can is designed and manufactured. He walks through the forming process, the necked-in top, and the pull tab that opens a pressurized can. HN loves it as a clear example of how a mundane object hides clever, elegant solutions, with the pull tab as the favorite detail.</video:description>
<video:player_loc>https://www.youtube.com/embed/hUhisi2FBuw</video:player_loc>
<video:duration>699</video:duration>
<video:view_count>19484672</video:view_count>
<video:tag>design of the aluminum can</video:tag>
<video:publication_date>2015-04-14T11:42:57Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2025-01-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.8500000000000001</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/nJPERZDfyWc/everything-is-a-remix-original-series</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/nJPERZDfyWc/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>Everything is a Remix (Original Series)</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/nJPERZDfyWc/hqdefault.jpg</video:thumbnail_loc>
<video:description>Kirby Ferguson&apos;s video series argues that creative work is built by copying, transforming and combining existing ideas, with examples from music, film and technology. It also criticizes how copyright and patent law treat that process. HN treats it as the best explanation of how creativity actually works, for example when discussing copying in design, generative art and AI.</video:description>
<video:player_loc>https://www.youtube.com/embed/nJPERZDfyWc</video:player_loc>
<video:duration>2251</video:duration>
<video:view_count>925292</video:view_count>
<video:tag>creativity as remixing</video:tag>
<video:publication_date>2016-05-17T03:55:05Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2026-09-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.8375</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/Fy0aCDmgnxg/juice-it-or-lose-it-a-talk-by-martin-jonasson-and-petri-purho</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/Fy0aCDmgnxg/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>Juice it or lose it - a talk by Martin Jonasson &amp; Petri Purho</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/Fy0aCDmgnxg/hqdefault.jpg</video:thumbnail_loc>
<video:description>Martin Jonasson and Petri Purho take a plain game prototype and add small effects one at a time, such as tweening, particles, screen shake and sound. The talk shows how much feel and fun come from this kind of feedback and polish. HN treats it as the standard talk on game juice, useful for anyone who wants interactive things, games or UI, to feel good.</video:description>
<video:player_loc>https://www.youtube.com/embed/Fy0aCDmgnxg</video:player_loc>
<video:duration>938</video:duration>
<video:view_count>616151</video:view_count>
<video:tag>game juice and feedback</video:tag>
<video:publication_date>2012-05-24T11:40:30Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2025-11-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.825</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/jbkSRLYSojo/hans-rosling-s-200-countries-200-years-4-minutes-the-joy-of-stats-bbc</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/jbkSRLYSojo/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>Hans Rosling&apos;s 200 Countries, 200 Years, 4 Minutes - The Joy of Stats - BBC</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/jbkSRLYSojo/hqdefault.jpg</video:thumbnail_loc>
<video:description>In this clip from the BBC&apos;s The Joy of Stats, Hans Rosling animates health and wealth data for 200 countries over 200 years in four minutes, using moving bubble charts. He narrates the animation like a sports commentator. HN uses it mainly as a short, persuasive picture of global progress, and it doubles as a classic example of data visualization at work.</video:description>
<video:player_loc>https://www.youtube.com/embed/jbkSRLYSojo</video:player_loc>
<video:duration>288</video:duration>
<video:view_count>11496390</video:view_count>
<video:tag>animated data storytelling</video:tag>
<video:publication_date>2010-11-26T17:47:18Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2023-06-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.825</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/8pTEmbeENF4/bret-victor-the-future-of-programming</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/8pTEmbeENF4/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>Bret Victor   The Future of Programming</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/8pTEmbeENF4/hqdefault.jpg</video:thumbnail_loc>
<video:description>Bret Victor&apos;s talk looks at where programming has been and where it might go, staged as if it were given in 1973. He argues that the field keeps repeating its assumptions and that it should explore very different ways of programming. HN sees it as a classic that opens up how programming could be more interactive and direct, and cites it in threads on no-code, Smalltalk and live programming.</video:description>
<video:player_loc>https://www.youtube.com/embed/8pTEmbeENF4</video:player_loc>
<video:duration>1976</video:duration>
<video:view_count>304821</video:view_count>
<video:tag>the future of programming</video:tag>
<video:publication_date>2013-07-31T13:36:45Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2024-11-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.8125</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/qJEWOTZnFeg/money-doesn-t-interest-me-ton-roosendaal-2017-interview</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/qJEWOTZnFeg/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>&quot;Money doesn&apos;t interest me&quot; - Ton Roosendaal 2017 Interview</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/qJEWOTZnFeg/hqdefault.jpg</video:thumbnail_loc>
<video:description>Blender Guru&apos;s Andrew Price interviews Ton Roosendaal, Blender&apos;s creator and long-time chairman. They cover the history of Blender, how it was bought back and made open source through crowdfunding, and how the project is run. HN recommends it for the story of Blender&apos;s open-source rescue and for Roosendaal&apos;s user-driven approach to developing creative software.</video:description>
<video:player_loc>https://www.youtube.com/embed/qJEWOTZnFeg</video:player_loc>
<video:duration>6411</video:duration>
<video:view_count>1188118</video:view_count>
<video:tag>blender history and open source</video:tag>
<video:publication_date>2018-02-26T22:58:35Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2025-09-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.8125</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/dKx1wnXClcI/music-software-and-bad-interface-design-avid-s-sibelius</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/dKx1wnXClcI/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>Music Software &amp; Bad Interface Design: Avid’s Sibelius</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/dKx1wnXClcI/hqdefault.jpg</video:thumbnail_loc>
<video:description>Composer and designer Tantacrul, who later led design for MuseScore, takes apart the user interface of Avid&apos;s Sibelius music notation software. He walks through specific screens and workflows to show where it breaks basic UI and UX principles. HN calls it the most entertaining serious UI critique on YouTube, a funny and on-point crash course in bad UX that works even if you do not do music.</video:description>
<video:player_loc>https://www.youtube.com/embed/dKx1wnXClcI</video:player_loc>
<video:duration>1295</video:duration>
<video:view_count>1730818</video:view_count>
<video:tag>ui critique of sibelius</video:tag>
<video:publication_date>2018-11-15T18:18:28Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2026-09-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.8</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/sWblpsLZ-O8/a-mind-is-born-256-bytes</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/sWblpsLZ-O8/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>A Mind Is Born (256 bytes)</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/sWblpsLZ-O8/hqdefault.jpg</video:thumbnail_loc>
<video:description>A recording of A Mind Is Born, a Commodore 64 demo by Linus Åkesson that fits its music and visuals into 256 bytes of code. It plays for more than two minutes. HN holds it up as the extreme case of what tiny code can do, both as a size feat and as a compelling piece of music.</video:description>
<video:player_loc>https://www.youtube.com/embed/sWblpsLZ-O8</video:player_loc>
<video:duration>142</video:duration>
<video:view_count>1189523</video:view_count>
<video:tag>256-byte c64 demo</video:tag>
<video:publication_date>2017-04-19T09:27:20Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2025-11-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.7875000000000001</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/k2h2lvhzMDc/ed-catmull-pixar-keep-your-crises-small</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/k2h2lvhzMDc/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>Ed Catmull, Pixar: Keep Your Crises Small</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/k2h2lvhzMDc/hqdefault.jpg</video:thumbnail_loc>
<video:description>Ed Catmull, president of Pixar, speaks at Stanford&apos;s business school about how Pixar runs its creative teams. He talks about learning from success, surfacing problems early and keeping crises small. HN treats it as a top talk on building creative organizations, mainly for the point that success hides problems and good teams work through them.</video:description>
<video:player_loc>https://www.youtube.com/embed/k2h2lvhzMDc</video:player_loc>
<video:duration>3251</video:duration>
<video:view_count>216624</video:view_count>
<video:tag>managing creative organizations</video:tag>
<video:publication_date>2009-07-28T18:20:40Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2017-07-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.7875000000000001</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/jvPPXbo87ds/the-continuity-of-splines</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/jvPPXbo87ds/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>The Continuity of Splines</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/jvPPXbo87ds/hqdefault.jpg</video:thumbnail_loc>
<video:description>Freya Holmér gives a long, animated tour of splines, covering the different kinds, the equations behind them and why derivatives and continuity matter when joining curves. It goes well beyond Bézier curves to explain how smooth paths are built. HN rates it as one of the most informative math videos around, the one that finally made spline derivatives and Bézier splines make sense.</video:description>
<video:player_loc>https://www.youtube.com/embed/jvPPXbo87ds</video:player_loc>
<video:duration>4430</video:duration>
<video:view_count>1891440</video:view_count>
<video:tag>splines and curve continuity</video:tag>
<video:publication_date>2022-12-07T19:00:08Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2026-10-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.7875000000000001</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/jVkLVRt6c1U/mike-monteiro-f-ck-you-pay-me</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/jVkLVRt6c1U/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>Mike Monteiro: F*ck You, Pay Me</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/jVkLVRt6c1U/hqdefault.jpg</video:thumbnail_loc>
<video:description>Mike Monteiro&apos;s CreativeMornings talk is a blunt, funny lecture for designers on contracts and getting paid. He explains why every job needs a written contract, with a lawyer&apos;s help, and how to deal with clients who stall on payment. HN calls it the definitive video on getting paid and sends it to every freelancer or consultant who asks about contracts and late-paying clients.</video:description>
<video:player_loc>https://www.youtube.com/embed/jVkLVRt6c1U</video:player_loc>
<video:duration>2274</video:duration>
<video:view_count>859411</video:view_count>
<video:tag>freelance contracts and getting paid</video:tag>
<video:publication_date>2012-07-07T19:48:06Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2026-03-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.7875000000000001</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/8--5LwHRhjk/painting-a-character-with-maths</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/8--5LwHRhjk/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>Painting a Character with Maths</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/8--5LwHRhjk/hqdefault.jpg</video:thumbnail_loc>
<video:description>Inigo Quilez live-codes a portrait of a character in a shader, building the whole image from mathematical formulas and signed distance fields. He narrates the process, so viewers see how shapes, shading and color come from code. HN points to it as the mind-blowing introduction to signed distance fields and to making art from pure math, with the live coding more impressive than the result.</video:description>
<video:player_loc>https://www.youtube.com/embed/8--5LwHRhjk</video:player_loc>
<video:duration>1486</video:duration>
<video:view_count>457655</video:view_count>
<video:tag>shader art with signed distance fields</video:tag>
<video:publication_date>2020-11-28T00:58:28Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2025-08-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.775</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/oKg1hTOQXoY/alan-kay-at-oopsla-1997-the-computer-revolution-hasnt-happened-yet</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/oKg1hTOQXoY/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>Alan Kay at OOPSLA 1997 - The computer revolution hasnt happened yet</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/oKg1hTOQXoY/hqdefault.jpg</video:thumbnail_loc>
<video:description>Alan Kay&apos;s keynote at OOPSLA 1997, arguing that the computer revolution has not happened yet. He talks about how to build large systems and think about objects, how ideas and learning scale, and where the web and software had gone wrong. HN people implore others to watch it as evergreen thinking that anticipated today&apos;s web and software complexity, citing it in threads on web design and new ideas for building software.</video:description>
<video:player_loc>https://www.youtube.com/embed/oKg1hTOQXoY</video:player_loc>
<video:duration>3873</video:duration>
<video:view_count>126712</video:view_count>
<video:tag>alan kay computer revolution</video:tag>
<video:publication_date>2013-02-12T05:15:03Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2025-04-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.7625</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/umJsITGzXd0/apple-knowledge-navigator-video-1987</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/umJsITGzXd0/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>Apple Knowledge Navigator Video (1987)</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/umJsITGzXd0/hqdefault.jpg</video:thumbnail_loc>
<video:description>Apple&apos;s 1987 Knowledge Navigator concept video, a dramatised vision of a tablet-style computer with a conversational digital assistant that manages a professor&apos;s calendar, messages and research. It was a concept piece, not a working product. HN cites it as the long-standing picture of a talking, agent-style assistant, and compares today&apos;s AI assistants to it.</video:description>
<video:player_loc>https://www.youtube.com/embed/umJsITGzXd0</video:player_loc>
<video:duration>346</video:duration>
<video:view_count>235582</video:view_count>
<video:tag>Apple Knowledge Navigator concept video</video:tag>
<video:publication_date>2012-03-04T14:36:11Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2026-07-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.75</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/BFld4EBO2RE/i-painted-a-landscape-with-mathematics</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/BFld4EBO2RE/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>I painted a Landscape with Mathematics</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/BFld4EBO2RE/hqdefault.jpg</video:thumbnail_loc>
<video:description>Inigo Quilez live-codes a whole ray-marched landscape in a pixel shader, using only math and signed distance fields. He builds up terrain, lighting, sky and atmosphere from formulas and explains each step as he goes. HN offers it as a look at what a master of shader art can do and as the advanced next step after his beginner procedural graphics videos.</video:description>
<video:player_loc>https://www.youtube.com/embed/BFld4EBO2RE</video:player_loc>
<video:duration>2520</video:duration>
<video:view_count>812189</video:view_count>
<video:tag>ray-marched landscape in a shader</video:tag>
<video:publication_date>2022-04-10T19:31:42Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2026-06-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.7375</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/l_F9jxsfGCw/darius-kazemi-tiny-subversions-xoxo-festival-2014</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/l_F9jxsfGCw/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>Darius Kazemi, Tiny Subversions - XOXO Festival (2014)</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/l_F9jxsfGCw/hqdefault.jpg</video:thumbnail_loc>
<video:description>Darius Kazemi, the bot maker behind Reverse OCR, gives a satirical XOXO 2014 talk in the form of success advice from a lottery winner. The joke makes the point that advice from people who made it usually confuses luck with method, and it separates advice on how to win from advice on how to buy more tickets. HN keeps linking it as the sharpest take on survivorship bias and luck in creative and startup success stories.</video:description>
<video:player_loc>https://www.youtube.com/embed/l_F9jxsfGCw</video:player_loc>
<video:duration>1300</video:duration>
<video:view_count>81789</video:view_count>
<video:tag>luck versus advice in creative careers</video:tag>
<video:publication_date>2014-10-21T16:56:58Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2025-04-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.7375</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/_Cp-BGQfpHQ/boltr-juicero-cold-press-juicer-for-rich-weirdos</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/_Cp-BGQfpHQ/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>BOLTR: Juicero, Cold Press Juicer for Rich Weirdos</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/_Cp-BGQfpHQ/hqdefault.jpg</video:thumbnail_loc>
<video:description>AvE takes apart a Juicero cold-press juicer and comments on its parts as he goes, covering the machining, plastics and electronics. His take is that the design is far more elaborate and expensive than the job needs. It is a long video with strong language. HN rates it as the best product teardown, valued for its insight into design for manufacture and over-engineering and why the startup failed.</video:description>
<video:player_loc>https://www.youtube.com/embed/_Cp-BGQfpHQ</video:player_loc>
<video:duration>2499</video:duration>
<video:view_count>2463372</video:view_count>
<video:tag>juicero teardown</video:tag>
<video:publication_date>2017-05-19T20:14:30Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2024-02-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.7375</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/oP3c1h8v2ZQ/kurt-vonnegut-on-the-shapes-of-stories</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/oP3c1h8v2ZQ/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>Kurt Vonnegut on the Shapes of Stories</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/oP3c1h8v2ZQ/hqdefault.jpg</video:thumbnail_loc>
<video:description>Kurt Vonnegut lectures on the shapes of stories, drawing simple curves on a blackboard that plot the fortunes of a main character over time. He shows how familiar story types, such as man in a hole or Cinderella, follow recognizable emotional arcs. HN people return to it as a witty, simple way to understand narrative structure, and refer to it whenever story shape comes up.</video:description>
<video:player_loc>https://www.youtube.com/embed/oP3c1h8v2ZQ</video:player_loc>
<video:duration>277</video:duration>
<video:view_count>2212208</video:view_count>
<video:tag>Vonnegut&apos;s shapes of stories</video:tag>
<video:publication_date>2010-10-30T12:25:04Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2024-02-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.7375</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/uknEhXyZgsg/alto-system-project-dan-ingalls-demonstrates-smalltalk</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/uknEhXyZgsg/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>Alto System Project: Dan Ingalls demonstrates Smalltalk</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/uknEhXyZgsg/hqdefault.jpg</video:thumbnail_loc>
<video:description>At the Computer History Museum, Dan Ingalls demonstrates Smalltalk-76 running on a restored Xerox Alto and answers questions about it. The session runs about two hours and shows early overlapping windows, menus and a programmable desktop. HN files it with the classic Xerox PARC demos as the place to see how much the first GUIs and live programming environments achieved on tiny hardware.</video:description>
<video:player_loc>https://www.youtube.com/embed/uknEhXyZgsg</video:player_loc>
<video:duration>7682</video:duration>
<video:view_count>35891</video:view_count>
<video:tag>smalltalk on the xerox alto</video:tag>
<video:publication_date>2019-03-12T17:08:10Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2024-02-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.7250000000000001</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/7Hk9jct2ozY/dna-animation-2002-2014-by-drew-berry-and-etsuko-uno-wehi-tv-scienceart</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/7Hk9jct2ozY/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>DNA animation (2002-2014) by Drew Berry and Etsuko Uno wehi.tv #ScienceArt</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/7Hk9jct2ozY/hqdefault.jpg</video:thumbnail_loc>
<video:description>Drew Berry and Etsuko Uno of WEHI present a collection of their 3D molecular animations from 2002 to 2014, showing DNA replication and gene transcription as busy machinery inside the cell. The work sits between science visualization and art. HN likes it for making molecular biology feel mechanical and visible, and notes the care taken to make molecular motion look random and chaotic.</video:description>
<video:player_loc>https://www.youtube.com/embed/7Hk9jct2ozY</video:player_loc>
<video:duration>440</video:duration>
<video:view_count>7296617</video:view_count>
<video:tag>molecular biology animation</video:tag>
<video:publication_date>2018-07-17T00:59:04Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2026-07-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.7125</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/yJDv-zdhzMY/the-mother-of-all-demos-presented-by-douglas-engelbart-1968</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/yJDv-zdhzMY/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>The Mother of All Demos, presented by Douglas Engelbart (1968)</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/yJDv-zdhzMY/hqdefault.jpg</video:thumbnail_loc>
<video:description>Douglas Engelbart&apos;s 1968 live demonstration of the oNLine System (NLS) at the Fall Joint Computer Conference. It shows the mouse, windows, hypertext links, shared-screen collaboration, outlining and video conferencing, all framed as tools to augment human intellect. HN treats it as the essential starting point for computing history and the radical idea of computers as tools for knowledge workers.</video:description>
<video:player_loc>https://www.youtube.com/embed/yJDv-zdhzMY</video:player_loc>
<video:duration>6053</video:duration>
<video:view_count>1187328</video:view_count>
<video:tag>Engelbart&apos;s NLS demo of 1968</video:tag>
<video:publication_date>2012-07-09T13:54:02Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2026-05-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.7125</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/LLCF7vPanrY/a-time-lapse-map-of-every-nuclear-explosion-since-1945-by-isao-hashimoto</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/LLCF7vPanrY/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>A Time-Lapse Map of Every Nuclear Explosion Since 1945 - by  Isao Hashimoto</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/LLCF7vPanrY/hqdefault.jpg</video:thumbnail_loc>
<video:description>Isao Hashimoto&apos;s animation plots every nuclear explosion from 1945 to 1998 on a world map, flashing each test as it happens and keeping a running count for each country. It is a short piece that turns a data set into a time-lapse. HN keeps resubmitting it and sharing it as a stark way to see the scale and pace of nuclear testing.</video:description>
<video:player_loc>https://www.youtube.com/embed/LLCF7vPanrY</video:player_loc>
<video:duration>865</video:duration>
<video:view_count>15802178</video:view_count>
<video:tag>nuclear test time-lapse map</video:tag>
<video:publication_date>2010-10-24T20:49:09Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2023-07-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.7125</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/Wpv-Qb-dB6g/plover-thought-to-text-at-240-wpm</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/Wpv-Qb-dB6g/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>Plover: Thought to Text at 240 WPM</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/Wpv-Qb-dB6g/hqdefault.jpg</video:thumbnail_loc>
<video:description>Mirabai Knight, a stenographer and programmer, presents Plover at PyCon 2013, an open-source stenography engine that lets a steno machine or keyboard type at court-reporter speeds. She ends with a live demo of coding with it. HN likes it as the practical case for chorded steno input as a faster and less strain-prone alternative to typing, including for programmers.</video:description>
<video:player_loc>https://www.youtube.com/embed/Wpv-Qb-dB6g</video:player_loc>
<video:duration>2061</video:duration>
<video:view_count>108872</video:view_count>
<video:tag>stenography as text input</video:tag>
<video:publication_date>2013-03-21T02:23:14Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2023-04-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.7</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/VscdPA6sUkc/diablo-a-classic-game-postmortem</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/VscdPA6sUkc/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>&apos;Diablo&apos;:  A Classic Game Postmortem</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/VscdPA6sUkc/hqdefault.jpg</video:thumbnail_loc>
<video:description>David Brevik, who led the original Diablo, gives a GDC 2016 postmortem on how the game was made. He tells how it started as a turn-based dungeon crawl inspired by X-COM, how the switch to real-time combat changed everything, and how the small team became Blizzard North. HN calls it a fantastic piece of game development history and the best source for how the action RPG came about.</video:description>
<video:player_loc>https://www.youtube.com/embed/VscdPA6sUkc</video:player_loc>
<video:duration>4663</video:duration>
<video:view_count>1115447</video:view_count>
<video:tag>diablo development postmortem</video:tag>
<video:publication_date>2016-05-11T17:02:05Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2023-07-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.7</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/UEfP1OKKz_Q/british-plugs-are-better-than-all-other-plugs-and-here-s-why</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/UEfP1OKKz_Q/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>British Plugs Are Better Than All Other Plugs, And Here&apos;s Why</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/UEfP1OKKz_Q/hqdefault.jpg</video:thumbnail_loc>
<video:description>Tom Scott walks through the design of the British plug and socket, such as the built-in fuse, the shuttered socket and the insulated pins. He argues that these choices make it safer than other national plug designs. HN shares it every time plugs and sockets come up, as the standard breakdown of how a well-considered everyday object is designed.</video:description>
<video:player_loc>https://www.youtube.com/embed/UEfP1OKKz_Q</video:player_loc>
<video:duration>266</video:duration>
<video:view_count>7595048</video:view_count>
<video:tag>design of the british plug</video:tag>
<video:publication_date>2014-07-07T13:00:07Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2023-09-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.7</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/ORzNZUeUHAM/stroads-are-ugly-expensive-and-dangerous-and-they-re-everywhere-st05</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/ORzNZUeUHAM/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>Stroads are Ugly, Expensive, and Dangerous (and they&apos;re everywhere) [ST05]</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/ORzNZUeUHAM/hqdefault.jpg</video:thumbnail_loc>
<video:description>Not Just Bikes explains the stroad, the road and street hybrid common in North America: wide, fast arterials lined with driveways and businesses. The video argues that stroads are dangerous, costly to maintain and bad for the businesses on them compared with real streets and real roads. HN uses it as the standard primer on why car-oriented road design fails, and cites it in threads on road safety and urban planning.</video:description>
<video:player_loc>https://www.youtube.com/embed/ORzNZUeUHAM</video:player_loc>
<video:duration>1094</video:duration>
<video:view_count>8260945</video:view_count>
<video:tag>stroads and street design</video:tag>
<video:publication_date>2021-04-26T19:00:17Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2025-12-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.7</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/db-7J5OaSag/riftsketch-live-coding-in-vr-with-the-oculus-rift-firefox-webvr-javascript-and</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/db-7J5OaSag/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>RiftSketch: Live coding in VR with the Oculus Rift, Firefox WebVR, JavaScript and Three.js</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/db-7J5OaSag/hqdefault.jpg</video:thumbnail_loc>
<video:description>Brian Peiris demonstrates RiftSketch, a live-coding environment inside an Oculus Rift built with JavaScript and Three.js and running in Firefox WebVR. He edits code while wearing the headset, and the 3D scene around him changes as he types. HN credits it with convincing people to buy into VR and WebVR, as the clearest picture of programming the environment you are standing in.</video:description>
<video:player_loc>https://www.youtube.com/embed/db-7J5OaSag</video:player_loc>
<video:duration>636</video:duration>
<video:view_count>273061</video:view_count>
<video:tag>live coding in vr</video:tag>
<video:publication_date>2014-10-04T22:05:32Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2021-07-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.7</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/AJdEqssNZ-U/jan-willem-nijman-vlambeer-the-art-of-screenshake-at-indigo-classes-2013</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/AJdEqssNZ-U/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>Jan Willem Nijman - Vlambeer - &quot;The art of screenshake&quot; at INDIGO Classes 2013</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/AJdEqssNZ-U/hqdefault.jpg</video:thumbnail_loc>
<video:description>Jan Willem Nijman of Vlambeer takes a plain shooter prototype and adds many small tweaks one after another, such as screenshake, recoil, bigger effects and sound. Each tweak changes how the game feels, so the talk shows how polish works in practice. HN considers it one of the best game dev talks on game feel and juice, the one that shows how much room there is for polish in interactions.</video:description>
<video:player_loc>https://www.youtube.com/embed/AJdEqssNZ-U</video:player_loc>
<video:duration>2650</video:duration>
<video:view_count>385679</video:view_count>
<video:tag>screenshake and game feel</video:tag>
<video:publication_date>2013-12-16T12:11:32Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2025-09-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.7</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/AnrlSqtpOkw/alan-kay-s-tribute-to-ted-nelson-at-intertwingled-festival</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/AnrlSqtpOkw/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>Alan Kay&apos;s tribute to Ted Nelson at &quot;Intertwingled&quot; Festival</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/AnrlSqtpOkw/hqdefault.jpg</video:thumbnail_loc>
<video:description>At the Intertwingled festival, Alan Kay pays tribute to Ted Nelson and shows a revived Xerox PARC Alto system at work. The demo includes documents, graphics and tools that pass information to each other, as well as the anecdote that the script for Tron was edited on an Alto. HN points to it as proof of how user-programmable and composable 1970s desktop computing was, and of what today&apos;s application-bound systems lost.</video:description>
<video:player_loc>https://www.youtube.com/embed/AnrlSqtpOkw</video:player_loc>
<video:duration>1053</video:duration>
<video:view_count>41167</video:view_count>
<video:tag>alan kay on ted nelson and the alto</video:tag>
<video:publication_date>2014-11-01T03:19:25Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2025-07-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.7</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/AvEqfg2sIH0/1-how-buildings-learn-stewart-brand-1-of-6-flow</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/AvEqfg2sIH0/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>1. How Buildings Learn - Stewart Brand - 1 of 6 - “Flow”</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/AvEqfg2sIH0/hqdefault.jpg</video:thumbnail_loc>
<video:description>The first of six episodes of Stewart Brand&apos;s BBC series How Buildings Learn, based on his book, titled Flow. Brand looks at how buildings change over time as people use and adapt them, and at how architects and the way buildings are built often ignore that. HN people call it an eye-opening documentary on buildings that also holds lessons for software architecture, and point to it in threads on office design, zoning and building design.</video:description>
<video:player_loc>https://www.youtube.com/embed/AvEqfg2sIH0</video:player_loc>
<video:duration>1776</video:duration>
<video:view_count>115276</video:view_count>
<video:tag>how buildings adapt over time</video:tag>
<video:publication_date>2012-06-10T19:36:37Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2022-10-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.7</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/72y2EC5fkcE/tomorrow-corporation-tech-demo</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/72y2EC5fkcE/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>Tomorrow Corporation Tech Demo</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/72y2EC5fkcE/hqdefault.jpg</video:thumbnail_loc>
<video:description>A demo of the in-house tools Tomorrow Corporation (World of Goo, Little Inferno) built for making games, shown by Allan Blomquist. It shows hot reloading of code and graphics, a time-travel debugger and replay of recorded play, all on a custom language and engine. HN treats it as the ideal of a tight developer feedback loop and the closest thing to a perfect debugger.</video:description>
<video:player_loc>https://www.youtube.com/embed/72y2EC5fkcE</video:player_loc>
<video:duration>846</video:duration>
<video:view_count>107198</video:view_count>
<video:tag>game dev tooling with time-travel debugging</video:tag>
<video:publication_date>2023-02-21T20:14:44Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2026-08-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.6875</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/LKnqECcg6Gw/computer-color-is-broken</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/LKnqECcg6Gw/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>Computer Color is Broken</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/LKnqECcg6Gw/hqdefault.jpg</video:thumbnail_loc>
<video:description>A minutephysics explainer on why blending colors in ordinary RGB gives wrong results, such as the dark band in the middle of a gradient. It explains that stored pixel values are a nonlinear function of light intensity, so averaging them has to be done in linear light. HN treats it as the classic short explanation of gamma errors in blending, resizing and gradients, the one to send to anyone working with color or images.</video:description>
<video:player_loc>https://www.youtube.com/embed/LKnqECcg6Gw</video:player_loc>
<video:duration>254</video:duration>
<video:view_count>4263545</video:view_count>
<video:tag>gamma and color blending errors</video:tag>
<video:publication_date>2015-03-20T19:32:14Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2026-06-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.6875</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/dP1xVpMPn8M/a-tour-of-the-acme-editor</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/dP1xVpMPn8M/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>A Tour of the Acme Editor</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/dP1xVpMPn8M/hqdefault.jpg</video:thumbnail_loc>
<video:description>Russ Cox demonstrates Acme, the mouse-driven text editor from Plan 9, showing how it treats text on screen as commands and works with external programs. He shows an editor that is a user interface for programmers rather than an IDE. HN considers it one of the clearest technical demos around and recommends it to anyone curious about editors or interfaces built from plain text and the mouse.</video:description>
<video:player_loc>https://www.youtube.com/embed/dP1xVpMPn8M</video:player_loc>
<video:duration>1396</video:duration>
<video:view_count>150580</video:view_count>
<video:tag>acme text editor</video:tag>
<video:publication_date>2012-09-17T15:25:27Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2025-06-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.6875</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/NdSD07U5uBs/alan-kay-2015-power-of-simplicity</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/NdSD07U5uBs/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>Alan Kay, 2015: Power of Simplicity</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/NdSD07U5uBs/hqdefault.jpg</video:thumbnail_loc>
<video:description>Alan Kay&apos;s 2015 talk on the power of simplicity, a version of a lecture he gave several times. He argues that computing has not yet found its fundamental rules, as physics found Maxwell&apos;s equations, and that much software complexity is accidental and avoidable. HN lists it among the most thought-provoking tech talks, one that changed how some programmers think about complexity and simplicity.</video:description>
<video:player_loc>https://www.youtube.com/embed/NdSD07U5uBs</video:player_loc>
<video:duration>3067</video:duration>
<video:view_count>144872</video:view_count>
<video:tag>simplicity in computing</video:tag>
<video:publication_date>2015-08-10T08:56:01Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2024-06-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.6875</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/RVU62CQTXFI/ted-nelson-struggles-with-uncomprehending-radio-interviewer-1979</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/RVU62CQTXFI/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>Ted Nelson struggles with uncomprehending radio interviewer, 1979</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/RVU62CQTXFI/hqdefault.jpg</video:thumbnail_loc>
<video:description>A 1979 radio interview in which Ted Nelson tries to explain personal computing and his ideas about hypertext to a host who does not understand what he is describing. The audio is a record of how strange these ideas sounded before the personal computer era. HN treats it as the best Ted Nelson interview, a view of his prophetic vision for computers and the skepticism it met.</video:description>
<video:player_loc>https://www.youtube.com/embed/RVU62CQTXFI</video:player_loc>
<video:duration>1548</video:duration>
<video:view_count>19068</video:view_count>
<video:tag>ted nelson on personal computing</video:tag>
<video:publication_date>2016-12-22T02:49:16Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2025-07-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.6875</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/0fKBhvDjuy0/powers-of-tentm-1977</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/0fKBhvDjuy0/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>Powers of Ten™ (1977)</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/0fKBhvDjuy0/hqdefault.jpg</video:thumbnail_loc>
<video:description>Powers of Ten is the 1977 short film by Charles and Ray Eames, made with physicist Philip Morrison. It starts on a picnic blanket, zooms out by a factor of ten every few seconds to the edge of the known universe, then zooms back in to the scale of a proton. It runs about nine minutes. HN points to it as a classic of visual explanation, the one to see if you care about data visualization or a sense of scale.</video:description>
<video:player_loc>https://www.youtube.com/embed/0fKBhvDjuy0</video:player_loc>
<video:duration>541</video:duration>
<video:view_count>9481340</video:view_count>
<video:tag>visualizing scale</video:tag>
<video:publication_date>2010-08-27T03:56:22Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2025-11-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.6875</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/id1WShzzMCQ/how-to-invent-the-future-i-stanford-cs183f-startup-school</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/id1WShzzMCQ/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>How to Invent the Future I - Stanford CS183F: Startup School</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/id1WShzzMCQ/hqdefault.jpg</video:thumbnail_loc>
<video:description>Alan Kay&apos;s first lecture in a two-part Stanford startup series on how to invent the future. He draws on how Xerox PARC found its ideas to discuss choosing problems and seeing past the present. HN recommends the pair to anyone who needs inspiration for choosing a problem or finding original ideas.</video:description>
<video:player_loc>https://www.youtube.com/embed/id1WShzzMCQ</video:player_loc>
<video:duration>3482</video:duration>
<video:view_count>40100</video:view_count>
<video:tag>alan kay on inventing the future</video:tag>
<video:publication_date>2017-05-25T22:46:49Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2024-01-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.6875</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/YThelfB2fvg/mouse-cursor-history-and-why-i-made-my-own</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/YThelfB2fvg/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>Mouse Cursor History (and why I made my own)</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/YThelfB2fvg/hqdefault.jpg</video:thumbnail_loc>
<video:description>Posy goes through the history of mouse cursors, from early designs to the Mac and Windows pointers, and the problems with some of the standard ones. He then explains why he drew his own cursor set and shows how it fixes them. HN considers it the best video on mouse cursors, a favorite on pixel-level icon design and on how Apple&apos;s and Windows&apos; cursors differ in care.</video:description>
<video:player_loc>https://www.youtube.com/embed/YThelfB2fvg</video:player_loc>
<video:duration>909</video:duration>
<video:view_count>2951551</video:view_count>
<video:tag>mouse cursor design history</video:tag>
<video:publication_date>2018-11-05T17:21:17Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2026-05-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.675</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/8Ab3ArE8W3s/stop-writing-dead-programs-by-jack-rusher-strange-loop-2022</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/8Ab3ArE8W3s/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>&quot;Stop Writing Dead Programs&quot; by Jack Rusher (Strange Loop 2022)</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/8Ab3ArE8W3s/hqdefault.jpg</video:thumbnail_loc>
<video:description>Jack Rusher&apos;s Strange Loop 2022 talk argues that most programming is stuck in a batch, edit-compile-run model, and that programs should be live and modifiable while they run. He draws on Lisp and Smalltalk-style environments and REPL-driven work to show what better programming could look like. HN cites it as the best case for live development and for shorter feedback loops, especially in Lisp threads.</video:description>
<video:player_loc>https://www.youtube.com/embed/8Ab3ArE8W3s</video:player_loc>
<video:duration>2584</video:duration>
<video:view_count>468302</video:view_count>
<video:tag>live programming environments</video:tag>
<video:publication_date>2022-10-11T14:17:52Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2025-09-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.675</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/RTB5XhjbgZA/segmented-displays</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/RTB5XhjbgZA/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>Segmented Displays</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/RTB5XhjbgZA/hqdefault.jpg</video:thumbnail_loc>
<video:description>Posy surveys segmented displays, from the familiar seven-segment digits to displays with more segments, and looks at the shapes designers chose for numbers and letters on them. The video is a calm, detailed look at an everyday kind of lettering. HN returns to it whenever seven-segment displays come up, as a favorite video on how digit shapes are designed and varied.</video:description>
<video:player_loc>https://www.youtube.com/embed/RTB5XhjbgZA</video:player_loc>
<video:duration>835</video:duration>
<video:view_count>7244691</video:view_count>
<video:tag>segmented display design</video:tag>
<video:publication_date>2022-04-30T13:44:41Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2026-07-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.675</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/hVimVzgtD6w/the-best-stats-you-ve-ever-seen-hans-rosling</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/hVimVzgtD6w/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>The best stats you&apos;ve ever seen | Hans Rosling</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/hVimVzgtD6w/hqdefault.jpg</video:thumbnail_loc>
<video:description>Hans Rosling, the Swedish physician and statistician, uses animated charts from Gapminder to show how health and wealth have changed around the world. He uses the data to take apart the idea of a divide between developed and developing countries. HN rates it one of the best TED talks ever, and sends people to it for a fact-based view of how the world has improved.</video:description>
<video:player_loc>https://www.youtube.com/embed/hVimVzgtD6w</video:player_loc>
<video:duration>1236</video:duration>
<video:view_count>4410588</video:view_count>
<video:tag>animated statistics and world progress</video:tag>
<video:publication_date>2007-01-16T22:47:37Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2026-05-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.675</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/1OfxlSG6q5Y/the-antique-toaster-that-s-better-than-yours</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/1OfxlSG6q5Y/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>The Antique Toaster that&apos;s Better than Yours</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/1OfxlSG6q5Y/hqdefault.jpg</video:thumbnail_loc>
<video:description>Technology Connections&apos; Alec Watson examines a 1960s Sunbeam Radiant Control toaster and explains how it works. It senses the bread&apos;s browning, lowers and raises the bread automatically, and does all of this with analog mechanical parts and no electronics. HN holds it up as an example of elegant, user-friendly product design, and a toaster that does more than modern ones with no chips.</video:description>
<video:player_loc>https://www.youtube.com/embed/1OfxlSG6q5Y</video:player_loc>
<video:duration>1108</video:duration>
<video:view_count>3382896</video:view_count>
<video:tag>mechanical design of a vintage toaster</video:tag>
<video:publication_date>2019-04-19T16:12:58Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2025-04-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.675</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/J7E-aoXLZGY/stephen-fry-kinetic-typography-language</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/J7E-aoXLZGY/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>Stephen Fry Kinetic Typography - Language</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/J7E-aoXLZGY/hqdefault.jpg</video:thumbnail_loc>
<video:description>A kinetic typography animation set to Stephen Fry speaking about language. He argues that English has always changed, that pedantry about grammar misses the point, and that people should use language freely and with delight. It runs about six minutes. HN returns to it for Fry&apos;s argument against pedantry and for the way the animated type carries the words.</video:description>
<video:player_loc>https://www.youtube.com/embed/J7E-aoXLZGY</video:player_loc>
<video:duration>394</video:duration>
<video:view_count>3036064</video:view_count>
<video:tag>kinetic typography on language</video:tag>
<video:publication_date>2010-09-30T09:53:26Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2025-07-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.675</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/yY1FSsUV-8c/andrew-sorensen-keynote-the-concert-programmer-oscon-2014</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/yY1FSsUV-8c/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>Andrew Sorensen Keynote: &quot;The Concert Programmer&quot; - OSCON 2014</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/yY1FSsUV-8c/hqdefault.jpg</video:thumbnail_loc>
<video:description>Andrew Sorensen&apos;s OSCON 2014 keynote, in which he live-codes music on stage using his Impromptu and Extempore environments. He writes and changes code while it plays, treating programming as a live performance. HN people hold it up as the best demo of live-coding music and as inspiration for programming as a creative, real-time instrument.</video:description>
<video:player_loc>https://www.youtube.com/embed/yY1FSsUV-8c</video:player_loc>
<video:duration>623</video:duration>
<video:view_count>157031</video:view_count>
<video:tag>live coding music</video:tag>
<video:publication_date>2014-07-24T18:21:47Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2025-12-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.6625000000000001</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/FvmTSpJU-Xc/alan-kay-normal-considered-harmful</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/FvmTSpJU-Xc/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>Alan Kay - Normal Considered Harmful</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/FvmTSpJU-Xc/hqdefault.jpg</video:thumbnail_loc>
<video:description>Alan Kay lectures on why the normal way of doing things in computing and software is not good enough. He argues that computing is not yet a mature field and that people who do not know the history and fundamentals of their craft end up with inferior solutions. HN shares it as a starting point for Kay&apos;s thinking and as an explanation of why so much software is useless or unreliable.</video:description>
<video:player_loc>https://www.youtube.com/embed/FvmTSpJU-Xc</video:player_loc>
<video:duration>4046</video:duration>
<video:view_count>59892</video:view_count>
<video:tag>alan kay on the state of computing</video:tag>
<video:publication_date>2012-03-25T11:17:13Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2025-11-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.6625000000000001</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/YdHTlUGN1zw/walt-disney-s-multiplane-camera-filmed-feb-13-1957</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/YdHTlUGN1zw/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>Walt Disney&apos;s MultiPlane Camera (Filmed: Feb. 13, 1957)</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/YdHTlUGN1zw/hqdefault.jpg</video:thumbnail_loc>
<video:description>Footage filmed in 1957 in which Walt Disney demonstrates the multiplane camera, a rig that shoots several layers of artwork at different distances to create depth in animation. HN people share it as a fascinating, incredible look at Disney explaining his own camera, as a classic piece of early animation craft.</video:description>
<video:player_loc>https://www.youtube.com/embed/YdHTlUGN1zw</video:player_loc>
<video:duration>441</video:duration>
<video:view_count>1798381</video:view_count>
<video:tag>disney multiplane camera</video:tag>
<video:publication_date>2008-08-13T00:14:41Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2026-06-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.6625000000000001</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/MBT1OK6VAIU/pitfall-classic-postmortem-with-david-crane-panel-at-gdc-2011-atari-2600</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/MBT1OK6VAIU/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>Pitfall Classic Postmortem With David Crane Panel at GDC 2011 (Atari 2600)</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/MBT1OK6VAIU/hqdefault.jpg</video:thumbnail_loc>
<video:description>A GDC 2011 postmortem panel in which David Crane, designer of the Atari 2600 game Pitfall!, explains how it was made. He covers working within the tiny hardware limits and how so many screens were fitted into so little space, followed by audience Q&amp;A. HN people recommend it as a first-hand account from the original designer of how Pitfall squeezed a whole world into 4k, and for anyone who likes tricks on tiny platforms.</video:description>
<video:player_loc>https://www.youtube.com/embed/MBT1OK6VAIU</video:player_loc>
<video:duration>3612</video:duration>
<video:view_count>75908</video:view_count>
<video:tag>pitfall atari 2600 postmortem</video:tag>
<video:publication_date>2011-03-08T05:01:03Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2025-10-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.6625000000000001</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/4bM3Gut1hIk/4-2-1-christopher-domas-the-future-of-re-dynamic-binary-visualization</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/4bM3Gut1hIk/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>4 2 1 Christopher Domas   The future of RE Dynamic Binary Visualization</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/4bM3Gut1hIk/hqdefault.jpg</video:thumbnail_loc>
<video:description>Christopher Domas presents cantor.dust, a tool that visualizes binary files with space-filling curves so reverse engineers can see structure at a glance and pick out blocks interactively. The talk is a demo of a visual interface for exploring raw data. HN says it still feels futuristic years later, a rare demonstration of a new interface paradigm that fits its task.</video:description>
<video:player_loc>https://www.youtube.com/embed/4bM3Gut1hIk</video:player_loc>
<video:duration>2919</video:duration>
<video:view_count>58633</video:view_count>
<video:tag>binary visualization for reverse engineering</video:tag>
<video:publication_date>2012-10-03T16:59:30Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2026-08-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.6625000000000001</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/xNjI03CGkb4/let-s-go-whaling-tricks-for-monetising-mobile-game-players-with-free-to-play</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/xNjI03CGkb4/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>Let’s go whaling: Tricks for monetising mobile game players with free-to-play</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/xNjI03CGkb4/hqdefault.jpg</video:thumbnail_loc>
<video:description>A game industry conference talk on how free-to-play mobile games are built to monetize players, especially the small group of heavy spenders known as whales. The speaker explains the tactics openly from the developer side. HN people cite it as the infamous, must-see talk that shows how pay-to-win monetization deliberately preys on certain players, often in discussions of dark patterns in games.</video:description>
<video:player_loc>https://www.youtube.com/embed/xNjI03CGkb4</video:player_loc>
<video:duration>1189</video:duration>
<video:view_count>757610</video:view_count>
<video:tag>free-to-play monetization tactics</video:tag>
<video:publication_date>2016-10-03T11:43:16Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2025-11-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.6625000000000001</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/iG9CE55wbtY/do-schools-kill-creativity-sir-ken-robinson-ted</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/iG9CE55wbtY/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>Do schools kill creativity? | Sir Ken Robinson | TED</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/iG9CE55wbtY/hqdefault.jpg</video:thumbnail_loc>
<video:description>Sir Ken Robinson&apos;s TED talk argues that schools educate creativity out of children, put academic ability above everything else, and need to treat creativity as seriously as literacy. He makes the case with humor and personal stories. HN returns to it in education threads as a favorite on fitting education to the student rather than forcing every child into one mold.</video:description>
<video:player_loc>https://www.youtube.com/embed/iG9CE55wbtY</video:player_loc>
<video:duration>1204</video:duration>
<video:view_count>25082489</video:view_count>
<video:tag>creativity and education</video:tag>
<video:publication_date>2007-01-07T05:00:34Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2024-10-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.6625000000000001</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/ip641WmY4pA/diy-haptic-input-knob-bldc-motor-round-lcd</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/ip641WmY4pA/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>DIY haptic input knob: BLDC motor + round LCD</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/ip641WmY4pA/hqdefault.jpg</video:thumbnail_loc>
<video:description>Scott Bezek demonstrates SmartKnob, an open-source haptic input knob built from a brushless motor and a round LCD. Because the feel is set in software, the knob can have virtual detents and end stops that change from one mode to the next. HN likes it as the model for a software-defined physical control, and cites it in threads about screens replacing knobs in cars.</video:description>
<video:player_loc>https://www.youtube.com/embed/ip641WmY4pA</video:player_loc>
<video:duration>131</video:duration>
<video:view_count>2869622</video:view_count>
<video:tag>software-defined haptic knob</video:tag>
<video:publication_date>2022-03-11T06:00:42Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2026-01-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.65</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/94swlF55tVc/how-a-blind-developer-uses-visual-studio</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/94swlF55tVc/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>How A Blind Developer Uses Visual Studio</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/94swlF55tVc/hqdefault.jpg</video:thumbnail_loc>
<video:description>A short talk by Saqib Shaikh, a blind developer at Microsoft, showing how he writes, navigates and debugs code in Visual Studio using a screen reader and audio feedback. HN people share it as a concrete demonstration of an expert doing everyday developer work by ear, especially for developers who are losing their sight.</video:description>
<video:player_loc>https://www.youtube.com/embed/94swlF55tVc</video:player_loc>
<video:duration>429</video:duration>
<video:view_count>155519</video:view_count>
<video:tag>blind developer coding workflow</video:tag>
<video:publication_date>2018-03-01T17:30:01Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2026-05-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.65</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/YyIQKBzIuBY/alan-kay-programming-and-scaling</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/YyIQKBzIuBY/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>Alan Kay - Programming and Scaling</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/YyIQKBzIuBY/hqdefault.jpg</video:thumbnail_loc>
<video:description>Alan Kay&apos;s 2011 talk on programming and scaling covers the limits of code size, engineering versus tinkering, and the Viewpoints Research STEPS project, which tries to build a whole system in a tiny amount of code. It asks how software complexity can be reduced radically. HN counts it among Kay&apos;s best talks, for its challenge to how the industry builds and scales software.</video:description>
<video:player_loc>https://www.youtube.com/embed/YyIQKBzIuBY</video:player_loc>
<video:duration>3399</video:duration>
<video:view_count>36211</video:view_count>
<video:tag>alan kay on software scaling</video:tag>
<video:publication_date>2015-06-17T08:33:33Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2026-07-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.65</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/SqFu5O-oPmU/jonathan-blow-video-games-and-the-human-condition</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/SqFu5O-oPmU/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>Jonathan Blow: Video Games and the Human Condition</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/SqFu5O-oPmU/hqdefault.jpg</video:thumbnail_loc>
<video:description>Jonathan Blow, creator of Braid, gives a talk at Rice University on what games do to the people who play them. He criticizes social games tuned by A/B testing for addictiveness and profit, and discusses the designer&apos;s responsibility to make games with real value. HN cites it as the best critique of manipulative design in games, on addiction mechanics and ethically responsible game design.</video:description>
<video:player_loc>https://www.youtube.com/embed/SqFu5O-oPmU</video:player_loc>
<video:duration>6249</video:duration>
<video:view_count>158112</video:view_count>
<video:tag>game design ethics and addiction</video:tag>
<video:publication_date>2011-03-08T16:42:19Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2018-11-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.65</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/7IsMeKl-Sv0/why-american-cities-are-broke-the-growth-ponzi-scheme-st03</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/7IsMeKl-Sv0/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>Why American Cities Are Broke - The Growth Ponzi Scheme [ST03]</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/7IsMeKl-Sv0/hqdefault.jpg</video:thumbnail_loc>
<video:description>Not Just Bikes explains why low-density car-oriented development costs cities more to maintain than it brings in through taxes, so new growth is used to pay for old infrastructure. The video draws on the Strong Towns analysis of municipal finances. HN recommends it as a good introduction to the hidden costs of suburban sprawl and to who pays for low-density infrastructure.</video:description>
<video:player_loc>https://www.youtube.com/embed/7IsMeKl-Sv0</video:player_loc>
<video:duration>579</video:duration>
<video:view_count>3849396</video:view_count>
<video:tag>suburban sprawl and city finances</video:tag>
<video:publication_date>2021-01-11T20:00:10Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2024-06-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.65</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/agOdP2Bmieg/bret-victor-the-humane-representation-of-thought</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/agOdP2Bmieg/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>Bret Victor - The Humane Representation of Thought</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/agOdP2Bmieg/hqdefault.jpg</video:thumbnail_loc>
<video:description>Bret Victor argues that tools for thinking should use the whole human body, with movement, touch and spatial memory, instead of reducing everything to pictures under glass. The talk is the context for his Dynamicland and RealTalk work. HN calls it the accessible overview of his ideas on humane, multi-sensory representations, and cites it in threads on interfaces that have lost their senses.</video:description>
<video:player_loc>https://www.youtube.com/embed/agOdP2Bmieg</video:player_loc>
<video:duration>3382</video:duration>
<video:view_count>57874</video:view_count>
<video:tag>humane representation of thought</video:tag>
<video:publication_date>2015-06-17T06:04:21Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2026-07-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.65</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/l0GA901oGe4/what-can-seattle-learn-from-dutch-street-design</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/l0GA901oGe4/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>What can Seattle learn from Dutch street design?</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/l0GA901oGe4/hqdefault.jpg</video:thumbnail_loc>
<video:description>A talk by Seattle landscape architect Fred Young, hosted by UniversityGreenways, giving a visual tour of Dutch street and cycling design. It covers the many small measures, from road materials and narrower lanes to junction layouts, that make cycling safe and pleasant, and asks how Seattle could adapt them. HN people recommend it as the most thorough single explanation of how the Netherlands gets safe cycling without relying on lower speed limits, treating it as a tech talk for urban planning.</video:description>
<video:player_loc>https://www.youtube.com/embed/l0GA901oGe4</video:player_loc>
<video:duration>3918</video:duration>
<video:view_count>328027</video:view_count>
<video:tag>dutch street design</video:tag>
<video:publication_date>2013-02-23T21:42:10Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2021-11-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.65</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/pUF5esTscZI/a4-paper-is-too-perfect</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/pUF5esTscZI/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>A4 Paper Is Too Perfect</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/pUF5esTscZI/hqdefault.jpg</video:thumbnail_loc>
<video:description>A CGP Grey video, originally titled Metric Paper and Everything in the Universe, about the A-series paper sizes, where each sheet cut in half keeps the same proportions. It uses paper as a way into the metric system and zooms through scales from the smallest lengths to the observable universe. HN people share it as a beautiful, educational and visually striking explainer on metric paper, one commenter calling it the most psychedelic experience possible without drugs.</video:description>
<video:player_loc>https://www.youtube.com/embed/pUF5esTscZI</video:player_loc>
<video:duration>524</video:duration>
<video:view_count>10530833</video:view_count>
<video:tag>a4 paper and metric scale</video:tag>
<video:publication_date>2021-03-26T21:00:14Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2026-04-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.6375</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/2B-XwPjn9YY/the-lost-1984-video-young-steve-jobs-introduces-the-macintosh</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/2B-XwPjn9YY/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>The Lost 1984 Video: young Steve Jobs introduces the Macintosh</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/2B-XwPjn9YY/hqdefault.jpg</video:thumbnail_loc>
<video:description>Rediscovered 1984 footage of a young Steve Jobs introducing the original Macintosh. In it the computer itself speaks, a moment that stands out in the presentation. HN people share it as a favorite piece of Macintosh history, remembered for the moment the computer first spoke with a personality of its own.</video:description>
<video:player_loc>https://www.youtube.com/embed/2B-XwPjn9YY</video:player_loc>
<video:duration>311</video:duration>
<video:view_count>12557116</video:view_count>
<video:tag>steve jobs introduces macintosh</video:tag>
<video:publication_date>2009-01-24T07:01:56Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2025-08-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.6375</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/NugRZGDbPFU/where-good-ideas-come-from-by-steven-johnson</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/NugRZGDbPFU/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>WHERE GOOD IDEAS COME FROM by Steven Johnson</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/NugRZGDbPFU/hqdefault.jpg</video:thumbnail_loc>
<video:description>A short animated video of Steven Johnson&apos;s book Where Good Ideas Come From. It argues that ideas come from connecting hunches and from the kinds of environments people work in, not from lone flashes of insight. HN passes it on to anyone asking how to come up with ideas, and one commenter says the book changed their daily work routine.</video:description>
<video:player_loc>https://www.youtube.com/embed/NugRZGDbPFU</video:player_loc>
<video:duration>247</video:duration>
<video:view_count>5798409</video:view_count>
<video:tag>where good ideas come from</video:tag>
<video:publication_date>2010-09-17T16:22:19Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2016-07-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.6375</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/RSTNhvDGbYI/old-fashioned-rice-cookers-are-extremely-clever</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/RSTNhvDGbYI/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>Old-fashioned rice cookers are extremely clever</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/RSTNhvDGbYI/hqdefault.jpg</video:thumbnail_loc>
<video:description>Technology Connections&apos; Alec Watson explains how a simple analog rice cooker works. When the water boils away the pot temperature rises above 100 degrees C, and a magnetic switch that loses its magnetism at a set temperature cuts the heat and drops the cooker to warm mode. HN passes it around as the clear breakdown of how clever a dumb rice cooker really is, combining thermodynamics and magnetism in a very simple design.</video:description>
<video:player_loc>https://www.youtube.com/embed/RSTNhvDGbYI</video:player_loc>
<video:duration>671</video:duration>
<video:view_count>3228801</video:view_count>
<video:tag>how analog rice cookers work</video:tag>
<video:publication_date>2020-01-15T15:25:09Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2025-10-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.6375</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/1MGjFKs9bnU/farewelletaoinshrdlu</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/1MGjFKs9bnU/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>FarewellEtaoinShrdlu</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/1MGjFKs9bnU/hqdefault.jpg</video:thumbnail_loc>
<video:description>A documentary from the late 1970s on the last day the New York Times was set in hot metal on Linotype machines before the move to computer typesetting. It follows the whole process from the newsroom to the press. HN recommends it as the best look at how linotype typesetting worked and at the engineering behind it, filmed as the era ended.</video:description>
<video:player_loc>https://www.youtube.com/embed/1MGjFKs9bnU</video:player_loc>
<video:duration>1726</video:duration>
<video:view_count>259555</video:view_count>
<video:tag>last day of linotype at the new york times</video:tag>
<video:publication_date>2016-07-14T02:35:14Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2026-08-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.6375</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/KJe9H6qS82I/smoothlifel</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/KJe9H6qS82I/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>SmoothLifeL</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/KJe9H6qS82I/hqdefault.jpg</video:thumbnail_loc>
<video:description>A video of SmoothLife, a continuous version of Conway&apos;s Game of Life created by Stephan Rafler, which uses real-valued cells instead of on and off. The result is smooth, organic-looking patterns that move and evolve. HN brings it up in every Game of Life thread as the must-see continuous evolution of Life.</video:description>
<video:player_loc>https://www.youtube.com/embed/KJe9H6qS82I</video:player_loc>
<video:duration>217</video:duration>
<video:view_count>312185</video:view_count>
<video:tag>smoothlife continuous cellular automata</video:tag>
<video:publication_date>2012-10-09T16:49:52Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2024-01-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.6375</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/iRkZcTg1JWU/moleman-2-demoscene-the-art-of-the-algorithms-2012</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/iRkZcTg1JWU/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>Moleman 2 - Demoscene - The Art of the Algorithms (2012)</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/iRkZcTg1JWU/hqdefault.jpg</video:thumbnail_loc>
<video:description>Moleman 2 is a Hungarian documentary on the demoscene, covering its history, its culture and the creative process behind demos and intros. This is the English version, from 2012. HN recommends it as the best visual guide to what the demoscene is, with an opening that commenters call pure magic.</video:description>
<video:player_loc>https://www.youtube.com/embed/iRkZcTg1JWU</video:player_loc>
<video:duration>5399</video:duration>
<video:view_count>329132</video:view_count>
<video:tag>demoscene documentary</video:tag>
<video:publication_date>2012-04-06T17:39:09Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2023-10-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.6375</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/oSCX78-8-q0/a-boy-and-his-atom-the-world-s-smallest-movie</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/oSCX78-8-q0/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>A Boy And His Atom: The World&apos;s Smallest Movie</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/oSCX78-8-q0/hqdefault.jpg</video:thumbnail_loc>
<video:description>IBM&apos;s short stop-motion film in which a boy plays with a single atom, made by moving individual atoms with a scanning tunneling microscope and capturing each position as a frame. It was promoted as the world&apos;s smallest movie. HN people share it as an entertaining showpiece of atom-scale stop-motion, and many simply submitted it as worth watching.</video:description>
<video:player_loc>https://www.youtube.com/embed/oSCX78-8-q0</video:player_loc>
<video:duration>94</video:duration>
<video:view_count>28178240</video:view_count>
<video:tag>atom-scale stop-motion film</video:tag>
<video:publication_date>2013-04-30T14:29:02Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2022-04-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.6375</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/YKuRkGkf5HU/voice-driven-development-who-needs-a-keyboard-anyway-by-emily-shea</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/YKuRkGkf5HU/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>&quot;Voice Driven Development: Who needs a keyboard anyway?&quot; by Emily Shea</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/YKuRkGkf5HU/hqdefault.jpg</video:thumbnail_loc>
<video:description>Emily Shea explains how she writes code by voice using Talon after developing RSI, and demonstrates it live, including driving vim in Ruby. The talk covers the setup, the tweaking it took and the state of voice coding. HN points to it as proof that voice coding is much better than people expect, and as the talk to watch for anyone interested in hands-free input.</video:description>
<video:player_loc>https://www.youtube.com/embed/YKuRkGkf5HU</video:player_loc>
<video:duration>2478</video:duration>
<video:view_count>34552</video:view_count>
<video:tag>coding by voice</video:tag>
<video:publication_date>2019-09-14T17:22:52Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2023-02-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.6375</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/rtR63-ecUNo/how-to-draw-mushrooms-on-an-oscilloscope-with-sound</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/rtR63-ecUNo/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>How To Draw Mushrooms On An Oscilloscope With Sound</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/rtR63-ecUNo/hqdefault.jpg</video:thumbnail_loc>
<video:description>A video on drawing pictures, including mushrooms, on an oscilloscope by feeding it sound. It shows how splitting the audio channels into x and y coordinates makes the beam trace shapes, and builds intuition for waveforms. HN people find it mesmerizing and recommend it as an approachable starting point for waveform intuition and oscilloscope fun.</video:description>
<video:player_loc>https://www.youtube.com/embed/rtR63-ecUNo</video:player_loc>
<video:duration>187</video:duration>
<video:view_count>2380555</video:view_count>
<video:tag>oscilloscope drawing with sound</video:tag>
<video:publication_date>2014-03-26T00:21:23Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2022-05-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.6375</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/98LdFA-_zfA/christopher-alexander-patterns-in-architecture</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/98LdFA-_zfA/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>Christopher Alexander - Patterns in Architecture</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/98LdFA-_zfA/hqdefault.jpg</video:thumbnail_loc>
<video:description>Christopher Alexander&apos;s 1996 talk on patterns in architecture, given to a software audience at an ACM event. He discusses his pattern work and his move toward more fundamental, intrinsic ideas about what makes a place feel alive. HN people call it a prescient must-watch for software people, showing Alexander moving past patterns just as programmers were adopting them.</video:description>
<video:player_loc>https://www.youtube.com/embed/98LdFA-_zfA</video:player_loc>
<video:duration>3816</video:duration>
<video:view_count>134645</video:view_count>
<video:tag>christopher alexander patterns</video:tag>
<video:publication_date>2013-09-09T00:18:57Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2026-07-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.6375</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/5wAo54DHDY0/myhouse-wad-inside-doom-s-most-terrifying-mod</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/5wAo54DHDY0/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>MyHouse.WAD - Inside Doom&apos;s Most Terrifying Mod</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/5wAo54DHDY0/hqdefault.jpg</video:thumbnail_loc>
<video:description>A documentary-style video by Power Pak about MyHouse.wad, a Doom II mod that starts as a house map and grows into a surreal horror experience. It walks through the mod&apos;s content and the story behind it. HN people urge even non-gamers to watch it as one of the best YouTube rides, an incredible art piece in the spirit of House of Leaves.</video:description>
<video:player_loc>https://www.youtube.com/embed/5wAo54DHDY0</video:player_loc>
<video:duration>6121</video:duration>
<video:view_count>19420139</video:view_count>
<video:tag>myhouse.wad doom mod</video:tag>
<video:publication_date>2023-05-11T12:54:21Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2025-06-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.625</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/Z1PCtIaM_GQ/jackie-chan-how-to-do-action-comedy</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/Z1PCtIaM_GQ/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>Jackie Chan - How to Do Action Comedy</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/Z1PCtIaM_GQ/hqdefault.jpg</video:thumbnail_loc>
<video:description>An Every Frame a Painting video essay on how Jackie Chan stages and films action comedy. It looks at clear framing and cutting that let you follow the choreography, and at how his setups put him at a disadvantage, in contrast with the fast-cut style of Hollywood action. HN people recommend it as the best explanation of why Chan&apos;s action is easy to follow and fun, and why it makes much of modern action filmmaking look worse.</video:description>
<video:player_loc>https://www.youtube.com/embed/Z1PCtIaM_GQ</video:player_loc>
<video:duration>544</video:duration>
<video:view_count>25407601</video:view_count>
<video:tag>jackie chan action comedy</video:tag>
<video:publication_date>2014-12-03T00:00:52Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2022-08-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.625</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/S-rj8m7Ssow/kowloon-walled-city-documentary-english-subtitles</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/S-rj8m7Ssow/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>Kowloon Walled City Documentary (English Subtitles)</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/S-rj8m7Ssow/hqdefault.jpg</video:thumbnail_loc>
<video:description>A documentary on Kowloon Walled City, the dense, unplanned settlement in Hong Kong that housed tens of thousands of people. This version has English subtitles and footage taken inside the buildings. HN rates it among the better Kowloon documentaries because it shows everyday life rather than sensationalism.</video:description>
<video:player_loc>https://www.youtube.com/embed/S-rj8m7Ssow</video:player_loc>
<video:duration>2337</video:duration>
<video:view_count>909816</video:view_count>
<video:tag>kowloon walled city</video:tag>
<video:publication_date>2016-09-06T22:58:22Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2026-05-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.625</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/3GVO-MfIl1Q/pop-an-ollie-and-innovate-rodney-mullen-ted</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/3GVO-MfIl1Q/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>Pop an ollie and innovate! | Rodney Mullen | TED</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/3GVO-MfIl1Q/hqdefault.jpg</video:thumbnail_loc>
<video:description>Skateboarder Rodney Mullen&apos;s TED talk on innovation. He talks about how skateboard tricks are invented and shared, and compares the culture of skating, with its trespassing and collaborative building on each other&apos;s ideas, to hacking and open-source communities. HN people recommend it as an inspiring talk on following your creativity, and as the right person drawing the comparison between skaters and hackers.</video:description>
<video:player_loc>https://www.youtube.com/embed/3GVO-MfIl1Q</video:player_loc>
<video:duration>1097</video:duration>
<video:view_count>3089185</video:view_count>
<video:tag>innovation in skateboarding</video:tag>
<video:publication_date>2015-02-02T22:18:31Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2023-03-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.625</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/j02b8Fuz73A/nextstep-release-3-demo</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/j02b8Fuz73A/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>NeXTSTEP Release 3 Demo</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/j02b8Fuz73A/hqdefault.jpg</video:thumbnail_loc>
<video:description>Steve Jobs gives a half-hour demonstration of NeXTSTEP Release 3 from around 1992. It shows the object-oriented environment and its interface builder for assembling graphical applications that talk to a database. HN points to it as a look at an impressive early-1990s environment, and at Jobs honing his demo style.</video:description>
<video:player_loc>https://www.youtube.com/embed/j02b8Fuz73A</video:player_loc>
<video:duration>2109</video:duration>
<video:view_count>624543</video:view_count>
<video:tag>nextstep demo</video:tag>
<video:publication_date>2006-02-04T08:16:28Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2025-12-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.625</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/wpOxbesRNBc/dasher-information-efficient-text-entry</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/wpOxbesRNBc/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>Dasher: information-efficient text entry</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/wpOxbesRNBc/hqdefault.jpg</video:thumbnail_loc>
<video:description>A Google Tech Talk on Dasher, a text-entry interface that works by steering through a stream of letters, with probable letters given more room. It is presented by its inventor, David MacKay, and builds on information theory and arithmetic coding. HN treats it as the standard explanation of how Dasher works and why a different input idea can beat the keyboard for people who cannot type.</video:description>
<video:player_loc>https://www.youtube.com/embed/wpOxbesRNBc</video:player_loc>
<video:duration>3226</video:duration>
<video:view_count>7058</video:view_count>
<video:tag>dasher text entry</video:tag>
<video:publication_date>2007-10-09T02:26:34Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2025-06-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.625</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/Eq3bUFgEcb4/notation-must-die-the-battle-for-how-we-read-music</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/Eq3bUFgEcb4/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>Notation Must Die: The Battle For How We Read Music</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/Eq3bUFgEcb4/hqdefault.jpg</video:thumbnail_loc>
<video:description>A long Tantacrul video, made by the UX designer who leads MuseScore, on the history of Western music notation and the many attempts to replace or simplify it. It explains the tradeoffs behind the current system and why alternative notations have mostly failed. HN people call it the obligatory long-form watch on notation, a great account of why attempts to make music easier to read fail, told by someone with UX design expertise.</video:description>
<video:player_loc>https://www.youtube.com/embed/Eq3bUFgEcb4</video:player_loc>
<video:duration>4581</video:duration>
<video:view_count>1805000</video:view_count>
<video:tag>music notation design</video:tag>
<video:publication_date>2023-11-03T14:00:18Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2026-10-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.6125</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/040ejWnFkj0/how-self-driving-cars-will-destroy-cities-and-what-to-do-about-it</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/040ejWnFkj0/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>How Self-Driving Cars will Destroy Cities (and what to do about it)</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/040ejWnFkj0/hqdefault.jpg</video:thumbnail_loc>
<video:description>A Not Just Bikes video arguing that self-driving cars would worsen car-centric cities even if the technology works. It looks at the second-order effects on urban form, policy and the position of pedestrians and cyclists, and sets out a path toward a dystopian future before suggesting alternatives like trams and rail. HN people recommend it in self-driving car threads as the strongest argument that autonomous vehicles would deepen car dependence, even if some find it a bit doomerist.</video:description>
<video:player_loc>https://www.youtube.com/embed/040ejWnFkj0</video:player_loc>
<video:duration>3277</video:duration>
<video:view_count>2410804</video:view_count>
<video:tag>self-driving cars and cities</video:tag>
<video:publication_date>2024-11-10T17:54:01Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2026-08-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.6125</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/0lvMgMrNDlg/steve-jobs-rare-footage-conducting-a-presentation-on-1980-insanely-great</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/0lvMgMrNDlg/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>Steve Jobs rare footage conducting a presentation on 1980 (Insanely Great)</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/0lvMgMrNDlg/hqdefault.jpg</video:thumbnail_loc>
<video:description>Rare 1980 footage of a young Steve Jobs presenting Apple&apos;s story and intentions up to that point. The clip is titled Insanely Great. HN people share it as proof that Jobs had a polished, natural speaking style almost from the beginning, as a companion to his later keynotes.</video:description>
<video:player_loc>https://www.youtube.com/embed/0lvMgMrNDlg</video:player_loc>
<video:duration>1380</video:duration>
<video:view_count>2831629</video:view_count>
<video:tag>steve jobs 1980 presentation</video:tag>
<video:publication_date>2011-12-12T08:10:20Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2021-02-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.6125</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/LRhbcDzbGSU/get-lamp-the-text-adventure-documentary</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/LRhbcDzbGSU/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>GET LAMP: The Text Adventure Documentary</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/LRhbcDzbGSU/hqdefault.jpg</video:thumbnail_loc>
<video:description>Jason Scott&apos;s documentary about the history of text adventure games and interactive fiction, including interviews with people who made them, among them former Infocom developers. This upload is hosted on the Google TechTalks channel. HN people link it as the obligatory documentary for fans of text adventures, MUDs and Infocom, and as a good history for anyone who came after that era.</video:description>
<video:player_loc>https://www.youtube.com/embed/LRhbcDzbGSU</video:player_loc>
<video:duration>7278</video:duration>
<video:view_count>244110</video:view_count>
<video:tag>text adventure game history</video:tag>
<video:publication_date>2011-03-10T21:59:06Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2026-01-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.6125</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/XuBdf9jYj7o/how-the-dutch-got-their-cycle-paths</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/XuBdf9jYj7o/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>How the Dutch got their cycle paths</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/XuBdf9jYj7o/hqdefault.jpg</video:thumbnail_loc>
<video:description>A short BicycleDutch video on how the Netherlands got its cycle paths. It covers the postwar rise of car traffic, the protest movement against child deaths on the roads in the 1970s, and the shift toward building dedicated bicycle infrastructure. HN people recommend it as a quick, excellent history of how Dutch cycling infrastructure came about, showing that the Dutch also had to make space with effort.</video:description>
<video:player_loc>https://www.youtube.com/embed/XuBdf9jYj7o</video:player_loc>
<video:duration>390</video:duration>
<video:view_count>1221947</video:view_count>
<video:tag>history of dutch cycle paths</video:tag>
<video:publication_date>2011-10-09T22:54:15Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2021-11-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.6125</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/X2wLP0izeJE/ira-glass-on-storytelling-3</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/X2wLP0izeJE/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>Ira Glass on Storytelling 3</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/X2wLP0izeJE/hqdefault.jpg</video:thumbnail_loc>
<video:description>A clip of Ira Glass on the gap between taste and skill in creative work. Beginners have good taste, so they can see their own work falls short, and he says the only way through is to produce a large volume of work. In the clip he also plays and critiques one of his old broadcasts. HN people go back to it whenever their own side projects or creative work look bad, treating it as the definitive pep talk on perseverance when taste outpaces skill.</video:description>
<video:player_loc>https://www.youtube.com/embed/X2wLP0izeJE</video:player_loc>
<video:duration>321</video:duration>
<video:view_count>145651</video:view_count>
<video:tag>taste versus skill gap</video:tag>
<video:publication_date>2009-07-11T17:40:26Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2025-07-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.6125</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/prXuyMCgbTc/exploring-the-tech-and-design-of-noita</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/prXuyMCgbTc/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>Exploring the Tech and Design of Noita</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/prXuyMCgbTc/hqdefault.jpg</video:thumbnail_loc>
<video:description>A GDC talk by the developers of Noita on the tech and design of the game, in which every pixel is simulated. It covers the Falling Everything Engine for pixel physics and terrain deformation, and design lessons including early prototypes. HN people call it legendary for pixel physics and falling-sand simulation, and cite it as the model for their own game engine architectures.</video:description>
<video:player_loc>https://www.youtube.com/embed/prXuyMCgbTc</video:player_loc>
<video:duration>1860</video:duration>
<video:view_count>287752</video:view_count>
<video:tag>noita pixel physics engine</video:tag>
<video:publication_date>2020-01-02T15:17:59Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2026-08-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.6125</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/X9RYuvPCQUA/everything-is-a-remix-2023-edition</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/X9RYuvPCQUA/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>Everything is a Remix (2023 Edition)</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/X9RYuvPCQUA/hqdefault.jpg</video:thumbnail_loc>
<video:description>Kirby Ferguson&apos;s updated 2023 edition of his Everything is a Remix series. It argues that creativity works by copying, transforming and combining existing ideas, with examples from film, music and technology. HN people link it whenever the question of originality comes up, in discussions of pop culture and of generative AI, as the standard case that all culture is remixed.</video:description>
<video:player_loc>https://www.youtube.com/embed/X9RYuvPCQUA</video:player_loc>
<video:duration>3844</video:duration>
<video:view_count>327927</video:view_count>
<video:tag>creativity as remixing</video:tag>
<video:publication_date>2023-03-21T16:41:57Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2026-09-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.6125</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/1qSTcxt2t74/captain-disillusion-world-s-greatest-blenderer-live-at-the-blender-conference</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/1qSTcxt2t74/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>Captain Disillusion: World&apos;s Greatest Blenderer - Live at the Blender Conference 2018</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/1qSTcxt2t74/hqdefault.jpg</video:thumbnail_loc>
<video:description>A comedic talk by VFX debunker Captain Disillusion at the Blender Conference 2018 on using Blender to make his videos. It includes an extended, jokey takedown of Blender&apos;s then-notorious interface. HN people call it an essential, hilarious Blender watch for inspiration, and credit its interface critique with possibly nudging the big UI changes in Blender 2.8.</video:description>
<video:player_loc>https://www.youtube.com/embed/1qSTcxt2t74</video:player_loc>
<video:duration>2504</video:duration>
<video:view_count>2821521</video:view_count>
<video:tag>blender interface critique</video:tag>
<video:publication_date>2018-11-08T15:00:05Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2025-09-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.6125</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/r2CbbBLVaPk/the-user-is-drunk</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/r2CbbBLVaPk/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>The User is Drunk</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/r2CbbBLVaPk/hqdefault.jpg</video:thumbnail_loc>
<video:description>A short talk by Will Dayble of Squareweave on designing as if the user is drunk, meaning they have the attention and vision of a drunk person. The aim is interfaces that stay clear, simple and forgiving when users are distracted or impaired. HN people recommend it as a way for designers and developers to be more sympathetic to users who miss obvious details, and as a favorite startup video.</video:description>
<video:player_loc>https://www.youtube.com/embed/r2CbbBLVaPk</video:player_loc>
<video:duration>263</video:duration>
<video:view_count>274636</video:view_count>
<video:tag>designing for distracted users</video:tag>
<video:publication_date>2013-01-16T04:46:55Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2021-02-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.6000000000000001</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/7vfqkvwW2fs/the-marvel-symphonic-universe</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/7vfqkvwW2fs/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>The Marvel Symphonic Universe</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/7vfqkvwW2fs/hqdefault.jpg</video:thumbnail_loc>
<video:description>An Every Frame a Painting video essay arguing that Marvel film music is forgettable. It looks at how temp music and the habit of editing to placeholder tracks push composers toward imitation, and compares the result with more memorable scores such as Star Wars and James Bond. HN people recommend it as an excellent explanation of why some film scores stick and others fade, noting its insights hold even if you have not seen any Marvel films.</video:description>
<video:player_loc>https://www.youtube.com/embed/7vfqkvwW2fs</video:player_loc>
<video:duration>815</video:duration>
<video:view_count>7951342</video:view_count>
<video:tag>film music and temp tracks</video:tag>
<video:publication_date>2016-09-12T15:46:37Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2026-06-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.6000000000000001</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/VZQoAKJPbh8/in-search-of-tomorrow</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/VZQoAKJPbh8/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>In Search of Tomorrow</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/VZQoAKJPbh8/hqdefault.jpg</video:thumbnail_loc>
<video:description>Chris Granger, creator of the Light Table editor, on what programming could look like in ten years. He walks through iterations of his research prototypes for a more human-friendly programming environment, the work that became Eve, ending with a demo of a semantic wiki and personal knowledge tool. HN people list it among their favorite tech talks on new approaches to programming, praising the prototype iterations as innovative and promising, and its semantic-wiki demo as a model for personal knowledge tools.</video:description>
<video:player_loc>https://www.youtube.com/embed/VZQoAKJPbh8</video:player_loc>
<video:duration>3387</video:duration>
<video:view_count>17547</video:view_count>
<video:tag>future of programming environments</video:tag>
<video:publication_date>2015-12-11T22:14:35Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2018-11-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.6000000000000001</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/U4FNBMZsqrY/doom-behind-the-music</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/U4FNBMZsqrY/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>DOOM: Behind the Music</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/U4FNBMZsqrY/hqdefault.jpg</video:thumbnail_loc>
<video:description>Mick Gordon&apos;s GDC 2017 talk on composing and sound-designing the music for DOOM (2016). He shows the experiments, synthesizers, effects chains and instrument design behind the soundtrack, and tells stories about the process. HN people call it one of the best conference talks, a master of his craft letting loose and explaining how he built the sounds, a lesson in process and change.</video:description>
<video:player_loc>https://www.youtube.com/embed/U4FNBMZsqrY</video:player_loc>
<video:duration>3657</video:duration>
<video:view_count>1788187</video:view_count>
<video:tag>doom 2016 sound design</video:tag>
<video:publication_date>2017-08-22T16:40:05Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2026-08-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.6000000000000001</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/p2LZLYcu_JY/alan-kay-doing-with-images-makes-symbols-full-version</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/p2LZLYcu_JY/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>Alan Kay: Doing with Images Makes Symbols (Full Version)</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/p2LZLYcu_JY/hqdefault.jpg</video:thumbnail_loc>
<video:description>A full-length lecture by Alan Kay from the 1980s, Doing with Images Makes Symbols, on how people learn through doing, images and symbols. It includes demos of Smalltalk and other interactive systems, among them programs written by children. HN people name it a favorite tech talk, a rich summary of software systems with good ideas, and the proof that old, forgotten software could be far more inspiring than today&apos;s.</video:description>
<video:player_loc>https://www.youtube.com/embed/p2LZLYcu_JY</video:player_loc>
<video:duration>5865</video:duration>
<video:view_count>44371</video:view_count>
<video:tag>alan kay learning and interfaces</video:tag>
<video:publication_date>2015-04-29T08:35:31Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2023-10-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.6000000000000001</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/y_SXXTBypIg/the-truth-about-american-cities-part-1-strong-towns-st01</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/y_SXXTBypIg/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>The Truth about American Cities - Part 1 - Strong Towns [ST01]</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/y_SXXTBypIg/hqdefault.jpg</video:thumbnail_loc>
<video:description>The first part of a Not Just Bikes series summarizing the ideas of Strong Towns. It argues that spread-out, car-oriented American development costs cities more to maintain than it brings in, which makes it financially unsustainable. HN people point to the series as the best introduction to why suburban sprawl and parking mandates are bad for cities, and as an eye-opener for people who only know car-centric infrastructure.</video:description>
<video:player_loc>https://www.youtube.com/embed/y_SXXTBypIg</video:player_loc>
<video:duration>332</video:duration>
<video:view_count>858073</video:view_count>
<video:tag>strong towns and suburban sprawl</video:tag>
<video:publication_date>2020-11-02T18:59:52Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2025-09-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.6000000000000001</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/6orsmFndx_o/ivan-sutherland-sketchpad-demo-1963</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/6orsmFndx_o/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>Ivan Sutherland Sketchpad Demo 1963</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/6orsmFndx_o/hqdefault.jpg</video:thumbnail_loc>
<video:description>A film demonstration of Ivan Sutherland&apos;s Sketchpad, the software from his 1963 MIT thesis for drawing on a screen with a light pen. It shows constraints, snapping to objects and reusable drawings, early ideas of interactive graphics. HN treats it as the origin of interactive computer graphics and direct-manipulation interfaces, which took decades to reach the mainstream.</video:description>
<video:player_loc>https://www.youtube.com/embed/6orsmFndx_o</video:player_loc>
<video:duration>1160</video:duration>
<video:view_count>136412</video:view_count>
<video:tag>sketchpad 1963 demo</video:tag>
<video:publication_date>2012-05-30T10:36:59Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2025-12-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.6000000000000001</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/bnKIVX968PQ/the-lively-and-liveable-neighbourhoods-that-are-illegal-in-most-of-north-america</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/bnKIVX968PQ/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>The Lively &amp; Liveable Neighbourhoods that are Illegal in Most of North America</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/bnKIVX968PQ/hqdefault.jpg</video:thumbnail_loc>
<video:description>A Not Just Bikes video on mixed-use, human-scale neighbourhoods of low-rise buildings and narrow streets that support walking, cycling and local shops. It explains why zoning rules make them illegal in most of North America, and pushes back on the idea that old cities were simply built for walking. HN people send it to anyone who thinks the only options are a dense city or car-dependent suburbs, as a clear case for gentle density and better ways of building cities.</video:description>
<video:player_loc>https://www.youtube.com/embed/bnKIVX968PQ</video:player_loc>
<video:duration>439</video:duration>
<video:view_count>1958563</video:view_count>
<video:tag>walkable mixed-use neighbourhoods</video:tag>
<video:publication_date>2020-06-29T07:59:52Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2022-07-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.6000000000000001</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/yMjPqr1s-cg/ted-nelson-s-eulogy-for-douglas-engelbart</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/yMjPqr1s-cg/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>Ted Nelson&apos;s Eulogy for Douglas Engelbart</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/yMjPqr1s-cg/hqdefault.jpg</video:thumbnail_loc>
<video:description>Ted Nelson delivers a eulogy for his friend Douglas Engelbart at the Computer History Museum in Mountain View. He remembers Engelbart&apos;s vision of augmenting human intellect and how little of it the computer industry took on. HN reads it as a moving tribute that shows Engelbart&apos;s most important ideas were ignored in the computing that followed.</video:description>
<video:player_loc>https://www.youtube.com/embed/yMjPqr1s-cg</video:player_loc>
<video:duration>446</video:duration>
<video:view_count>16827</video:view_count>
<video:tag>engelbart eulogy</video:tag>
<video:publication_date>2013-12-14T19:02:16Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2023-04-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.6000000000000001</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/wh4aWZRtTwU/brown-color-is-weird</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/wh4aWZRtTwU/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>Brown; color is weird</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/wh4aWZRtTwU/hqdefault.jpg</video:thumbnail_loc>
<video:description>A Technology Connections video on the colour brown. It explains that brown is not a distinct colour of light but orange or yellow seen in context next to brighter surroundings, and what that means for how screens and RGB represent colour. HN people recommend it as a fun, understandable demonstration of how strange colour perception is, and cite it in threads on CSS colours and colour spaces.</video:description>
<video:player_loc>https://www.youtube.com/embed/wh4aWZRtTwU</video:player_loc>
<video:duration>1275</video:duration>
<video:view_count>5279253</video:view_count>
<video:tag>the colour brown</video:tag>
<video:publication_date>2020-02-13T21:40:13Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2025-02-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.6000000000000001</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/z_dt7NG38V4/eric-bier-demonstrates-cedar</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/z_dt7NG38V4/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>Eric Bier Demonstrates Cedar</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/z_dt7NG38V4/hqdefault.jpg</video:thumbnail_loc>
<video:description>Eric Bier of Xerox PARC demonstrates Cedar, the integrated programming and document environment built at PARC, in a Computer History Museum session. It shows early features such as text selection with copy and move commands and active Tioga documents. HN people treat it as time travel to a world of live, whole-system environments, holding it up as what a modern desktop OS should look like.</video:description>
<video:player_loc>https://www.youtube.com/embed/z_dt7NG38V4</video:player_loc>
<video:duration>6967</video:duration>
<video:view_count>7597</video:view_count>
<video:tag>xerox parc cedar environment</video:tag>
<video:publication_date>2019-04-17T22:43:32Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2022-02-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.6000000000000001</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/wfm2xCKOCNk/why-japan-looks-the-way-it-does-zoning</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/wfm2xCKOCNk/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>Why Japan Looks the Way it Does: Zoning</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/wfm2xCKOCNk/hqdefault.jpg</video:thumbnail_loc>
<video:description>A Life Where I&apos;m From video on Japan&apos;s zoning system and how it shapes the look of Japanese cities. It explains how broad, permissive zones allow mixed uses, small businesses, narrow streets and affordable housing side by side. HN people send it as the primer on how Japan&apos;s lax zoning enables walkable, livable and affordable neighbourhoods, usually as a comparison point in debates about zoning and housing.</video:description>
<video:player_loc>https://www.youtube.com/embed/wfm2xCKOCNk</video:player_loc>
<video:duration>875</video:duration>
<video:view_count>639202</video:view_count>
<video:tag>japanese zoning and city form</video:tag>
<video:publication_date>2021-10-10T14:55:06Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2026-01-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.5875</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/QMYfkOtYYlg/ascii-fluid-dynamics-ioccc2012-endoh1-c</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/QMYfkOtYYlg/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>ASCII fluid dynamics -- IOCCC2012 endoh1.c</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/QMYfkOtYYlg/hqdefault.jpg</video:thumbnail_loc>
<video:description>A video of Yusuke Endoh&apos;s winning entry to the 2012 International Obfuscated C Code Contest: a tiny C program that turns its own source text into a running fluid simulation rendered in ASCII. The source file shown at the start is the program, and it can be fed to itself as input. HN keeps pointing to it as the most astonishing piece of code-as-art, a full fluid sim in a few lines of obfuscated C.</video:description>
<video:player_loc>https://www.youtube.com/embed/QMYfkOtYYlg</video:player_loc>
<video:duration>189</video:duration>
<video:view_count>1687570</video:view_count>
<video:tag>ASCII fluid simulation in obfuscated C</video:tag>
<video:publication_date>2013-11-24T11:41:50Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2023-08-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.5875</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/17jymDn0W6U/the-known-universe-by-amnh-datavisualization</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/17jymDn0W6U/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>The Known Universe by AMNH #datavisualization</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/17jymDn0W6U/hqdefault.jpg</video:thumbnail_loc>
<video:description>A visualization from the American Museum of Natural History that flies outward from Earth through the solar system and galaxy to the edge of the observable universe, using astronomical survey data. HN people share it as a mind-boggling, eye-opening sense of cosmic scale, often alongside other scale-of-the-universe visualizations.</video:description>
<video:player_loc>https://www.youtube.com/embed/17jymDn0W6U</video:player_loc>
<video:duration>391</video:duration>
<video:view_count>17259435</video:view_count>
<video:tag>known universe data visualization</video:tag>
<video:publication_date>2009-12-15T14:58:00Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2021-02-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.5875</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/niKblgZupOc/cga-graphics-not-as-bad-as-you-thought</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/niKblgZupOc/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>CGA Graphics - Not as bad as you thought!</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/niKblgZupOc/hqdefault.jpg</video:thumbnail_loc>
<video:description>The 8-Bit Guy on how the IBM CGA graphics card really looked in its day. He shows that its four-colour modes and the composite-monitor artifacting tricks gave games far better colour than the garish palettes people remember from digital RGB monitors. HN people use it as the go-to description of what CGA was really like, explaining how developers exploited composite signals and why many CGA games look worse on modern setups.</video:description>
<video:player_loc>https://www.youtube.com/embed/niKblgZupOc</video:player_loc>
<video:duration>687</video:duration>
<video:view_count>2379586</video:view_count>
<video:tag>cga graphics and artifacting</video:tag>
<video:publication_date>2016-03-26T18:43:45Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2021-11-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.5875</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/49p1JVLHUos/10-bullets-by-tom-sachs</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/49p1JVLHUos/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>10 Bullets. By Tom Sachs</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/49p1JVLHUos/hqdefault.jpg</video:thumbnail_loc>
<video:description>10 Bullets is a video by artist Tom Sachs laying out the working principles of his studio, a set of rules for how to work, care for tools and treat others. It is known in part for the principle Always Be Knolling. HN people treat it as a studio manual worth borrowing from for offices, noting that one submission calls it required viewing for new employees, and cite its knolling rule.</video:description>
<video:player_loc>https://www.youtube.com/embed/49p1JVLHUos</video:player_loc>
<video:duration>1268</video:duration>
<video:view_count>1100500</video:view_count>
<video:tag>studio work principles</video:tag>
<video:publication_date>2010-12-06T23:29:43Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2024-08-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.5875</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/uTdyb-RWNKo/general-magic-official-trailer</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/uTdyb-RWNKo/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>GENERAL MAGIC - Official Trailer</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/uTdyb-RWNKo/hqdefault.jpg</video:thumbnail_loc>
<video:description>The official trailer for the documentary General Magic, about the 1990s Apple spin-off that tried to build a handheld communicator years before the smartphone. It features many of the team who later shaped companies across Silicon Valley. This is the trailer, not the full film. HN people recommend the film as a pretty good story of the team that tried to build an iPhone-like device from 1989, and as an Apple side story that seeded much of Silicon Valley.</video:description>
<video:player_loc>https://www.youtube.com/embed/uTdyb-RWNKo</video:player_loc>
<video:duration>146</video:duration>
<video:view_count>354828</video:view_count>
<video:tag>general magic handheld device</video:tag>
<video:publication_date>2018-07-11T16:50:08Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2024-12-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.5875</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/Z1qyvQsjK5Y/immediate-mode-graphical-user-interfaces-2005</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/Z1qyvQsjK5Y/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>Immediate-Mode Graphical User Interfaces - 2005</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/Z1qyvQsjK5Y/hqdefault.jpg</video:thumbnail_loc>
<video:description>Casey Muratori&apos;s 2005 video lecture and demo on immediate-mode graphical user interfaces, a way of writing UI code where the interface is described each frame instead of being kept as retained widget state. It includes a description of minimal-state button logic. HN people point to it as the origin of immediate-mode GUIs and the clearest explanation of the technique, recommended whenever Dear ImGui and similar libraries come up.</video:description>
<video:player_loc>https://www.youtube.com/embed/Z1qyvQsjK5Y</video:player_loc>
<video:duration>2412</video:duration>
<video:view_count>149859</video:view_count>
<video:tag>immediate-mode gui</video:tag>
<video:publication_date>2016-05-12T07:47:24Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2024-07-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.5875</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/LIIBRr31DIU/making-of-second-reality-future-crew</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/LIIBRr31DIU/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>Making of Second Reality / Future Crew</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/LIIBRr31DIU/hqdefault.jpg</video:thumbnail_loc>
<video:description>A making-of film from 1993 about Second Reality, the demo by the demoscene group Future Crew. It shows the young team working on one of the most famous PC demos of all time, on hardware with little memory and CPU. HN people share it as rare footage of the legendary demo&apos;s creation, and as a window into what young coders could do with tiny machines.</video:description>
<video:player_loc>https://www.youtube.com/embed/LIIBRr31DIU</video:player_loc>
<video:duration>564</video:duration>
<video:view_count>184333</video:view_count>
<video:tag>making of second reality</video:tag>
<video:publication_date>2010-08-09T21:32:29Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2024-03-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.5875</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/gV5obrYaogU/symbolics-s-packages-3d-graphics-and-animation-demo</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/gV5obrYaogU/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>SYMBOLICS S-PACKAGES 3D GRAPHICS AND ANIMATION DEMO</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/gV5obrYaogU/hqdefault.jpg</video:thumbnail_loc>
<video:description>A demo of the Symbolics S-Packages, a 3D graphics and animation software suite that ran on Symbolics Lisp machines. It shows modelling, painting and animation tools from the Lisp-machine era. HN people share it as a shock that so much of modern 3D and image tooling was already done, and done well, on 1980s Lisp machines, often alongside Xerox PARC demos.</video:description>
<video:player_loc>https://www.youtube.com/embed/gV5obrYaogU</video:player_loc>
<video:duration>1756</video:duration>
<video:view_count>14162</video:view_count>
<video:tag>symbolics lisp machine 3d graphics</video:tag>
<video:publication_date>2013-08-08T06:43:30Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2024-10-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.5875</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/suRDUFpsHus/mad-men-the-carousel-higher-quality</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/suRDUFpsHus/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>Mad Men - The Carousel (Higher Quality)</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/suRDUFpsHus/hqdefault.jpg</video:thumbnail_loc>
<video:description>The Kodak Carousel pitch scene from the TV series Mad Men, the season one finale, in which ad man Don Draper pitches Kodak&apos;s slide projector by turning it into an appeal to nostalgia. It is a clip of fiction, but a widely admired lesson in selling an experience rather than a product. HN people hold it up as one of the best pitches ever made and use it to explain how nostalgia and emotion sell products.</video:description>
<video:player_loc>https://www.youtube.com/embed/suRDUFpsHus</video:player_loc>
<video:duration>206</video:duration>
<video:view_count>2426499</video:view_count>
<video:tag>mad men kodak carousel pitch</video:tag>
<video:publication_date>2008-05-16T00:29:20Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2022-07-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.5875</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/CTV-wwszGw8/cities-aren-t-loud-cars-are-loud</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/CTV-wwszGw8/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>Cities Aren&apos;t Loud: Cars Are Loud</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/CTV-wwszGw8/hqdefault.jpg</video:thumbnail_loc>
<video:description>A Not Just Bikes video arguing that the noise people blame on cities mostly comes from cars. It compares the soundscape of quiet Dutch and European streets with car-heavy ones, and looks at noise sources such as mopeds and at how traffic noise could be reduced. HN people recommend it as an eye-opening case that traffic noise is something we take for granted and that proven fixes exist, often when noise and car-centric planning come up.</video:description>
<video:player_loc>https://www.youtube.com/embed/CTV-wwszGw8</video:player_loc>
<video:duration>1028</video:duration>
<video:view_count>2345258</video:view_count>
<video:tag>car noise in cities</video:tag>
<video:publication_date>2021-06-28T19:00:13Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2025-12-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.5875</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/Hy4QjmKzF1c/how-to-make-an-attractive-city</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/Hy4QjmKzF1c/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>How to Make an Attractive City</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/Hy4QjmKzF1c/hqdefault.jpg</video:thumbnail_loc>
<video:description>A School of Life video essay on what makes cities attractive or ugly. It argues that beauty in cities comes from shared rules on how buildings look, as in Amsterdam or Barcelona, rather than leaving the look of the city to property developers. HN people say it explains why some cities are beautiful and others ugly, and that it changed their opinions on city planning and building guidelines.</video:description>
<video:player_loc>https://www.youtube.com/embed/Hy4QjmKzF1c</video:player_loc>
<video:duration>861</video:duration>
<video:view_count>3195289</video:view_count>
<video:tag>what makes a city attractive</video:tag>
<video:publication_date>2015-01-26T13:22:46Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2018-06-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.5875</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/bglWCuCMSWc/the-wrong-way-to-set-speed-limits-st06</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/bglWCuCMSWc/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>The Wrong Way to Set Speed Limits [ST06]</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/bglWCuCMSWc/hqdefault.jpg</video:thumbnail_loc>
<video:description>Not Just Bikes explains why posted speed limits and the 85th percentile method don&apos;t control how fast people drive. He argues that road design sets real speeds, and that streets need to be built so the safe speed is the natural one. HN people cite it as the video that made them see street design, not rules, as what governs driver behavior.</video:description>
<video:player_loc>https://www.youtube.com/embed/bglWCuCMSWc</video:player_loc>
<video:duration>669</video:duration>
<video:view_count>2100003</video:view_count>
<video:tag>street design versus speed limits</video:tag>
<video:publication_date>2021-09-06T19:00:12Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2024-05-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.5875</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/1jHUY3qoBu8/learn-low-poly-modeling-in-blender-2-9-2-8</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/1jHUY3qoBu8/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>Learn Low Poly Modeling in Blender 2.9 / 2.8</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/1jHUY3qoBu8/hqdefault.jpg</video:thumbnail_loc>
<video:description>Imphenzia&apos;s beginner-friendly Blender tutorial on low poly modeling, made for Blender 2.8 and 2.9. It walks through the core modeling tools and workflow by building simple low poly objects, with the aim of getting a newcomer comfortable with the program. HN people say it is the video that finally made Blender click for them, because it teaches the tools rather than a rote project.</video:description>
<video:player_loc>https://www.youtube.com/embed/1jHUY3qoBu8</video:player_loc>
<video:duration>4996</video:duration>
<video:view_count>2083911</video:view_count>
<video:tag>low poly 3D modeling in Blender</video:tag>
<video:publication_date>2020-06-25T03:05:44Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2025-08-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.5875</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/2u6HTG8LuXQ/nintendo-putting-play-first</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/2u6HTG8LuXQ/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>Nintendo - Putting Play First</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/2u6HTG8LuXQ/hqdefault.jpg</video:thumbnail_loc>
<video:description>Mark Brown of Game Maker&apos;s Toolkit examines how Nintendo designs its games by starting from a core mechanic and finding what makes it fun before building a game around it. He draws on Miyamoto&apos;s comments and examples from Nintendo&apos;s games to show this play-first, iterate-on-the-fundamentals approach. HN people use it as the go-to explanation of Nintendo&apos;s mechanic-first, iterative design philosophy.</video:description>
<video:player_loc>https://www.youtube.com/embed/2u6HTG8LuXQ</video:player_loc>
<video:duration>722</video:duration>
<video:view_count>996979</video:view_count>
<video:tag>Nintendo&apos;s play-first game design process</video:tag>
<video:publication_date>2016-11-11T11:10:10Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2025-01-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.5875</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/8JOD1AQGqEg/the-web-that-never-was-dylan-beattie</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/8JOD1AQGqEg/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>The Web That Never Was - Dylan Beattie</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/8JOD1AQGqEg/hqdefault.jpg</video:thumbnail_loc>
<video:description>Dylan Beattie&apos;s NDC talk, The Web That Never Was, an entertaining alternate history of the web that imagines how it might have turned out differently. It opens with a poem before the talk proper. HN people link it whenever someone talks about forking or rebuilding the web, as the favorite take on a hypothetical alternative web, though one finds it loose on some details.</video:description>
<video:player_loc>https://www.youtube.com/embed/8JOD1AQGqEg</video:player_loc>
<video:duration>3706</video:duration>
<video:view_count>95726</video:view_count>
<video:tag>alternate history of the web</video:tag>
<video:publication_date>2018-11-13T13:35:13Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2026-05-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.5875</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/VAhHkJQ3KgY/dwarf-fortress-creator-explains-its-complexity-and-origins-noclip-interview</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/VAhHkJQ3KgY/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>Dwarf Fortress Creator Explains its Complexity &amp; Origins | Noclip Interview</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/VAhHkJQ3KgY/hqdefault.jpg</video:thumbnail_loc>
<video:description>A /noclip interview with Tarn Adams, co-creator of Dwarf Fortress, about the game&apos;s origins, its enormous simulation depth and how it has been developed over many years. It stays at the level of game design and history rather than technical implementation. HN recommends it as the best window into how deep and emergent Dwarf Fortress is and how slowly and obsessively it was built.</video:description>
<video:player_loc>https://www.youtube.com/embed/VAhHkJQ3KgY</video:player_loc>
<video:duration>1400</video:duration>
<video:view_count>2027166</video:view_count>
<video:tag>Dwarf Fortress and emergent simulation design</video:tag>
<video:publication_date>2020-06-09T17:09:29Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2022-11-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.575</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/E8Lhqri8tZk/1-500-slot-machines-walk-into-a-bar-adventures-in-quantity-over-quality</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/E8Lhqri8tZk/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>1,500 Slot Machines Walk into a Bar: Adventures in Quantity Over Quality</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/E8Lhqri8tZk/hqdefault.jpg</video:thumbnail_loc>
<video:description>A GDC 2019 talk about a studio that churned out more than 1,500 slot-machine apps from the same Unity-based shovelware, generating the variants procedurally. A humorous account of quantity over quality in the app stores, including their joking anti-retention model. HN people call it one of the best GDC talks, recommended as a funny way to see how bad the app-store and ad-driven game market could get.</video:description>
<video:player_loc>https://www.youtube.com/embed/E8Lhqri8tZk</video:player_loc>
<video:duration>3627</video:duration>
<video:view_count>183608</video:view_count>
<video:tag>mass-produced slot machine apps</video:tag>
<video:publication_date>2019-06-25T16:32:41Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2024-10-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.575</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/AxFzf6yIfcc/jonathan-blow-game-design-the-medium-is-the-message</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/AxFzf6yIfcc/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>Jonathan Blow: Game design: the medium is the message</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/AxFzf6yIfcc/hqdefault.jpg</video:thumbnail_loc>
<video:description>Jonathan Blow, creator of Braid, on how the medium shapes the message in game design. He starts from television, where commercial constraints shape what shows get made, and moves to free-to-play and micro-payment games and how their business model distorts design. HN people send it as the sharpest critique of free-to-play, showing how payment models decide the structure and quality of games, using the comparison of 70s TV and HBO.</video:description>
<video:player_loc>https://www.youtube.com/embed/AxFzf6yIfcc</video:player_loc>
<video:duration>2907</video:duration>
<video:view_count>118915</video:view_count>
<video:tag>free-to-play and game design</video:tag>
<video:publication_date>2013-11-03T11:03:45Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2020-06-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.575</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/pnv5iKB2hl4/why-city-flags-may-be-the-worst-designed-thing-you-ve-never-noticed-roman-mars</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/pnv5iKB2hl4/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>Why city flags may be the worst-designed thing you&apos;ve never noticed | Roman Mars</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/pnv5iKB2hl4/hqdefault.jpg</video:thumbnail_loc>
<video:description>Roman Mars of 99% Invisible gives a short TED talk on why many city flags are poorly designed. He uses the principles of good flag design, drawing on vexillology and Ted Kaye&apos;s work, to contrast memorable flags such as Chicago&apos;s with cluttered seal-on-a-bedsheet designs. HN people treat it as the must-watch short talk whenever flag, logo or rebrand design comes up.</video:description>
<video:player_loc>https://www.youtube.com/embed/pnv5iKB2hl4</video:player_loc>
<video:duration>1099</video:duration>
<video:view_count>5169044</video:view_count>
<video:tag>principles of good flag design</video:tag>
<video:publication_date>2015-05-14T16:19:02Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2026-06-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.575</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/KdnGPQaICjk/computers-for-cynics-0-the-myth-of-technology</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/KdnGPQaICjk/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>Computers for Cynics 0 - The Myth of Technology</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/KdnGPQaICjk/hqdefault.jpg</video:thumbnail_loc>
<video:description>The opening episode of Ted Nelson&apos;s Computers for Cynics series, in which the hypertext pioneer talks straight to the camera about what &apos;technology&apos; really means. He argues that much of what we call technology is packaging and arbitrary historical decisions, not inevitability. HN treats it as a witty, contrarian reframing that exposes how arbitrary many computing decisions were.</video:description>
<video:player_loc>https://www.youtube.com/embed/KdnGPQaICjk</video:player_loc>
<video:duration>886</video:duration>
<video:view_count>33255</video:view_count>
<video:tag>technology as packaging and arbitrary choices</video:tag>
<video:publication_date>2012-05-22T09:20:51Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2024-05-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.575</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/Cn4vC80Pv6Q/xerox-star-user-interface-1982-1-of-2</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/Cn4vC80Pv6Q/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>Xerox Star User Interface (1982) 1 of 2</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/Cn4vC80Pv6Q/hqdefault.jpg</video:thumbnail_loc>
<video:description>A 1982 demonstration, part one of two, of the Xerox Star user interface. It shows the desktop, icons, windows and mouse use, together with dedicated keys for commands such as copy, find and repeat. HN people point to it as the way to get a complete picture of the Star, a system where complex tasks needed almost no learning curve.</video:description>
<video:player_loc>https://www.youtube.com/embed/Cn4vC80Pv6Q</video:player_loc>
<video:duration>522</video:duration>
<video:view_count>337084</video:view_count>
<video:tag>xerox star interface</video:tag>
<video:publication_date>2009-08-28T19:59:01Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2019-11-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.575</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/KPoeNZZ6H4s/giving-personality-to-procedural-animations-using-math</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/KPoeNZZ6H4s/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>Giving Personality to Procedural Animations using Math</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/KPoeNZZ6H4s/hqdefault.jpg</video:thumbnail_loc>
<video:description>A video by t3ssel8r on giving procedural animation personality with a simple mathematical system that has adjustable parameters. Tuning it produces motion with springy overshoot and anticipation instead of stiff movement, shown with game-style examples. HN people point to the creator as the example of procedural animation done with fantastic results, and many submitted the video itself.</video:description>
<video:player_loc>https://www.youtube.com/embed/KPoeNZZ6H4s</video:player_loc>
<video:duration>930</video:duration>
<video:view_count>3142409</video:view_count>
<video:tag>procedural animation with math</video:tag>
<video:publication_date>2022-06-29T12:10:43Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2025-01-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.575</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/5V1ynVyud4M/eve-by-chris-granger</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/5V1ynVyud4M/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>&quot;Eve&quot; by Chris Granger</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/5V1ynVyud4M/hqdefault.jpg</video:thumbnail_loc>
<video:description>Chris Granger&apos;s Strange Loop 2015 talk on Eve, his project to rethink programming for humans after Light Table. It shows early prototypes, including a table-based one that the project later moved away from. HN people list it as an interesting look at one of the most serious attempts at Bret Victor-style programming tools, including how those approaches fail in practice.</video:description>
<video:player_loc>https://www.youtube.com/embed/5V1ynVyud4M</video:player_loc>
<video:duration>2764</video:duration>
<video:view_count>26605</video:view_count>
<video:tag>eve programming environment</video:tag>
<video:publication_date>2015-09-28T13:19:42Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2023-01-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.575</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/90NsjKvz9Ns/mark-dimarco-user-interface-algorithms-jsconf2014</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/90NsjKvz9Ns/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>Mark DiMarco: User Interface Algorithms [JSConf2014]</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/90NsjKvz9Ns/hqdefault.jpg</video:thumbnail_loc>
<video:description>Mark DiMarco&apos;s JSConf 2014 talk on algorithms for user interfaces. It shows how techniques such as Voronoi diagrams can make small or thin hover targets easier to hit, and argues that algorithms matter in front-end work. HN people cite it for the Voronoi-diagram approach to hover targets and as proof that algorithms play a real role in front-end engineering.</video:description>
<video:player_loc>https://www.youtube.com/embed/90NsjKvz9Ns</video:player_loc>
<video:duration>1662</video:duration>
<video:view_count>52486</video:view_count>
<video:tag>algorithms for user interfaces</video:tag>
<video:publication_date>2014-06-11T09:53:37Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2015-07-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.5625</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/HLRdruqQfRk/uppestcase-and-lowestcase-letters-advances-in-derp-learning</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/HLRdruqQfRk/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>Uppestcase and Lowestcase Letters  [advances in derp learning]</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/HLRdruqQfRk/hqdefault.jpg</video:thumbnail_loc>
<video:description>Tom Murphy VII (suckerpinch) presents his SIGBOVIK 2021 research on inventing new letterforms past upper and lowercase, using machine learning to generate &apos;uppestcase&apos; and &apos;lowestcase&apos; letters. It is a comic but surprisingly thorough exploration of how letters can be represented and extrapolated. HN people call it pure gold, among the most entertaining and educational things on letterforms and machine learning.</video:description>
<video:player_loc>https://www.youtube.com/embed/HLRdruqQfRk</video:player_loc>
<video:duration>1453</video:duration>
<video:view_count>476925</video:view_count>
<video:tag>generating new letterforms with machine learning</video:tag>
<video:publication_date>2021-04-01T23:30:00Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2024-03-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.5625</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/f4s1h2YETNY/an-introduction-to-shader-art-coding</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/f4s1h2YETNY/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>An introduction to Shader Art Coding</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/f4s1h2YETNY/hqdefault.jpg</video:thumbnail_loc>
<video:description>A tutorial by kishimisu that teaches shader art from scratch, building up a colourful animated fragment shader step by step. It covers the shader mindset, coordinates, distance functions, palettes and iteration, written as GLSL in the browser. HN people treat it as the friendliest entry point to making art with shaders, often listed next to The Book of Shaders.</video:description>
<video:player_loc>https://www.youtube.com/embed/f4s1h2YETNY</video:player_loc>
<video:duration>1360</video:duration>
<video:view_count>1300386</video:view_count>
<video:tag>introduction to shader art coding</video:tag>
<video:publication_date>2023-05-20T08:07:19Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2024-09-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.5625</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/lnnsDi7Sxq0/classic-game-postmortem-ultima-online</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/lnnsDi7Sxq0/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>Classic Game Postmortem: Ultima Online</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/lnnsDi7Sxq0/hqdefault.jpg</video:thumbnail_loc>
<video:description>The GDC 2018 postmortem of Ultima Online, given by members of the original team for the game&apos;s 20th anniversary. They tell candid stories about building one of the first big MMOs, including the origin of the shard model and how players broke or protested the systems they designed. HN people call it a must-watch for anyone interested in MMOs, with frank stories of players defying designers&apos; plans.</video:description>
<video:player_loc>https://www.youtube.com/embed/lnnsDi7Sxq0</video:player_loc>
<video:duration>3587</video:duration>
<video:view_count>183611</video:view_count>
<video:tag>Ultima Online postmortem</video:tag>
<video:publication_date>2018-09-25T16:37:20Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2024-08-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.5625</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/7Nw6qyyrTeI/suburbia-is-subsidized-here-s-the-math-st07</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/7Nw6qyyrTeI/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>Suburbia is Subsidized: Here&apos;s the Math [ST07]</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/7Nw6qyyrTeI/hqdefault.jpg</video:thumbnail_loc>
<video:description>Part 7 of Not Just Bikes&apos; Strong Towns series. It walks through the math of why low-density, car-dependent suburbs bring in less tax revenue than it costs to maintain their roads and utilities, with denser inner-city areas covering the gap. HN people use it as the go-to explanation that suburbs are subsidized by city cores, often when arguing about sprawl, zoning and downtown tax revenue.</video:description>
<video:player_loc>https://www.youtube.com/embed/7Nw6qyyrTeI</video:player_loc>
<video:duration>616</video:duration>
<video:view_count>1460012</video:view_count>
<video:tag>suburban subsidies and city finances</video:tag>
<video:publication_date>2022-03-07T20:00:09Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2026-02-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.5625</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/8SkdfdXWYaI/using-python-to-code-by-voice</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/8SkdfdXWYaI/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>Using Python to Code by Voice</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/8SkdfdXWYaI/hqdefault.jpg</video:thumbnail_loc>
<video:description>Tavis Rudd&apos;s PyCon 2013 talk and demo of writing Python by voice. After severe RSI, he built a system on Dragon speech recognition and custom Python scripts that lets him code and edit in Emacs with a made-up spoken command language. HN people recommend it to anyone with RSI or who cannot type, and as the amazing starting point that helped them build their own voice-coding systems.</video:description>
<video:player_loc>https://www.youtube.com/embed/8SkdfdXWYaI</video:player_loc>
<video:duration>1697</video:duration>
<video:view_count>347842</video:view_count>
<video:tag>programming by voice</video:tag>
<video:publication_date>2013-03-21T00:39:57Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2025-04-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.5625</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/5q-BH-tvxEg/machine-with-concrete-arthur-ganson</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/5q-BH-tvxEg/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>Machine with Concrete - Arthur Ganson</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/5q-BH-tvxEg/hqdefault.jpg</video:thumbnail_loc>
<video:description>Machine with Concrete is a kinetic sculpture by Arthur Ganson. A motor drives a chain of worm-gear pairs, each cutting the speed to one fiftieth, so the last gear, embedded in concrete, turns far too slowly to see. HN people share it as a fun, punchline-driven companion to gear-ratio demos, liking how Ganson&apos;s work often hides a joke in the mechanism.</video:description>
<video:player_loc>https://www.youtube.com/embed/5q-BH-tvxEg</video:player_loc>
<video:duration>60</video:duration>
<video:view_count>1248426</video:view_count>
<video:tag>gear reduction kinetic sculpture</video:tag>
<video:publication_date>2008-11-29T23:22:39Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2026-01-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.5625</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/whPWKecazgM/world-building-in-blender-ian-hubert</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/whPWKecazgM/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>World Building in Blender - Ian Hubert</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/whPWKecazgM/hqdefault.jpg</video:thumbnail_loc>
<video:description>Ian Hubert&apos;s Blender Conference talk on how he builds large 3D environments quickly from simple shapes and clever tricks. Topics include photogrammetry, camera projection and projection mapping, which let a single artist produce film-looking worlds. HN people recommend it as proof that one person with simple tools can build rich, convincing 3D worlds fast.</video:description>
<video:player_loc>https://www.youtube.com/embed/whPWKecazgM</video:player_loc>
<video:duration>2145</video:duration>
<video:view_count>2228889</video:view_count>
<video:tag>fast 3D environment building in Blender</video:tag>
<video:publication_date>2019-10-24T12:02:43Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2026-03-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.5625</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/6Cf7IL_eZ38/a-day-made-of-glass-made-possible-by-corning-2011</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/6Cf7IL_eZ38/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>A Day Made of Glass... Made possible by Corning. (2011)</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/6Cf7IL_eZ38/hqdefault.jpg</video:thumbnail_loc>
<video:description>A 2011 concept film from Corning imagining a day in a world where glass displays and touch surfaces are everywhere, from the home to the car to school and work. HN people love it as an inspiring future-vision ad whose everyday examples feel more believable than other glass-world concepts.</video:description>
<video:player_loc>https://www.youtube.com/embed/6Cf7IL_eZ38</video:player_loc>
<video:duration>333</video:duration>
<video:view_count>27341191</video:view_count>
<video:tag>future vision of ubiquitous glass displays</video:tag>
<video:publication_date>2011-02-07T14:54:13Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2023-08-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.5625</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/6h3RJhoqgK8/mike-monteiro-fuck-you-pay-me-pt-br</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/6h3RJhoqgK8/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>Mike Monteiro - &quot;Fuck you pay me&quot; (PT Br)</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/6h3RJhoqgK8/hqdefault.jpg</video:thumbnail_loc>
<video:description>Mike Monteiro&apos;s talk &apos;Fuck You, Pay Me&apos;, aimed at designers and other freelancers, on why you need a written contract, how to handle scope creep, and how to get paid. This is a Portuguese-subtitled upload of the well-known talk. HN people treat it as the must-watch pep talk on contracts and getting paid for anyone starting a consultancy or freelancing.</video:description>
<video:player_loc>https://www.youtube.com/embed/6h3RJhoqgK8</video:player_loc>
<video:duration>2320</video:duration>
<video:view_count>298869</video:view_count>
<video:tag>contracts and getting paid as a designer</video:tag>
<video:publication_date>2013-05-09T02:31:57Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2017-11-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.5625</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/-5zeJyQ31rM/macintosh-1984-promotional-video-with-bill-gates</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/-5zeJyQ31rM/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>Macintosh 1984 Promotional Video -  with Bill Gates!</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/-5zeJyQ31rM/hqdefault.jpg</video:thumbnail_loc>
<video:description>A promotional video for the original Apple Macintosh from 1984, which features Bill Gates. It shows how Apple presented the new computer, including its portability. HN people mostly resubmit it as a piece of Macintosh history, and one cites it as an early take on selling portability.</video:description>
<video:player_loc>https://www.youtube.com/embed/-5zeJyQ31rM</video:player_loc>
<video:duration>172</video:duration>
<video:view_count>7551593</video:view_count>
<video:tag>macintosh 1984 promo</video:tag>
<video:publication_date>2011-10-15T17:17:50Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2024-04-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.5625</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/H8eP99neOVs/focusing-is-about-saying-no-steve-jobs-wwdc-97</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/H8eP99neOVs/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>&quot;Focusing is about saying no&quot; - Steve Jobs (WWDC&apos;97)</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/H8eP99neOVs/hqdefault.jpg</video:thumbnail_loc>
<video:description>A clip from Steve Jobs&apos;s WWDC 1997 Q&amp;A. Asked about OpenDoc, he explains that focus means saying no to many good ideas, and why Apple was cutting projects. HN people call it a fascinating, classic video, the reference for the idea that focus is saying no and for why Apple killed OpenDoc.</video:description>
<video:player_loc>https://www.youtube.com/embed/H8eP99neOVs</video:player_loc>
<video:duration>186</video:duration>
<video:view_count>2300630</video:view_count>
<video:tag>focus is saying no</video:tag>
<video:publication_date>2011-06-26T16:00:40Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2023-07-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.5625</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/_ve4M4UsJQo/honda-the-cog</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/_ve4M4UsJQo/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>Honda - The Cog</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/_ve4M4UsJQo/hqdefault.jpg</video:thumbnail_loc>
<video:description>Honda&apos;s 2003 Accord commercial, The Cog, shows a long Rube Goldberg chain reaction built entirely from car parts. The stunt was filmed for real, without CGI, over many takes. HN people hold it up as one of the great car commercials and as proof that a real, painstaking stunt beats effects.</video:description>
<video:player_loc>https://www.youtube.com/embed/_ve4M4UsJQo</video:player_loc>
<video:duration>120</video:duration>
<video:view_count>14593464</video:view_count>
<video:tag>honda cog commercial</video:tag>
<video:publication_date>2009-07-30T01:21:25Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2025-03-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.5625</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/o4-YnLpLgtk/symbolics-lisp-machine-demo-jan-2013</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/o4-YnLpLgtk/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>Symbolics Lisp Machine demo Jan 2013</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/o4-YnLpLgtk/hqdefault.jpg</video:thumbnail_loc>
<video:description>Kalman Reti, a former Symbolics engineer, demonstrates a Symbolics Lisp Machine environment (Open Genera) in a short walkthrough. He shows interacting with the Listener and debugging running code, including mixed Lisp and C, in a system where the whole environment is live and inspectable. HN points to it as the clearest look at what working inside an interactive Lisp Machine was like, from an expert who used one.</video:description>
<video:player_loc>https://www.youtube.com/embed/o4-YnLpLgtk</video:player_loc>
<video:duration>823</video:duration>
<video:view_count>51974</video:view_count>
<video:tag>Symbolics Lisp Machine interactive environment</video:tag>
<video:publication_date>2013-08-18T18:25:06Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2022-11-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.5625</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/gTAghAJcO1o/founder-school-session-the-future-doesn-t-have-to-be-incremental</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/gTAghAJcO1o/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>Founder School Session: The Future Doesn&apos;t Have to Be Incremental</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/gTAghAJcO1o/hqdefault.jpg</video:thumbnail_loc>
<video:description>Alan Kay&apos;s talk at the DEMO Founder School, arguing that real invention is different from incremental innovation and that the future does not have to be an extension of the present. He draws on the research environments that produced the personal computer to show what thinking bigger looks like. HN people call it one of the most insightful talks on invention versus innovation and recommend it to builders stuck in incremental thinking.</video:description>
<video:player_loc>https://www.youtube.com/embed/gTAghAJcO1o</video:player_loc>
<video:duration>2630</video:duration>
<video:view_count>46638</video:view_count>
<video:tag>invention versus incremental innovation</video:tag>
<video:publication_date>2014-04-04T03:07:01Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2017-10-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.5625</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/En_2T7KH6RA/ted-nelson-demonstrates-xanadu-space</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/En_2T7KH6RA/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>Ted Nelson demonstrates Xanadu Space</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/En_2T7KH6RA/hqdefault.jpg</video:thumbnail_loc>
<video:description>A short close-up demonstration by Ted Nelson of Xanadu Space as it existed in 2008, showing his alternative model of connected, non-sequential text with visible links between documents. It illustrates his long-held idea of hypertext against the web as it turned out. HN people treat it as the most direct look at Nelson&apos;s alternative to the web and the idea of deeply interlinked content.</video:description>
<video:player_loc>https://www.youtube.com/embed/En_2T7KH6RA</video:player_loc>
<video:duration>452</video:duration>
<video:view_count>84295</video:view_count>
<video:tag>Ted Nelson&apos;s Xanadu Space demo</video:tag>
<video:publication_date>2008-09-06T16:54:51Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2016-10-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.5625</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/gWVmPtr9O0g/titan-overdrive-2-rgb-50fps-sega-mega-drive-revision-2017-1st-place</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/gWVmPtr9O0g/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>TiTAN - Overdrive 2 (RGB 50fps) - SEGA Mega Drive - Revision 2017 (1st Place)</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/gWVmPtr9O0g/hqdefault.jpg</video:thumbnail_loc>
<video:description>TiTAN&apos;s demoscene production Overdrive 2, which took first place at Revision 2017, shown in a capture from real Sega Mega Drive (Genesis) hardware at 50 fps. It pulls off effects and 3D graphics never before seen on that console, in ways emulators struggle to reproduce. HN people use it as the favorite example of what skilled people can make old hardware do, with effects they find hard to believe.</video:description>
<video:player_loc>https://www.youtube.com/embed/gWVmPtr9O0g</video:player_loc>
<video:duration>504</video:duration>
<video:view_count>304866</video:view_count>
<video:tag>Overdrive 2 Mega Drive demoscene production</video:tag>
<video:publication_date>2017-04-16T17:57:41Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2026-07-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.5625</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/Y3n3c_8Nn2Y/fr-08-the-product-by-farbrausch-64k-intro-2000-720p-hq-demoscene-demo</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/Y3n3c_8Nn2Y/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>fr-08: .the .product by farbrausch | 64k intro (2000) (720p HQ demoscene demo)</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/Y3n3c_8Nn2Y/hqdefault.jpg</video:thumbnail_loc>
<video:description>A high-quality capture of fr-08 .the .product, a 64 kilobyte demoscene intro released by the group farbrausch in 2000. The roughly 11-minute real-time audiovisual piece shows how much animation, 3D scenes and music fit in a tiny executable. HN people hold it up as the benchmark 64k demo, proof that tight limits inspire efficiency and a contrast to bloated modern software.</video:description>
<video:player_loc>https://www.youtube.com/embed/Y3n3c_8Nn2Y</video:player_loc>
<video:duration>662</video:duration>
<video:view_count>197222</video:view_count>
<video:tag>64k demoscene intro by farbrausch</video:tag>
<video:publication_date>2011-06-26T10:50:55Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2024-01-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.5625</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/9yjZpBq1XBE/disney-s-fastpass-a-complicated-history</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/9yjZpBq1XBE/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>Disney&apos;s FastPass: A Complicated History</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/9yjZpBq1XBE/hqdefault.jpg</video:thumbnail_loc>
<video:description>A Defunctland documentary on the history of Disney&apos;s FastPass system and its successors, covering how Disney tried to manage lines in its parks. It also uses a statistical model to show how the modern versions work out for park guests. HN people recommend it as a feature-length lesson in queueing theory and systems engineering that applies well beyond theme parks.</video:description>
<video:player_loc>https://www.youtube.com/embed/9yjZpBq1XBE</video:player_loc>
<video:duration>6180</video:duration>
<video:view_count>27273951</video:view_count>
<video:tag>Disney FastPass and queue design</video:tag>
<video:publication_date>2021-11-21T22:00:02Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2025-04-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.55</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/X-iSQQgOd1A/coding-adventure-ant-and-slime-simulations</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/X-iSQQgOd1A/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>Coding Adventure: Ant and Slime Simulations</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/X-iSQQgOd1A/hqdefault.jpg</video:thumbnail_loc>
<video:description>Sebastian Lague&apos;s Coding Adventure on building ant and slime simulations. He builds agents that follow pheromone trails and uses compute shaders to scale up to millions of slime agents, which produce organic, evolving patterns. HN people say it renewed their joy of coding, and cite it as a good showcase of compute shaders and trail-based emergent behavior.</video:description>
<video:player_loc>https://www.youtube.com/embed/X-iSQQgOd1A</video:player_loc>
<video:duration>1074</video:duration>
<video:view_count>2193678</video:view_count>
<video:tag>ant and slime simulations with compute shaders</video:tag>
<video:publication_date>2021-03-25T12:06:41Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2025-01-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.55</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/XGo4PJd1lng/how-i-designed-a-free-music-font-for-5-million-musicians-musescore-3-6</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/XGo4PJd1lng/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>How I Designed a Free Music Font for 5 Million Musicians (MuseScore 3.6)</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/XGo4PJd1lng/hqdefault.jpg</video:thumbnail_loc>
<video:description>Tantacrul of MuseScore tells how he designed a new free music notation font for MuseScore 3.6. He explains why a notation font is hard to make and gives a short history of the Score program. HN likes it for making music notation and font design interesting, and for what it says about software obsolescence and open source.</video:description>
<video:player_loc>https://www.youtube.com/embed/XGo4PJd1lng</video:player_loc>
<video:duration>1180</video:duration>
<video:view_count>608442</video:view_count>
<video:tag>music notation font design</video:tag>
<video:publication_date>2021-01-15T14:02:46Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2023-03-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.55</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/ataGotQ7ir8/pac-man-ghost-ai-explained</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/ataGotQ7ir8/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>Pac-Man Ghost AI Explained</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/ataGotQ7ir8/hqdefault.jpg</video:thumbnail_loc>
<video:description>Retro Game Mechanics Explained breaks down how the four ghosts in Pac-Man choose where to go, including each ghost&apos;s targeting rule and the scatter and chase modes. Visual overlays show how a handful of simple rules produce distinct personalities. HN people recommend it as the clear, visual explanation of how the ghost behavior works.</video:description>
<video:player_loc>https://www.youtube.com/embed/ataGotQ7ir8</video:player_loc>
<video:duration>1174</video:duration>
<video:view_count>1650915</video:view_count>
<video:tag>how Pac-Man&apos;s ghosts decide where to go</video:tag>
<video:publication_date>2019-07-13T17:12:48Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2025-09-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.55</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/vVX-PrBRtTY/gall-peters-projection</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/vVX-PrBRtTY/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>Gall--Peters Projection</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/vVX-PrBRtTY/hqdefault.jpg</video:thumbnail_loc>
<video:description>A scene from the TV drama The West Wing in which advocates of the Gall-Peters projection take on the familiar Mercator map. It shows how map projections distort the size and position of countries. HN keeps reaching for it as the quickest, most memorable way to teach how classic world maps misrepresent reality.</video:description>
<video:player_loc>https://www.youtube.com/embed/vVX-PrBRtTY</video:player_loc>
<video:duration>240</video:duration>
<video:view_count>2491323</video:view_count>
<video:tag>map projections</video:tag>
<video:publication_date>2010-07-30T23:16:43Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2025-09-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.55</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/iw17c70uJes/future-crew-second-reality-1993-60fps</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/iw17c70uJes/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>Future Crew - Second Reality (1993) [60fps]</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/iw17c70uJes/hqdefault.jpg</video:thumbnail_loc>
<video:description>Second Reality, the 1993 demoscene production by Finnish group Future Crew, captured at 60fps. It is a classic MS-DOS demo of real-time effects, music and visuals running on PC hardware of the early 90s. HN people hold it up as the demo that amazed a generation and the one to cite for the impact of the early-90s demoscene.</video:description>
<video:player_loc>https://www.youtube.com/embed/iw17c70uJes</video:player_loc>
<video:duration>979</video:duration>
<video:view_count>241034</video:view_count>
<video:tag>1993 demoscene classic</video:tag>
<video:publication_date>2015-02-07T21:13:50Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2023-10-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.55</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/WFCvkkDSfIU/animations-of-unseeable-biology-drew-berry-ted</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/WFCvkkDSfIU/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>Animations of unseeable biology | Drew Berry | TED</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/WFCvkkDSfIU/hqdefault.jpg</video:thumbnail_loc>
<video:description>Drew Berry, a biomedical animator, shows his scientifically accurate animations of molecular processes inside cells at TED, including DNA replication. He explains how data from research is turned into visuals that make the invisible machinery of life understandable. HN people recommend it for the molecular animations, which give a lasting appreciation of cells as trillions of tiny protein machines.</video:description>
<video:player_loc>https://www.youtube.com/embed/WFCvkkDSfIU</video:player_loc>
<video:duration>549</video:duration>
<video:view_count>2703735</video:view_count>
<video:tag>scientific animation of cell biology</video:tag>
<video:publication_date>2012-01-12T16:14:56Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2025-07-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.55</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/_KRb_qV9P4g/smoother-animation-better-animation-read-pinned-comment</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/_KRb_qV9P4g/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>Smoother animation ≠ Better animation [read pinned comment]</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/_KRb_qV9P4g/hqdefault.jpg</video:thumbnail_loc>
<video:description>Noodle, an animation creator, explains why frame interpolation and motion smoothing make animation look worse rather than better. He argues that frame rate and timing are deliberate artistic choices, and that adding generated in-between frames breaks the intended timing and can produce incoherent images. HN people use it as the go-to explanation of why interpolation, motion smoothing and AI frame boosting harm hand-made animation.</video:description>
<video:player_loc>https://www.youtube.com/embed/_KRb_qV9P4g</video:player_loc>
<video:duration>785</video:duration>
<video:view_count>16130399</video:view_count>
<video:tag>why frame interpolation harms animation</video:tag>
<video:publication_date>2021-04-16T16:00:30Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2024-07-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.55</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/1iAJPoc23-M/douglas-adams-hyperland</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/1iAJPoc23-M/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>Douglas Adams - Hyperland</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/1iAJPoc23-M/hqdefault.jpg</video:thumbnail_loc>
<video:description>Hyperland is a 1990 BBC documentary written by and starring Douglas Adams, in which a software agent played by Tom Baker guides him through hypertext and hypermedia. Ted Nelson and other computing figures appear to show early ideas of interactive media. HN people treat it as a cheesy but prescient early-90s vision of hypertext and software agents, worth watching by anyone interested in UI and UX.</video:description>
<video:player_loc>https://www.youtube.com/embed/1iAJPoc23-M</video:player_loc>
<video:duration>2962</video:duration>
<video:view_count>55355</video:view_count>
<video:tag>hypertext and software agents</video:tag>
<video:publication_date>2014-03-23T16:03:53Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2026-05-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.55</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/lIFE7h3m40U/the-art-of-the-bodge-how-i-made-the-emoji-keyboard</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/lIFE7h3m40U/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>The Art of the Bodge: How I Made The Emoji Keyboard</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/lIFE7h3m40U/hqdefault.jpg</video:thumbnail_loc>
<video:description>Tom Scott explains how he built an emoji keyboard out of a cheap keyboard, custom key labels and AutoHotkey scripting on Windows. The talk uses it to argue for the art of the bodge, a quick, ugly solution that works well enough to get things done. HN people love it for the line that AutoHotkey is a bodge that helps you make other bodges, and cite it as a defense of pragmatic hacking.</video:description>
<video:player_loc>https://www.youtube.com/embed/lIFE7h3m40U</video:player_loc>
<video:duration>1035</video:duration>
<video:view_count>3501445</video:view_count>
<video:tag>the art of the bodge</video:tag>
<video:publication_date>2015-09-24T14:50:00Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2022-09-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.55</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/EUXnJraKM3k/microsoft-re-designs-the-ipod-packaging</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/EUXnJraKM3k/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>Microsoft Re-Designs the iPod Packaging</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/EUXnJraKM3k/hqdefault.jpg</video:thumbnail_loc>
<video:description>A short parody video, reportedly made inside Microsoft in 2006, in which a design team is asked to redesign the iPod&apos;s minimal packaging and keeps adding logos, feature callouts and stickers. It lampoons committee-driven, feature-list-heavy product packaging. HN people share it as a brutal and funny reminder that restraint and clarity beat feature lists, and of Microsoft&apos;s naming and packaging dysfunction.</video:description>
<video:player_loc>https://www.youtube.com/embed/EUXnJraKM3k</video:player_loc>
<video:duration>176</video:duration>
<video:view_count>1342458</video:view_count>
<video:tag>parody of cluttered product packaging</video:tag>
<video:publication_date>2006-02-27T17:45:34Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2026-07-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.55</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/o_TlE_U_X3c/leap-technology</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/o_TlE_U_X3c/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>Leap Technology</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/o_TlE_U_X3c/hqdefault.jpg</video:thumbnail_loc>
<video:description>A late-1980s demonstration of Leap technology on the Canon Cat, the dedicated writing machine designed by Jef Raskin. It shows moving the cursor with the Leap keys instead of a mouse or arrow keys, and compares the speed of the approaches. HN people recommend it as the best look at Raskin&apos;s interface ideas in action, and a case for single-purpose machines.</video:description>
<video:player_loc>https://www.youtube.com/embed/o_TlE_U_X3c</video:player_loc>
<video:duration>1054</video:duration>
<video:view_count>24792</video:view_count>
<video:tag>Canon Cat and Leap navigation</video:tag>
<video:publication_date>2011-04-23T12:51:20Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2026-04-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.55</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/rxOKEsBx4NU/ross-s-game-dungeon-deus-ex</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/rxOKEsBx4NU/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>Ross&apos;s Game Dungeon: Deus Ex</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/rxOKEsBx4NU/hqdefault.jpg</video:thumbnail_loc>
<video:description>Ross Scott of Accursed Farms reviews the 2000 game Deus Ex in his Game Dungeon series. He goes past the mechanics to the game&apos;s story, its politics and its economic ideas. HN treats it as the best essay on Deus Ex, the one that makes a game review into a lesson in politics and economics.</video:description>
<video:player_loc>https://www.youtube.com/embed/rxOKEsBx4NU</video:player_loc>
<video:duration>2392</video:duration>
<video:view_count>1549335</video:view_count>
<video:tag>deus ex narrative analysis</video:tag>
<video:publication_date>2016-08-18T23:39:44Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2024-07-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.55</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/hMKy52Intac/xanadu-basics-1a-visible-connection</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/hMKy52Intac/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>Xanadu Basics 1a - VISIBLE CONNECTION</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/hMKy52Intac/hqdefault.jpg</video:thumbnail_loc>
<video:description>The first episode of Ted Nelson&apos;s Xanadu Basics series, on the idea of visible connection between pieces of text. Nelson explains with examples how documents can show their links and shared content side by side, as in the original hypertext concept he proposed, rather than as one-way jumps. HN people send it as the best entry point to Nelson&apos;s own account of what hypertext was meant to be, with beautiful examples.</video:description>
<video:player_loc>https://www.youtube.com/embed/hMKy52Intac</video:player_loc>
<video:duration>743</video:duration>
<video:view_count>20087</video:view_count>
<video:tag>Xanadu and visible connection in hypertext</video:tag>
<video:publication_date>2018-04-13T16:03:40Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2023-08-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.55</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/4hZxo96x48A/music-software-and-interface-design-musescore</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/4hZxo96x48A/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>Music Software &amp; Interface Design: MuseScore</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/4hZxo96x48A/hqdefault.jpg</video:thumbnail_loc>
<video:description>Tantacrul (Martin Keary) critiques the interface and user experience of the MuseScore notation software in a long, humorous video. He walks through concrete usability problems, from menus to workflow, and what a better design would do instead. HN treats it as an entertaining and informative UX teardown, famous for leading to the author being hired to redesign MuseScore.</video:description>
<video:player_loc>https://www.youtube.com/embed/4hZxo96x48A</video:player_loc>
<video:duration>2019</video:duration>
<video:view_count>959426</video:view_count>
<video:tag>UX critique of MuseScore</video:tag>
<video:publication_date>2019-03-19T19:58:39Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2026-09-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.55</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/YDvbDiJZpy0/meet-the-inventor-of-the-electronic-spreadsheet-dan-bricklin</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/YDvbDiJZpy0/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>Meet the inventor of the electronic spreadsheet | Dan Bricklin</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/YDvbDiJZpy0/hqdefault.jpg</video:thumbnail_loc>
<video:description>Dan Bricklin, co-creator of VisiCalc, tells the story of how he came up with the electronic spreadsheet and shows the first version in a short TED interview. He explains the idea behind it and how the design took shape. HN people recommend it as a compact look at the design thinking behind the first spreadsheet, straight from its inventor.</video:description>
<video:player_loc>https://www.youtube.com/embed/YDvbDiJZpy0</video:player_loc>
<video:duration>720</video:duration>
<video:view_count>400832</video:view_count>
<video:tag>invention and design of VisiCalc</video:tag>
<video:publication_date>2017-02-01T16:22:30Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2023-07-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.55</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/AJ-auWfJTts/classic-game-postmortem-sid-meier-s-civilization</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/AJ-auWfJTts/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>Classic Game Postmortem: Sid Meier&apos;s Civilization</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/AJ-auWfJTts/hqdefault.jpg</video:thumbnail_loc>
<video:description>A GDC 2017 postmortem of the original Civilization with its creators, Sid Meier and Bruce Shelley. They tell the development history of the game, including the influence of Empire and design decisions such as fairness versus perceived fairness in randomness. HN people recommend it as a firsthand account of how Civilization was designed, with useful lessons on perceived fairness.</video:description>
<video:player_loc>https://www.youtube.com/embed/AJ-auWfJTts</video:player_loc>
<video:duration>3735</video:duration>
<video:view_count>225463</video:view_count>
<video:tag>Civilization postmortem by Sid Meier</video:tag>
<video:publication_date>2017-06-07T16:29:24Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2021-09-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.55</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/iD9xk3SDSYc/the-black-lotus-eon-amiga-demo-50-fps</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/iD9xk3SDSYc/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>The Black Lotus - Eon - Amiga Demo (50 FPS)</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/iD9xk3SDSYc/hqdefault.jpg</video:thumbnail_loc>
<video:description>Eon, an Amiga demo by The Black Lotus released in 2019, shown at 50 fps. It combines tight real-time graphics and music on classic Amiga hardware with a narrative running through the sequence. HN people hold it up as one of the best demos ever made, both technically and as storytelling.</video:description>
<video:player_loc>https://www.youtube.com/embed/iD9xk3SDSYc</video:player_loc>
<video:duration>338</video:duration>
<video:view_count>190536</video:view_count>
<video:tag>Eon, The Black Lotus Amiga demo</video:tag>
<video:publication_date>2019-04-22T16:29:10Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2026-05-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.55</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/ac0E6deG4AU/unveiling-the-genius-of-multi-touch-interface-design-jeff-han</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/ac0E6deG4AU/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>Unveiling the genius of multi-touch interface design | Jeff Han</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/ac0E6deG4AU/hqdefault.jpg</video:thumbnail_loc>
<video:description>Jeff Han demonstrates his multi-touch sensing display at TED in 2006, with several fingers manipulating photos, maps and other objects directly on a large screen. The demo, which pre-dated the iPhone, showed pinch to zoom, dragging and other gestures as a natural way to interact. HN people say it gave them the same sense of a new interface paradigm arriving as seeing the first GUI.</video:description>
<video:player_loc>https://www.youtube.com/embed/ac0E6deG4AU</video:player_loc>
<video:duration>612</video:duration>
<video:view_count>477957</video:view_count>
<video:tag>multi-touch interface demo</video:tag>
<video:publication_date>2007-01-16T20:13:11Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2023-07-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.55</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/xvlsJ3FqNYU/spellular-automata</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/xvlsJ3FqNYU/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>SPELLULAR AUTOMATA</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/xvlsJ3FqNYU/hqdefault.jpg</video:thumbnail_loc>
<video:description>Spellular Automata is a video by TodePond about programming with cellular automata, in an approach where patterns of cells behave like spells. It is a visual, playful take on programming that sits near sandbox games and cellular-automata art. HN cites it as a beautiful example of visual programming and of the cellular automata scene, far more attractive than people expected.</video:description>
<video:player_loc>https://www.youtube.com/embed/xvlsJ3FqNYU</video:player_loc>
<video:duration>522</video:duration>
<video:view_count>88413</video:view_count>
<video:tag>cellular automata visual programming</video:tag>
<video:publication_date>2022-10-31T09:34:25Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2024-11-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.55</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/sNCqrylNY-0/craft-by-lft</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/sNCqrylNY-0/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>Craft by lft</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/sNCqrylNY-0/hqdefault.jpg</video:thumbnail_loc>
<video:description>Craft is a demoscene production by lft that runs on a single 8-bit AVR microcontroller. It produces graphics and sound together, with no dedicated video or audio hardware. HN holds it up as the proof of what a tiny microcontroller can do in the hands of someone who has mastered the hardware.</video:description>
<video:player_loc>https://www.youtube.com/embed/sNCqrylNY-0</video:player_loc>
<video:duration>276</video:duration>
<video:view_count>320118</video:view_count>
<video:tag>microcontroller demoscene demo</video:tag>
<video:publication_date>2008-03-25T16:51:49Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2022-09-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.55</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/3LEXae1j6EY/apple-wwdc-97-steve-jobs-closing-keynote</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/3LEXae1j6EY/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>Apple WWDC &apos;97 Steve JobsによるClosing Keynote</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/3LEXae1j6EY/hqdefault.jpg</video:thumbnail_loc>
<video:description>Steve Jobs&apos; closing keynote and developer Q&amp;A at Apple&apos;s WWDC 1997, not long after his return to Apple. In the Q&amp;A he criticizes the Newton&apos;s usability and talks about remote and networked computing. HN people find the Q&amp;A striking for how it foreshadows the iPhone and Apple&apos;s cloud strategy a decade or more early.</video:description>
<video:player_loc>https://www.youtube.com/embed/3LEXae1j6EY</video:player_loc>
<video:duration>4270</video:duration>
<video:view_count>315184</video:view_count>
<video:tag>steve jobs wwdc 1997 q&amp;a</video:tag>
<video:publication_date>2011-04-24T10:47:58Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2024-01-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.5375000000000001</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/b9_Vh9h3Ohw/springboard-the-secret-history-of-the-first-real-smartphone-full-documentary</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/b9_Vh9h3Ohw/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>Springboard: the secret history of the first real smartphone (Full Documentary)</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/b9_Vh9h3Ohw/hqdefault.jpg</video:thumbnail_loc>
<video:description>A Verge documentary on Handspring and the Springboard expansion slot that led to the Visor and Treo, telling the story of the company that grew out of Palm. It includes interviews with people involved and looks at why the company&apos;s vision of a modular smartphone ran into trouble with carriers. HN people recommend it as an interview-rich history of how a pioneering smartphone product was made and why it fell short.</video:description>
<video:player_loc>https://www.youtube.com/embed/b9_Vh9h3Ohw</video:player_loc>
<video:duration>1836</video:duration>
<video:view_count>1715670</video:view_count>
<video:tag>Handspring and the first real smartphone</video:tag>
<video:publication_date>2021-12-07T14:00:22Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2024-04-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.5375000000000001</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/IAF8DjrQSSk/interactive-notebooks-pluto-jl-fons-van-der-plas-juliacon-2020</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/IAF8DjrQSSk/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>Interactive notebooks ~ Pluto.jl | Fons van der Plas | JuliaCon 2020</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/IAF8DjrQSSk/hqdefault.jpg</video:thumbnail_loc>
<video:description>Fons van der Plas introduces Pluto.jl, a reactive notebook for Julia, at JuliaCon 2020. Unlike Jupyter, cells update automatically like a spreadsheet when a value changes, and the talk shows interactive widgets and live notebooks built on that idea. HN people recommend it as a joyful presentation of a notebook design other tools should borrow from.</video:description>
<video:player_loc>https://www.youtube.com/embed/IAF8DjrQSSk</video:player_loc>
<video:duration>1418</video:duration>
<video:view_count>47556</video:view_count>
<video:tag>reactive notebooks with Pluto.jl</video:tag>
<video:publication_date>2020-07-30T17:00:04Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2021-12-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.5375000000000001</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/GiYO1TObNz8/the-led-traffic-light-and-the-danger-of-but-sometimes</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/GiYO1TObNz8/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>The LED Traffic Light and the Danger of &quot;But Sometimes!&quot;</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/GiYO1TObNz8/hqdefault.jpg</video:thumbnail_loc>
<video:description>Technology Connections looks at the switch from incandescent to LED traffic lights, including the worry that LEDs don&apos;t melt snow, and uses it to explain a way of thinking about change he calls &apos;but sometimes&apos;. He argues that pointing to rare downsides shouldn&apos;t stop a technology that is better overall. HN people recommend it as a clear, more interesting than expected lesson in weighing real tradeoffs when something new replaces something old.</video:description>
<video:player_loc>https://www.youtube.com/embed/GiYO1TObNz8</video:player_loc>
<video:duration>1111</video:duration>
<video:view_count>4218028</video:view_count>
<video:tag>LED traffic lights and evaluating tradeoffs</video:tag>
<video:publication_date>2018-05-14T12:15:02Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2021-03-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.5375000000000001</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/4oAB83Z1ydE/think-different</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/4oAB83Z1ydE/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>Think Different</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/4oAB83Z1ydE/hqdefault.jpg</video:thumbnail_loc>
<video:description>Apple&apos;s Think Different commercial, built around the &apos;Here&apos;s to the crazy ones&apos; text celebrating misfits, rebels and troublemakers as the people who push the world forward. It is a brand campaign from Apple&apos;s late-90s turnaround. HN people share it as a source of inspiration for founders and as an emotional high point of Apple advertising.</video:description>
<video:player_loc>https://www.youtube.com/embed/4oAB83Z1ydE</video:player_loc>
<video:duration>60</video:duration>
<video:view_count>2607564</video:view_count>
<video:tag>Apple Think Different ad</video:tag>
<video:publication_date>2006-01-19T15:22:05Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2012-10-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.5375000000000001</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/cFdCzN7RYbw/science-of-persuasion</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/cFdCzN7RYbw/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>Science Of Persuasion</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/cFdCzN7RYbw/hqdefault.jpg</video:thumbnail_loc>
<video:description>An animated short based on Robert Cialdini&apos;s research into influence, presenting the principles of persuasion that guide how people decide to say yes. It is a compact and accessible primer on the psychology behind persuasion. HN users keep submitting it as a short, accessible primer on the psychology of persuasion.</video:description>
<video:player_loc>https://www.youtube.com/embed/cFdCzN7RYbw</video:player_loc>
<video:duration>710</video:duration>
<video:view_count>14782267</video:view_count>
<video:tag>Cialdini&apos;s principles of persuasion</video:tag>
<video:publication_date>2012-11-26T18:21:04Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2022-04-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.5375000000000001</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/gMqZR3pqMjg/the-surprising-pattern-behind-color-names-around-the-world</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/gMqZR3pqMjg/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>The surprising pattern behind color names around the world</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/gMqZR3pqMjg/hqdefault.jpg</video:thumbnail_loc>
<video:description>A Vox explainer on research into how languages name colors, showing that languages tend to add color terms in a similar order across cultures. It draws on the World Color Survey and work by linguistic anthropologists. HN people share it as the clearest summary of research on how culture shapes color naming and perception.</video:description>
<video:player_loc>https://www.youtube.com/embed/gMqZR3pqMjg</video:player_loc>
<video:duration>406</video:duration>
<video:view_count>8392590</video:view_count>
<video:tag>how cultures name colors</video:tag>
<video:publication_date>2017-05-16T12:00:03Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2025-11-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.5375000000000001</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/2SuvO4Gi7uY/superpositions-sudoku-the-wave-function-collapse-algorithm</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/2SuvO4Gi7uY/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>Superpositions, Sudoku, the Wave Function Collapse algorithm.</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/2SuvO4Gi7uY/hqdefault.jpg</video:thumbnail_loc>
<video:description>Martin Donald explains the Wave Function Collapse algorithm, using Sudoku and the idea of superposition to show how it generates tiled content. It is the technique behind procedural maps and images in games like Townscaper. HN recommends it as the clearest starting point for anyone puzzled by wave function collapse.</video:description>
<video:player_loc>https://www.youtube.com/embed/2SuvO4Gi7uY</video:player_loc>
<video:duration>868</video:duration>
<video:view_count>764278</video:view_count>
<video:tag>wave function collapse</video:tag>
<video:publication_date>2020-07-31T16:00:01Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2023-12-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.5375000000000001</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/EWX5B6cD4_4/how-myst-almost-couldn-t-run-on-cd-rom-war-stories-ars-technica</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/EWX5B6cD4_4/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>How Myst Almost Couldn&apos;t Run on CD-ROM | War Stories | Ars Technica</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/EWX5B6cD4_4/hqdefault.jpg</video:thumbnail_loc>
<video:description>An Ars Technica War Stories episode in which Myst co-creator Rand Miller explains how the game&apos;s huge pre-rendered graphics fit on a CD-ROM. It covers the technical limits of the format and the trade-offs the team made to ship in the early 1990s. HN people recommend it as a fascinating, entertaining account of the constraints that shaped Myst&apos;s release.</video:description>
<video:player_loc>https://www.youtube.com/embed/EWX5B6cD4_4</video:player_loc>
<video:duration>1404</video:duration>
<video:view_count>1961992</video:view_count>
<video:tag>making Myst fit on CD-ROM</video:tag>
<video:publication_date>2020-01-28T16:00:02Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2023-07-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.5375000000000001</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/ob_GX50Za6c/steve-jobs-computers-are-like-a-bicycle-for-our-minds-michael-lawrence-films</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/ob_GX50Za6c/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>Steve Jobs, &quot;Computers are like  a bicycle for our minds.&quot; - Michael Lawrence Films</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/ob_GX50Za6c/hqdefault.jpg</video:thumbnail_loc>
<video:description>A short clip of Steve Jobs in an interview explaining why he thinks computers are like a bicycle for our minds. He draws on a comparison of how efficiently different species travel to argue that tools can greatly amplify human ability. HN people share it as the source of a favorite metaphor for computers as tools that amplify human thought.</video:description>
<video:player_loc>https://www.youtube.com/embed/ob_GX50Za6c</video:player_loc>
<video:duration>100</video:duration>
<video:view_count>676249</video:view_count>
<video:tag>computers as a bicycle for the mind</video:tag>
<video:publication_date>2006-06-01T15:17:22Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2025-12-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.5375000000000001</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/lHcTKWiZ8sI/propaganda-games-sesame-credit-the-true-danger-of-gamification-extra-credits</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/lHcTKWiZ8sI/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>Propaganda Games: Sesame Credit - The True Danger of Gamification - Extra Credits</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/lHcTKWiZ8sI/hqdefault.jpg</video:thumbnail_loc>
<video:description>An Extra Credits video on Sesame Credit, a scoring system tied to Alibaba and the Chinese state, and what it shows about the power of gamification. It examines how points, ranks and social pressure can be used to steer people&apos;s behavior, based on the early announcements. HN people recommend it as an approachable primer on social credit that adds the gamification and social pressure angle.</video:description>
<video:player_loc>https://www.youtube.com/embed/lHcTKWiZ8sI</video:player_loc>
<video:duration>459</video:duration>
<video:view_count>2022586</video:view_count>
<video:tag>gamification and Sesame Credit</video:tag>
<video:publication_date>2015-12-16T18:11:09Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2018-04-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.5375000000000001</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/T0CpOYZZZW4/the-spectacular-failure-of-the-star-wars-hotel</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/T0CpOYZZZW4/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>The Spectacular Failure of the Star Wars Hotel</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/T0CpOYZZZW4/hqdefault.jpg</video:thumbnail_loc>
<video:description>Jenny Nicholson&apos;s roughly four-hour review of Disney&apos;s Star Wars: Galactic Starcruiser hotel, covering her stay and why the experience failed. She goes through the cost, the room and food, the interactive story, and the guest experience. HN people treat it as the definitive account of how misaligned incentives and weak guest experience sank a very ambitious immersive attraction.</video:description>
<video:player_loc>https://www.youtube.com/embed/T0CpOYZZZW4</video:player_loc>
<video:duration>14739</video:duration>
<video:view_count>17738178</video:view_count>
<video:tag>failure of the Star Wars Galactic Starcruiser hotel</video:tag>
<video:publication_date>2024-05-18T23:38:48Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2026-07-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.5375000000000001</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/kV8v2GKC8WA/how-this-guy-makes-amazing-mechanical-mirrors-obsessed-wired</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/kV8v2GKC8WA/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>How This Guy Makes Amazing Mechanical Mirrors | Obsessed | WIRED</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/kV8v2GKC8WA/hqdefault.jpg</video:thumbnail_loc>
<video:description>A WIRED Obsessed short profiling Daniel Rozin, who builds mechanical mirrors from arrays of motors and tiles such as wood pieces. Each element tilts or moves to turn the viewer&apos;s image into an abstract, physical picture in real time. HN people share it as a mesmerizing example of interactive physical art and as a reference whenever pixel-like arrays come up.</video:description>
<video:player_loc>https://www.youtube.com/embed/kV8v2GKC8WA</video:player_loc>
<video:duration>493</video:duration>
<video:view_count>5737429</video:view_count>
<video:tag>Daniel Rozin&apos;s mechanical mirrors</video:tag>
<video:publication_date>2019-06-18T16:00:07Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2026-07-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.5375000000000001</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/Em7nqDqQ8oM/strong-towns-charles-marohn-talks-at-google</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/Em7nqDqQ8oM/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>Strong Towns | Charles Marohn | Talks at Google</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/Em7nqDqQ8oM/hqdefault.jpg</video:thumbnail_loc>
<video:description>Charles Marohn of Strong Towns speaks at Google about how North American towns were built and financed, and why that development pattern is fragile. He argues for building cities incrementally and from the bottom up. HN people point to it as the clearest argument for incremental city building and the fragility of top-down systems.</video:description>
<video:player_loc>https://www.youtube.com/embed/Em7nqDqQ8oM</video:player_loc>
<video:duration>3271</video:duration>
<video:view_count>141367</video:view_count>
<video:tag>Strong Towns and incremental city building</video:tag>
<video:publication_date>2019-11-27T22:00:00Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2022-07-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.5375000000000001</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/d8RRE2rDw4k/the-best-country-in-the-world-for-drivers</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/d8RRE2rDw4k/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>The Best Country in the World for Drivers</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/d8RRE2rDw4k/hqdefault.jpg</video:thumbnail_loc>
<video:description>Not Just Bikes argues that the Netherlands, with its strong cycling, walking and transit options, is also the best country for people who drive. When many trips don&apos;t need a car, roads are less congested and safer for those who do need one. HN people send it to anyone arguing that building for other modes of transport makes cities better for drivers too.</video:description>
<video:player_loc>https://www.youtube.com/embed/d8RRE2rDw4k</video:player_loc>
<video:duration>948</video:duration>
<video:view_count>2209757</video:view_count>
<video:tag>why car-light cities are good for drivers</video:tag>
<video:publication_date>2021-11-19T20:00:12Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2026-04-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.5375000000000001</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/yMeSw00n3Ac/making-of-the-computer-graphics-for-star-wars-episode-iv</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/yMeSw00n3Ac/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>Making of the Computer Graphics for Star Wars (Episode IV)</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/yMeSw00n3Ac/hqdefault.jpg</video:thumbnail_loc>
<video:description>A documentary-style video on how the computer graphics for the original 1977 Star Wars were made, including the animated trench sequence. It is hosted by the University of Illinois Chicago&apos;s Electronic Visualization Laboratory. HN keeps resubmitting it as a rare record of how early digital computer animation reached the big screen.</video:description>
<video:player_loc>https://www.youtube.com/embed/yMeSw00n3Ac</video:player_loc>
<video:duration>618</video:duration>
<video:view_count>542158</video:view_count>
<video:tag>star wars computer graphics</video:tag>
<video:publication_date>2007-11-20T21:46:22Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2021-07-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.5375000000000001</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/emjuqqyq_qc/live-coding-shaders-an-eye</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/emjuqqyq_qc/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>Live Coding Shaders - an eye</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/emjuqqyq_qc/hqdefault.jpg</video:thumbnail_loc>
<video:description>Inigo Quilez live-codes an eye in GLSL, building a procedural eyeball in a shader from pure math while the result updates in real time. He walks through the shapes, shading and details step by step. HN people share it as a showcase of how much can be painted with maths and of Quilez&apos;s shader skills.</video:description>
<video:player_loc>https://www.youtube.com/embed/emjuqqyq_qc</video:player_loc>
<video:duration>767</video:duration>
<video:view_count>64048</video:view_count>
<video:tag>live-coding a procedural eye in GLSL</video:tag>
<video:publication_date>2012-07-09T07:37:10Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2021-08-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.5375000000000001</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/xKu2de0yCJI/at-and-t-archives-saul-bass-pitch-video-for-bell-system-logo-redesign</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/xKu2de0yCJI/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>AT&amp;T Archives: Saul Bass Pitch Video for Bell System Logo Redesign</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/xKu2de0yCJI/hqdefault.jpg</video:thumbnail_loc>
<video:description>A roughly half-hour film in which Saul Bass pitches the redesign of the Bell System logo to AT&amp;T. He sets out the thinking behind the new mark and the identity system around it. HN holds it up as a masterclass in selling a design, explaining the thought process until the result feels inevitable.</video:description>
<video:player_loc>https://www.youtube.com/embed/xKu2de0yCJI</video:player_loc>
<video:duration>1620</video:duration>
<video:view_count>416862</video:view_count>
<video:tag>saul bass bell system logo pitch</video:tag>
<video:publication_date>2011-11-30T14:59:46Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2024-11-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.5375000000000001</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/lY8Ol2n4o4A/blender-motion-tracking-room-transformation</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/lY8Ol2n4o4A/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>Blender Motion Tracking - Room Transformation!</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/lY8Ol2n4o4A/hqdefault.jpg</video:thumbnail_loc>
<video:description>Ian Hubert shows, at high speed, how to use Blender&apos;s motion tracking to turn footage of a room into a dystopian scene. He adds 3D elements to the live video. HN points people to it as the entry point that shows how much Blender can do.</video:description>
<video:player_loc>https://www.youtube.com/embed/lY8Ol2n4o4A</video:player_loc>
<video:duration>478</video:duration>
<video:view_count>2185193</video:view_count>
<video:tag>blender motion tracking</video:tag>
<video:publication_date>2020-03-24T07:57:10Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2022-10-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.5375000000000001</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/Zkx1aKv2z8o/making-things-with-maths-steven-wittens</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/Zkx1aKv2z8o/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>Making things with maths - Steven Wittens</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/Zkx1aKv2z8o/hqdefault.jpg</video:thumbnail_loc>
<video:description>Steven Wittens (acko.net) talks about making visual things with maths, showing how basic mathematical ideas turn into interactive 3D graphics in the browser. He draws on his MathBox work and demonstrates how experimenting with equations produces curves, surfaces and other visuals. HN people recommend it as an inspiring tour of how playing with maths can produce beautiful graphics, from the author of a much-loved site.</video:description>
<video:player_loc>https://www.youtube.com/embed/Zkx1aKv2z8o</video:player_loc>
<video:duration>3225</video:duration>
<video:view_count>55208</video:view_count>
<video:tag>making visuals with maths</video:tag>
<video:publication_date>2013-05-30T05:05:16Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2019-09-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.5375000000000001</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/PbC4gqZGPSY/ira-glass-on-the-creative-process-www-getoutthebox-org</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/PbC4gqZGPSY/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>Ira Glass on the Creative Process (www.getoutthebox.org)</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/PbC4gqZGPSY/hqdefault.jpg</video:thumbnail_loc>
<video:description>Ira Glass on the creative process: beginners have good taste, but their work falls short of it, and the way through is to keep producing a lot of work until your skill catches up with your taste. HN people send it to anyone discouraged by the gap between taste and skill, including engineers trying to learn design.</video:description>
<video:player_loc>https://www.youtube.com/embed/PbC4gqZGPSY</video:player_loc>
<video:duration>115</video:duration>
<video:view_count>1886293</video:view_count>
<video:tag>taste versus skill in creative work</video:tag>
<video:publication_date>2011-07-21T11:20:29Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2025-07-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.5375000000000001</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/AItTqnTsVjA/the-gui-should-be-better-a-lot-better</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/AItTqnTsVjA/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>The GUI should be better.  A lot better.</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/AItTqnTsVjA/hqdefault.jpg</video:thumbnail_loc>
<video:description>Ross Scott of Accursed Farms argues, as a non-expert user, that graphical user interfaces have got worse and could be much better. He compares modern GUIs with older Windows ones, covers customization, and ends with a list of features a good GUI should have. It runs well over an hour. HN returns to it as a reminder of what a good GUI should do, even for people who disagree with parts of it.</video:description>
<video:player_loc>https://www.youtube.com/embed/AItTqnTsVjA</video:player_loc>
<video:duration>4641</video:duration>
<video:view_count>397174</video:view_count>
<video:tag>what a good gui should be</video:tag>
<video:publication_date>2020-06-10T15:05:35Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2024-04-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.5375000000000001</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/Ox5P7QyL774/self-the-movie</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/Ox5P7QyL774/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>Self: The Movie;</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/Ox5P7QyL774/hqdefault.jpg</video:thumbnail_loc>
<video:description>Self: The Movie, a promotional film for the Self programming language and environment from Sun Microsystems. It shows the Morphic-style direct manipulation interface where graphical objects are programmable, live and can be inspected and rearranged on screen. HN people recommend it as a vivid demonstration of programming and graphics woven together in a tangible, directly manipulable environment.</video:description>
<video:player_loc>https://www.youtube.com/embed/Ox5P7QyL774</video:player_loc>
<video:duration>1261</video:duration>
<video:view_count>21298</video:view_count>
<video:tag>Self language and its direct manipulation environment</video:tag>
<video:publication_date>2013-09-10T23:19:03Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2020-01-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.5375000000000001</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/DwKPFT-RioU/the-fallen-of-world-war-ii</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/DwKPFT-RioU/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>The Fallen of World War II</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/DwKPFT-RioU/hqdefault.jpg</video:thumbnail_loc>
<video:description>Neil Halloran&apos;s data-driven documentary on the human cost of World War II, using animated charts and maps to show how many died, where, and how that compares with other conflicts. It lets the viewer feel the scale of the numbers by pacing the visuals alongside narration. HN people use it to get a true sense of the proportions of loss of life, and as an example of data told as a story.</video:description>
<video:player_loc>https://www.youtube.com/embed/DwKPFT-RioU</video:player_loc>
<video:duration>1111</video:duration>
<video:view_count>15080084</video:view_count>
<video:tag>data storytelling of WWII deaths</video:tag>
<video:publication_date>2016-10-26T15:15:32Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2023-09-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.5375000000000001</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/QTJRwKOFddc/daniel-henry-holmes-ingalls-jr-the-live-web-drag-n-drop-in-the-cloud</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/QTJRwKOFddc/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>Daniel Henry Holmes Ingalls Jr.: The Live Web. Drag &apos;n drop in the cloud</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/QTJRwKOFddc/hqdefault.jpg</video:thumbnail_loc>
<video:description>Dan Ingalls, a key figure behind Smalltalk, presents the Lively Kernel at JSConf US 2012. It is a live, drag and drop environment that runs inside the web browser where users build and modify applications directly on the page. HN people use it as a demonstration of what a more live, directly editable web could look like, from someone who helped invent the personal computer.</video:description>
<video:player_loc>https://www.youtube.com/embed/QTJRwKOFddc</video:player_loc>
<video:duration>1641</video:duration>
<video:view_count>8269</video:view_count>
<video:tag>Lively Kernel and the live web</video:tag>
<video:publication_date>2013-01-20T19:30:55Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2026-02-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.5375000000000001</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/TZb0avfQme8/at-and-t-1993-you-will-ads</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/TZb0avfQme8/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>AT&amp;T 1993 &quot;You Will&quot; Ads</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/TZb0avfQme8/hqdefault.jpg</video:thumbnail_loc>
<video:description>A compilation of AT&amp;T&apos;s 1993 &apos;You Will&apos; television ads, which imagined everyday technology such as video calls and other gadgets in a sunny near future. They were narrated by Tom Selleck and presented as products AT&amp;T would soon deliver. HN people share it as an example of early 1990s visions of the future that proved remarkably accurate, or in places over-optimistic.</video:description>
<video:player_loc>https://www.youtube.com/embed/TZb0avfQme8</video:player_loc>
<video:duration>125</video:duration>
<video:view_count>1897339</video:view_count>
<video:tag>AT&amp;T &apos;You Will&apos; vision ads</video:tag>
<video:publication_date>2006-12-04T02:47:11Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2019-03-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.5375000000000001</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/CjVQJdIrDJ0/thinking-fast-and-slow-daniel-kahneman-talks-at-google</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/CjVQJdIrDJ0/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>Thinking, Fast and Slow | Daniel Kahneman | Talks at Google</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/CjVQJdIrDJ0/hqdefault.jpg</video:thumbnail_loc>
<video:description>Daniel Kahneman gives a Talks at Google lecture based on his book Thinking, Fast and Slow. He lays out the two modes of thought, a fast intuitive System 1 and a slow deliberate System 2, and how they produce predictable judgment errors and biases. HN people recommend it as the quick way to get the core of the book&apos;s first chapters from the author himself.</video:description>
<video:player_loc>https://www.youtube.com/embed/CjVQJdIrDJ0</video:player_loc>
<video:duration>3747</video:duration>
<video:view_count>2211014</video:view_count>
<video:tag>System 1 and System 2 thinking</video:tag>
<video:publication_date>2011-11-11T01:41:07Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2020-11-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.5375000000000001</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/-ZxPhDC-r3w/intrinsic-gravity-by-still</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/-ZxPhDC-r3w/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>Intrinsic Gravity by Still</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/-ZxPhDC-r3w/hqdefault.jpg</video:thumbnail_loc>
<video:description>Intrinsic Gravity by Still is a realtime demoscene production made with the Tooll node-based tool. It moves through many abstract scenes with transitions between them. HN names it as a favourite demo, praised for how smoothly its scenes flow into one another.</video:description>
<video:player_loc>https://www.youtube.com/embed/-ZxPhDC-r3w</video:player_loc>
<video:duration>215</video:duration>
<video:view_count>223906</video:view_count>
<video:tag>demoscene realtime animation</video:tag>
<video:publication_date>2014-12-29T13:48:09Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2026-03-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.5375000000000001</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/zyVTxGpEO30/practical-creativity</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/zyVTxGpEO30/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>Practical Creativity</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/zyVTxGpEO30/hqdefault.jpg</video:thumbnail_loc>
<video:description>Raph Koster, lead designer of Ultima Online, gives a GDC talk on how creativity works in practice. He treats it as a learnable process of recombining existing patterns and ideas rather than waiting for inspiration. HN people recommend it as one of the best GDC talks, and as a view of creativity as using an existing pattern in a new context that is useful even for people outside games.</video:description>
<video:player_loc>https://www.youtube.com/embed/zyVTxGpEO30</video:player_loc>
<video:duration>3865</video:duration>
<video:view_count>354708</video:view_count>
<video:tag>practical creativity</video:tag>
<video:publication_date>2017-01-15T19:39:54Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2026-01-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.5375000000000001</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/MCVj5RZOqwY/avi-bryant-demos-dabble-db</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/MCVj5RZOqwY/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>Avi Bryant demos Dabble db</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/MCVj5RZOqwY/hqdefault.jpg</video:thumbnail_loc>
<video:description>Avi Bryant demonstrates Dabble DB, a web-based tool for building databases and small applications from spreadsheet-like data. The demo shows importing data, restructuring it, relating tables and building views without writing code. HN people remember it as the model of a smooth, intuitive low-code data tool and often use it as a benchmark for newer products.</video:description>
<video:player_loc>https://www.youtube.com/embed/MCVj5RZOqwY</video:player_loc>
<video:duration>517</video:duration>
<video:view_count>5310</video:view_count>
<video:tag>Dabble DB end-user database tool</video:tag>
<video:publication_date>2012-07-04T21:12:27Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2023-03-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.5375000000000001</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/1e8VZlPBx_0/how-to-invent-the-future-ii-stanford-cs183f-startup-school</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/1e8VZlPBx_0/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>How to Invent the Future II - Stanford CS183F: Startup School</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/1e8VZlPBx_0/hqdefault.jpg</video:thumbnail_loc>
<video:description>Alan Kay&apos;s second Stanford Startup School lecture on how to invent the future, from the CS183F series. He draws on the ARPA and Xerox PARC research tradition to argue for envisioning the future rather than extrapolating the present. HN people send it to anyone looking for ideas to build or for a larger way of thinking about invention.</video:description>
<video:player_loc>https://www.youtube.com/embed/1e8VZlPBx_0</video:player_loc>
<video:duration>3390</video:duration>
<video:view_count>26246</video:view_count>
<video:tag>Alan Kay on inventing the future</video:tag>
<video:publication_date>2017-05-30T20:01:08Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2024-01-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.5375000000000001</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/JLPiMl8XUKU/the-smalltalk-80-programming-system</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/JLPiMl8XUKU/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>The Smalltalk-80 Programming System</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/JLPiMl8XUKU/hqdefault.jpg</video:thumbnail_loc>
<video:description>An 18-minute Xerox presentation of the Smalltalk-80 programming system from the early 1980s. It shows the windowed, mouse-driven environment with its class browsers and live objects that defined an influential way of working with software. HN people include it in lists of historical GUI and programming environment videos, as a glimpse of what using a Smalltalk workstation felt like.</video:description>
<video:player_loc>https://www.youtube.com/embed/JLPiMl8XUKU</video:player_loc>
<video:duration>1124</video:duration>
<video:view_count>19279</video:view_count>
<video:tag>Smalltalk-80 programming environment</video:tag>
<video:publication_date>2011-12-21T09:45:11Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2020-04-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.5375000000000001</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/NSS6yAMZF78/motion-extraction</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/NSS6yAMZF78/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>Motion Extraction</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/NSS6yAMZF78/hqdefault.jpg</video:thumbnail_loc>
<video:description>Posy explains and demonstrates motion extraction, a video technique that overlays an inverted, time-delayed copy of footage on itself so only the changes between frames show. The video walks through the idea and shows the odd, beautiful results on ordinary scenes. HN admires it as high-effort, well-produced work and a simple trick that makes slight motion visible.</video:description>
<video:player_loc>https://www.youtube.com/embed/NSS6yAMZF78</video:player_loc>
<video:duration>420</video:duration>
<video:view_count>1551371</video:view_count>
<video:tag>motion extraction video technique</video:tag>
<video:publication_date>2023-12-02T11:00:18Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2025-02-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.525</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/yHXx3orN35Y/8088-mph-by-hornet-crtc-desire</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/yHXx3orN35Y/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>8088 MPH by Hornet + CRTC + DESiRE</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/yHXx3orN35Y/hqdefault.jpg</video:thumbnail_loc>
<video:description>8088 MPH is a demo for the original 1981 IBM PC with its 4.77 MHz 8088 processor and CGA graphics, released in 2015 by Hornet, CRTC and DESiRE. It shows 1024 colors on CGA and plays sound through the PC speaker. HN rates it as the standout of old-hardware demoscene work, a piece of software built with great care over years.</video:description>
<video:player_loc>https://www.youtube.com/embed/yHXx3orN35Y</video:player_loc>
<video:duration>506</video:duration>
<video:view_count>326787</video:view_count>
<video:tag>8088 cga demoscene demo</video:tag>
<video:publication_date>2015-04-05T16:47:33Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2024-09-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.525</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/rC2VQ-oyDG0/i-made-maps-that-show-time-instead-of-space</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/rC2VQ-oyDG0/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>I made maps that show time instead of space</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/rC2VQ-oyDG0/hqdefault.jpg</video:thumbnail_loc>
<video:description>Václav Volhejn explains how he built maps that show time instead of space, warping the map to reflect travel time. He walks through the design problems of making such a map. HN rates the author&apos;s own walkthrough as a good look at how the spacetime map was built.</video:description>
<video:player_loc>https://www.youtube.com/embed/rC2VQ-oyDG0</video:player_loc>
<video:duration>644</video:duration>
<video:view_count>2232179</video:view_count>
<video:tag>travel-time maps</video:tag>
<video:publication_date>2024-03-24T14:00:52Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2025-11-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.525</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/UiS27feX8o0/the-antique-microwave-oven-that-s-better-than-yours</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/UiS27feX8o0/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>The Antique Microwave Oven that&apos;s Better than Yours</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/UiS27feX8o0/hqdefault.jpg</video:thumbnail_loc>
<video:description>Technology Connections reviews an older microwave oven and compares its controls and features with those of microwaves today. He argues that the older design&apos;s controls and sensing suit the job better than the newer ones. HN brings it up in threads on appliance design to show how older appliances did simple things better than modern smart ones.</video:description>
<video:player_loc>https://www.youtube.com/embed/UiS27feX8o0</video:player_loc>
<video:duration>861</video:duration>
<video:view_count>2683290</video:view_count>
<video:tag>microwave oven control design</video:tag>
<video:publication_date>2020-11-12T16:28:22Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2024-09-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.525</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/_gXiVOmaVSo/shawn-douglas-nanoscale-instruments-for-visualizing-small-proteins-and-bret</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/_gXiVOmaVSo/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>Shawn Douglas - Nanoscale Instruments for Visualizing Small Proteins &amp; Bret Victor - Dynamicland</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/_gXiVOmaVSo/hqdefault.jpg</video:thumbnail_loc>
<video:description>A Foresight Institute session pairing Shawn Douglas on nanoscale instruments for visualizing small proteins with Bret Victor on biomolecular design in Dynamicland&apos;s Realtalk. Victor shows physical objects in a room working with live digital feedback for scientists. HN treats it as the newest evidence of Dynamicland&apos;s tangible-interface vision applied to a single scientific domain.</video:description>
<video:player_loc>https://www.youtube.com/embed/_gXiVOmaVSo</video:player_loc>
<video:duration>1692</video:duration>
<video:view_count>19520</video:view_count>
<video:tag>dynamicland biomolecular design</video:tag>
<video:publication_date>2022-10-29T08:56:25Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2024-07-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.525</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/0wxc3mKqKTk/meet-the-engineer-preserving-the-last-analog-motion-graphics-machine</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/0wxc3mKqKTk/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>Meet the Engineer Preserving The Last Analog Motion Graphics Machine</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/0wxc3mKqKTk/hqdefault.jpg</video:thumbnail_loc>
<video:description>A VICE TV piece on an engineer who is preserving and restoring the Scanimate, an analog machine that produced the motion graphics seen in TV broadcasts before digital tools took over. It shows the machine at work and the effort of keeping it running. HN people keep resubmitting it as a look at how much analog hardware it took to make graphics a phone can now do, and as a piece of motion graphics history.</video:description>
<video:player_loc>https://www.youtube.com/embed/0wxc3mKqKTk</video:player_loc>
<video:duration>304</video:duration>
<video:view_count>1314758</video:view_count>
<video:tag>analog motion graphics machine</video:tag>
<video:publication_date>2017-09-21T21:19:07Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2023-09-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.525</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/QHHg99hwQGY/magic-the-gathering-20-years-20-lessons-learned</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/QHHg99hwQGY/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>&apos;Magic: the Gathering&apos;: 20 Years, 20 Lessons Learned</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/QHHg99hwQGY/hqdefault.jpg</video:thumbnail_loc>
<video:description>Mark Rosewater, head designer of Magic: The Gathering, gives a GDC talk with twenty lessons from twenty years of designing the game. They cover how to design for players, with examples from the game. HN recommends it as a strong talk on game design whose lessons carry over to other kinds of design and software.</video:description>
<video:player_loc>https://www.youtube.com/embed/QHHg99hwQGY</video:player_loc>
<video:duration>3647</video:duration>
<video:view_count>1086641</video:view_count>
<video:tag>magic the gathering design lessons</video:tag>
<video:publication_date>2016-05-02T16:16:39Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2020-11-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.525</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/Tl9kD693ie4/mix08-microsoft-office-2007-the-story-of-the-ribbon-1-of-10</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/Tl9kD693ie4/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>MIX08 Microsoft Office 2007: The Story of the Ribbon (1 of 10)</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/Tl9kD693ie4/hqdefault.jpg</video:thumbnail_loc>
<video:description>The first of ten parts of the MIX08 talk on the story of the Microsoft Office 2007 ribbon, from the Office user interface team. It tells how the team studied how people used Office and redesigned its interface around that. HN treats it as the standard account of data-driven UI design, and points to it to explain why the ribbon exists and how thoroughly it was tested.</video:description>
<video:player_loc>https://www.youtube.com/embed/Tl9kD693ie4</video:player_loc>
<video:duration>601</video:duration>
<video:view_count>32442</video:view_count>
<video:tag>story of the office ribbon</video:tag>
<video:publication_date>2009-01-12T07:17:30Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2024-04-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.525</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/KZjFVdU8VLI/interactive-programming-flappy-bird-in-clojurescript</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/KZjFVdU8VLI/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>Interactive programming Flappy Bird in ClojureScript</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/KZjFVdU8VLI/hqdefault.jpg</video:thumbnail_loc>
<video:description>Bruce Hauman builds Flappy Bird in ClojureScript using Figwheel, changing the code while the game keeps running. Each edit shows up in the browser at once and the game&apos;s state is kept. HN holds it up as the model for interactive development, where a program is built as a living thing without restarts.</video:description>
<video:player_loc>https://www.youtube.com/embed/KZjFVdU8VLI</video:player_loc>
<video:duration>382</video:duration>
<video:view_count>55071</video:view_count>
<video:tag>interactive programming with hot reload</video:tag>
<video:publication_date>2014-04-29T19:50:01Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2017-07-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.525</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/0ifChJ0nJfM/learn-to-paint-with-mathematics</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/0ifChJ0nJfM/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>Learn to Paint with Mathematics</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/0ifChJ0nJfM/hqdefault.jpg</video:thumbnail_loc>
<video:description>Inigo Quilez builds an image from scratch with code, writing a simple shader step by step so the picture emerges from mathematical formulas. It is an introductory entry in his series on procedural graphics. HN people point beginners to it as the most approachable of Inigo Quilez&apos;s videos and as a first step on the way into shaders.</video:description>
<video:player_loc>https://www.youtube.com/embed/0ifChJ0nJfM</video:player_loc>
<video:duration>1442</video:duration>
<video:view_count>190833</video:view_count>
<video:tag>painting images with shader math</video:tag>
<video:publication_date>2014-07-14T07:21:05Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2025-01-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.525</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/yY96hTb8WgI/it-s-not-you-bad-doors-are-everywhere</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/yY96hTb8WgI/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>It&apos;s not you. Bad doors are everywhere.</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/yY96hTb8WgI/hqdefault.jpg</video:thumbnail_loc>
<video:description>A five-minute Vox explainer on Norman doors: doors whose handles and shapes say the opposite of what they do, so people push when they should pull. It uses the example to introduce Don Norman and the idea that good design communicates how a thing works. HN people hand it over as the quickest proof that design is a language and not just aesthetics, and as a short introduction to Don Norman.</video:description>
<video:player_loc>https://www.youtube.com/embed/yY96hTb8WgI</video:player_loc>
<video:duration>332</video:duration>
<video:view_count>10565113</video:view_count>
<video:tag>norman doors and signifiers</video:tag>
<video:publication_date>2016-02-26T15:26:36Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2026-09-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.525</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/WRS9Gek4V5Q/give-yourself-permission-to-be-creative-ethan-hawke-ted</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/WRS9Gek4V5Q/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>Give yourself permission to be creative | Ethan Hawke | TED</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/WRS9Gek4V5Q/hqdefault.jpg</video:thumbnail_loc>
<video:description>Actor Ethan Hawke gives a TED talk about creativity and why people should allow themselves to make things. He talks about the value of art and the fear of being bad at it. HN returns to it as a reminder that it is fine to flail while making things, and that art tells people they are not alone.</video:description>
<video:player_loc>https://www.youtube.com/embed/WRS9Gek4V5Q</video:player_loc>
<video:duration>557</video:duration>
<video:view_count>3365522</video:view_count>
<video:tag>permission to be creative</video:tag>
<video:publication_date>2020-08-11T14:29:56Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2026-06-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.525</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/0lvUByM-fZk/cities-skylines-power-politics-and-planning-episode-1-parking</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/0lvUByM-fZk/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>Cities: Skylines | Power, Politics, &amp; Planning: Episode 1: Parking</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/0lvUByM-fZk/hqdefault.jpg</video:thumbnail_loc>
<video:description>The first episode of a Cities: Skylines series that uses the city-building game to show how parking requirements shape a city. The narration is sarcastic, deliberately building a car-centric city to show how the policy plays out. HN recommends it as a clear illustration of parking minimums and how US urban design policy works against walkable places.</video:description>
<video:player_loc>https://www.youtube.com/embed/0lvUByM-fZk</video:player_loc>
<video:duration>810</video:duration>
<video:view_count>135812</video:view_count>
<video:tag>parking minimums and urban design</video:tag>
<video:publication_date>2018-07-09T13:39:10Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2021-06-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.525</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/DfznnKUwywQ/computational-design-of-mechanical-characters</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/DfznnKUwywQ/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>Computational Design of Mechanical Characters</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/DfznnKUwywQ/hqdefault.jpg</video:thumbnail_loc>
<video:description>A Disney Research video for a SIGGRAPH 2013 paper on computational design of mechanical characters. It shows software that generates gears and linkages to make a figure move along a path the designer draws. HN cites it as the example of software that turns a drawn motion into a working mechanism.</video:description>
<video:player_loc>https://www.youtube.com/embed/DfznnKUwywQ</video:player_loc>
<video:duration>310</video:duration>
<video:view_count>3935229</video:view_count>
<video:tag>computational design of mechanisms</video:tag>
<video:publication_date>2013-07-21T06:40:27Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2020-11-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.525</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/t9WMNuyjm4w/the-prototype-that-was-banned-from-halfbrick</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/t9WMNuyjm4w/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>The Prototype that was Banned from Halfbrick</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/t9WMNuyjm4w/hqdefault.jpg</video:thumbnail_loc>
<video:description>A GDC talk about a multiplayer prototype made at the studio Halfbrick that ended up banned there. The game&apos;s adversarial play, with betrayal between players, caused so much friction between colleagues. HN calls it a legendary talk about how adversarial multiplayer design can make the experience unpleasant for everyone.</video:description>
<video:player_loc>https://www.youtube.com/embed/t9WMNuyjm4w</video:player_loc>
<video:duration>3623</video:duration>
<video:view_count>140420</video:view_count>
<video:tag>adversarial multiplayer design</video:tag>
<video:publication_date>2016-08-10T17:37:29Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2022-03-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.525</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/ra_9zU-mnl8/gridfinity-your-ultimate-modular-workshop-is-free</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/ra_9zU-mnl8/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>Gridfinity: Your Ultimate Modular Workshop is FREE!</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/ra_9zU-mnl8/hqdefault.jpg</video:thumbnail_loc>
<video:description>Zack Freedman introduces Gridfinity, a free, open, 3D-printable modular storage system built on a standard grid. Bins and baseplates fit together for everything from screws to tools. HN treats it as the introduction to Gridfinity from its creator, and the answer to how to organize small parts.</video:description>
<video:player_loc>https://www.youtube.com/embed/ra_9zU-mnl8</video:player_loc>
<video:duration>1252</video:duration>
<video:view_count>1758008</video:view_count>
<video:tag>modular storage system</video:tag>
<video:publication_date>2022-04-13T01:15:31Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2024-10-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.525</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/LWGJA9i18Co/ok-go-upside-down-and-inside-out</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/LWGJA9i18Co/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>OK Go - Upside Down &amp; Inside Out</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/LWGJA9i18Co/hqdefault.jpg</video:thumbnail_loc>
<video:description>OK Go&apos;s music video for Upside Down &amp; Inside Out, shot during parabolic flights so the band and props float in weightlessness. The video is built around single continuous takes. HN keeps it as the standard example of a clever one-take music video made with real physics rather than effects.</video:description>
<video:player_loc>https://www.youtube.com/embed/LWGJA9i18Co</video:player_loc>
<video:duration>202</video:duration>
<video:view_count>30986107</video:view_count>
<video:tag>zero gravity music video</video:tag>
<video:publication_date>2016-02-13T14:00:02Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2026-05-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.525</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/GNO_CYUjMK8/jsconfus-2013-steven-wittens-making-webgl-dance</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/GNO_CYUjMK8/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>[JSConfUS 2013] Steven Wittens: Making WebGL Dance</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/GNO_CYUjMK8/hqdefault.jpg</video:thumbnail_loc>
<video:description>Steven Wittens&apos; JSConf US 2013 talk on how 3D graphics works, framed around WebGL. He builds up vectors, matrices and transformations with animated visuals. HN rates it as the best visual introduction to the matrix math behind graphics, and says the title undersells it.</video:description>
<video:player_loc>https://www.youtube.com/embed/GNO_CYUjMK8</video:player_loc>
<video:duration>1855</video:duration>
<video:view_count>56349</video:view_count>
<video:tag>matrix math for 3d graphics</video:tag>
<video:publication_date>2013-08-05T19:05:59Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2021-02-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.525</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/O1lZ9n2bxWA/the-senseless-ambiguity-of-north-american-turn-signals</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/O1lZ9n2bxWA/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>The Senseless Ambiguity of North American Turn Signals</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/O1lZ9n2bxWA/hqdefault.jpg</video:thumbnail_loc>
<video:description>Technology Connections looks at why North American cars signal turns in a way that can be ambiguous, including red turn signals that share the brake light. The video compares US practice with the amber signals used elsewhere. HN keeps linking it as the definitive critique of US turn-signal design, whenever a bad car signal or control comes up.</video:description>
<video:player_loc>https://www.youtube.com/embed/O1lZ9n2bxWA</video:player_loc>
<video:duration>823</video:duration>
<video:view_count>4207516</video:view_count>
<video:tag>turn signal design</video:tag>
<video:publication_date>2018-07-14T16:00:31Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2026-08-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.525</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/jAhiMCSvtCc/the-great-wave-part-1</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/jAhiMCSvtCc/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>The Great Wave - Part 1</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/jAhiMCSvtCc/hqdefault.jpg</video:thumbnail_loc>
<video:description>The first part of David Bull&apos;s long series on reproducing Hokusai&apos;s Great Wave by traditional Japanese woodblock printing. Bull is a woodblock printer in Tokyo, and the series follows the work as he does it. HN rates the series among the best long-form process videos, and suggests it to anyone interested in the print.</video:description>
<video:player_loc>https://www.youtube.com/embed/jAhiMCSvtCc</video:player_loc>
<video:duration>547</video:duration>
<video:view_count>190514</video:view_count>
<video:tag>woodblock print reproduction</video:tag>
<video:publication_date>2015-01-05T15:09:44Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2026-02-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.525</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/csalhuSixQU/meeting-mr-kid-pix</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/csalhuSixQU/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>Meeting Mr. Kid Pix</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/csalhuSixQU/hqdefault.jpg</video:thumbnail_loc>
<video:description>Jeffrey Alan Scudder, known as Whistlegraph, made this short documentary after meeting Craig Hickman, the creator of Kid Pix. It covers the paint program made for children. HN shares it as a warm, sincere profile of the maker of Kid Pix and its playful design.</video:description>
<video:player_loc>https://www.youtube.com/embed/csalhuSixQU</video:player_loc>
<video:duration>850</video:duration>
<video:view_count>15191</video:view_count>
<video:tag>kid pix creator profile</video:tag>
<video:publication_date>2019-06-26T03:00:09Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2024-06-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.525</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/EuELwq2ThJE/don-t-make-me-click</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/EuELwq2ThJE/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>Don&apos;t Make Me Click</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/EuELwq2ThJE/hqdefault.jpg</video:thumbnail_loc>
<video:description>Aza Raskin&apos;s Google TechTalk on reducing the number of clicks and steps in an interface. He argues that good design cuts the work the user has to do, and that the best interface may be no interface at all. HN recommends it to people learning web design and interface efficiency, and quotes its line about the shovel and the hole.</video:description>
<video:player_loc>https://www.youtube.com/embed/EuELwq2ThJE</video:player_loc>
<video:duration>3887</video:duration>
<video:view_count>72976</video:view_count>
<video:tag>interface efficiency</video:tag>
<video:publication_date>2008-04-03T10:01:19Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2013-05-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.525</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/NqKyHEJe9_w/yesterday-s-computer-of-tomorrow-the-xerox-alto-smalltalk-76-demo</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/NqKyHEJe9_w/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>Yesterday&apos;s Computer of Tomorrow: The Xerox Alto │Smalltalk-76 Demo</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/NqKyHEJe9_w/hqdefault.jpg</video:thumbnail_loc>
<video:description>A Computer History Museum demonstration of Smalltalk-76 running on a Xerox Alto, presented by Dan Ingalls, one of Smalltalk&apos;s original authors. It shows the windowed, live, object-based environment developed at Xerox PARC. HN points to it as a look at a 1970s system whose live environment and IDE are still ahead of much of today&apos;s tooling.</video:description>
<video:player_loc>https://www.youtube.com/embed/NqKyHEJe9_w</video:player_loc>
<video:duration>1008</video:duration>
<video:view_count>38476</video:view_count>
<video:tag>xerox alto smalltalk-76</video:tag>
<video:publication_date>2017-12-14T21:38:52Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2023-04-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.525</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/4laPOtTRteI/svg-can-do-that-talk-by-sarah-drasner</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/4laPOtTRteI/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>SVG can do that?! - talk by Sarah Drasner</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/4laPOtTRteI/hqdefault.jpg</video:thumbnail_loc>
<video:description>Sarah Drasner&apos;s talk, hosted by freeCodeCamp, on what SVG can do on the web. She shows techniques for animating and building graphics with SVG. HN people call it a must-watch for anyone curious about how much SVG can really do.</video:description>
<video:player_loc>https://www.youtube.com/embed/4laPOtTRteI</video:player_loc>
<video:duration>2288</video:duration>
<video:view_count>40508</video:view_count>
<video:tag>svg animation and graphics</video:tag>
<video:publication_date>2018-03-16T16:48:59Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2025-12-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.525</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/nsxoZXaYJSk/will-wright-maxis-interfacing-to-microworlds-1996-4-26</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/nsxoZXaYJSk/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>Will Wright  - Maxis -  Interfacing to Microworlds  - 1996-4-26</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/nsxoZXaYJSk/hqdefault.jpg</video:thumbnail_loc>
<video:description>Will Wright of Maxis gives a talk called Interfacing to Microworlds, delivered in 1996 to Terry Winograd&apos;s user interface class at Stanford. He discusses designing interfaces to simulation games, including SimAnt, and previews the Dollhouse prototype that became The Sims. HN finds it prescient: much of The Sims&apos; design and its approach to storytelling were already worked out in this talk.</video:description>
<video:player_loc>https://www.youtube.com/embed/nsxoZXaYJSk</video:player_loc>
<video:duration>5189</video:duration>
<video:view_count>7408</video:view_count>
<video:tag>interfaces to simulation games</video:tag>
<video:publication_date>2023-01-27T20:50:21Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2025-08-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.525</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/PixPSNRDNMU/computational-public-space</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/PixPSNRDNMU/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>Computational Public Space</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/PixPSNRDNMU/hqdefault.jpg</video:thumbnail_loc>
<video:description>Bret Victor of Dynamicland on Computational Public Space, the idea of computing that lives in shared physical rooms instead of behind private screens. He shows people programming with pieces of paper in a room. HN people call it a must-watch on keeping computing human and communal, and found its live paper-programming demo as surprising as Victor&apos;s earlier ones.</video:description>
<video:player_loc>https://www.youtube.com/embed/PixPSNRDNMU</video:player_loc>
<video:duration>2566</video:duration>
<video:view_count>11319</video:view_count>
<video:tag>dynamicland and communal computing</video:tag>
<video:publication_date>2025-05-15T17:26:54Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2025-12-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.5125000000000001</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/Imquk_3oFf4/memories-256-byte-msdos-intro</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/Imquk_3oFf4/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>&quot;Memories&quot; - 256 byte MSDOS intro</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/Imquk_3oFf4/hqdefault.jpg</video:thumbnail_loc>
<video:description>Memories is a 256-byte MS-DOS intro by Hellmood, shown at the Revision demoparty. In a program smaller than a short paragraph of text it plays several scenes of graphics and music. HN calls it the champion of the 256-byte category and the demo to show anyone who doubts what the demoscene can do.</video:description>
<video:player_loc>https://www.youtube.com/embed/Imquk_3oFf4</video:player_loc>
<video:duration>121</video:duration>
<video:view_count>106642</video:view_count>
<video:tag>256 byte demoscene intro</video:tag>
<video:publication_date>2020-04-11T21:47:18Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2022-12-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.5125000000000001</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/bUR_eUVcABg/xiki-can-your-shell-console-do-this</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/bUR_eUVcABg/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>Xiki: Can your shell console do this?</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/bUR_eUVcABg/hqdefault.jpg</video:thumbnail_loc>
<video:description>Craig Muth demonstrates Xiki, a shell console where text on screen can be edited, run and expanded like a menu. It mixes commands, files and results in one editable document. HN submitted it repeatedly in 2012 as one of the most innovative takes on the command line and programmable console.</video:description>
<video:player_loc>https://www.youtube.com/embed/bUR_eUVcABg</video:player_loc>
<video:duration>194</video:duration>
<video:view_count>182447</video:view_count>
<video:tag>xiki shell console</video:tag>
<video:publication_date>2012-08-10T06:18:37Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2015-01-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.5125000000000001</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/mmfjM-SGlGs/here-i-stand-at-age-80</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/mmfjM-SGlGs/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>Here I Stand, at Age 80</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/mmfjM-SGlGs/hqdefault.jpg</video:thumbnail_loc>
<video:description>Ted Nelson, who coined the word hypertext and created Project Xanadu, recorded this talk on his life and work at age 80. He goes through his ideas and the critical junctures where Xanadu might have succeeded. HN people recommend it as a wonderful overview and a historical treasure, recorded by Nelson himself, that shows his vision first hand.</video:description>
<video:player_loc>https://www.youtube.com/embed/mmfjM-SGlGs</video:player_loc>
<video:duration>2877</video:duration>
<video:view_count>25496</video:view_count>
<video:tag>ted nelson on his life and xanadu</video:tag>
<video:publication_date>2017-09-03T23:16:49Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2019-09-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.5125000000000001</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/odJxJRAxdFU/three-dimensional-mid-air-acoustic-manipulation-acoustic-levitation-2014</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/odJxJRAxdFU/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>Three-Dimensional Mid-Air Acoustic Manipulation [Acoustic Levitation] (2014-)</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/odJxJRAxdFU/hqdefault.jpg</video:thumbnail_loc>
<video:description>Yoichi Ochiai&apos;s research video on three-dimensional mid-air acoustic manipulation, which uses ultrasound to levitate and move small objects. It shows the technique working on various materials. HN passes it around as a clear, fascinating demonstration of acoustic levitation.</video:description>
<video:player_loc>https://www.youtube.com/embed/odJxJRAxdFU</video:player_loc>
<video:duration>145</video:duration>
<video:view_count>4037202</video:view_count>
<video:tag>acoustic levitation</video:tag>
<video:publication_date>2013-12-31T17:06:27Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2020-01-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.5125000000000001</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/iwVu2BWLZqA/the-incredible-machine-1968</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/iwVu2BWLZqA/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>The Incredible Machine (1968)</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/iwVu2BWLZqA/hqdefault.jpg</video:thumbnail_loc>
<video:description>The Incredible Machine is a 1968 Bell Labs educational film about what computers could then do. It shows contemporary equipment, including a PDP-5 and a vector display, with early interactive graphics. HN enjoys it as a record of 1968 computing at its most inventive, and uses it to date display hardware.</video:description>
<video:player_loc>https://www.youtube.com/embed/iwVu2BWLZqA</video:player_loc>
<video:duration>895</video:duration>
<video:view_count>1078153</video:view_count>
<video:tag>1968 bell labs computing film</video:tag>
<video:publication_date>2012-11-24T00:20:51Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2026-09-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.5125000000000001</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/rbu7Zu5X1zI/how-i-animate-3blue1brown-a-manim-demo-with-ben-sparks</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/rbu7Zu5X1zI/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>How I animate 3Blue1Brown | A Manim demo with Ben Sparks</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/rbu7Zu5X1zI/hqdefault.jpg</video:thumbnail_loc>
<video:description>Grant Sanderson of 3Blue1Brown shows how he makes his videos with Manim, his Python animation library, in a demo with Ben Sparks. He codes scenes live and explains his workflow. HN recommends it as the in-depth look at his animation process, including live coding and workarounds.</video:description>
<video:player_loc>https://www.youtube.com/embed/rbu7Zu5X1zI</video:player_loc>
<video:duration>3221</video:duration>
<video:view_count>3297612</video:view_count>
<video:tag>animating math videos with manim</video:tag>
<video:publication_date>2024-10-12T13:00:39Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2026-03-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.5125000000000001</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/T4Upf_B9RLQ/a-day-in-the-life-of-an-ensh-ttificator</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/T4Upf_B9RLQ/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>A Day in the Life of an Ensh*ttificator</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/T4Upf_B9RLQ/hqdefault.jpg</video:thumbnail_loc>
<video:description>A short video from the Norwegian Consumer Council on enshittification, the gradual decline of online services as companies put profit ahead of users. It follows the job of someone who makes products worse. HN says it names a pattern that, once seen, shows up in every service, from ads on paid tiers to ad-supported AI.</video:description>
<video:player_loc>https://www.youtube.com/embed/T4Upf_B9RLQ</video:player_loc>
<video:duration>240</video:duration>
<video:view_count>5128170</video:view_count>
<video:tag>enshittification of online services</video:tag>
<video:publication_date>2026-02-27T05:00:38Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2026-09-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.5125000000000001</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/nIoXOplUvAw/blender-3-0-beginner-tutorial-part-1</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/nIoXOplUvAw/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>Blender 3.0 Beginner Tutorial - Part 1</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/nIoXOplUvAw/hqdefault.jpg</video:thumbnail_loc>
<video:description>Blender Guru&apos;s Blender 3.0 beginner tutorial, the first part of the well-known donut series. It teaches the interface and basic modeling by building a donut, and is aimed at people new to Blender. HN calls it the rite of passage for Blender newcomers and the default answer when someone asks how to start.</video:description>
<video:player_loc>https://www.youtube.com/embed/nIoXOplUvAw</video:player_loc>
<video:duration>1003</video:duration>
<video:view_count>9321238</video:view_count>
<video:tag>blender beginner tutorial</video:tag>
<video:publication_date>2021-12-03T00:00:10Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2023-11-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.5125000000000001</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/czzAVuVz7u4/why-can-t-we-make-simple-software-peter-van-hardenberg</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/czzAVuVz7u4/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>Why Can&apos;t We Make Simple Software? - Peter van Hardenberg</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/czzAVuVz7u4/hqdefault.jpg</video:thumbnail_loc>
<video:description>Peter van Hardenberg asks why software is so hard to keep simple. He focuses on complexity as the result of systems interacting. HN recommends it as a thoughtful talk on software complexity, and how complex systems can be both unreasonable and generative.</video:description>
<video:player_loc>https://www.youtube.com/embed/czzAVuVz7u4</video:player_loc>
<video:duration>2494</video:duration>
<video:view_count>365609</video:view_count>
<video:tag>software complexity</video:tag>
<video:publication_date>2024-11-27T17:00:40Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2025-09-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.5125000000000001</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/0t4aKJuKP0Q/4d-toys-a-box-of-four-dimensional-toys-and-how-objects-bounce-and-roll-in-4d</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/0t4aKJuKP0Q/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>4D Toys: a box of four-dimensional toys, and how objects bounce and roll in 4D</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/0t4aKJuKP0Q/hqdefault.jpg</video:thumbnail_loc>
<video:description>A look at 4D Toys, a box of four-dimensional toys made by the creator of the game Miegakure. It shows how objects bounce, roll and rotate in four spatial dimensions, which are explored through a 3D slice. HN points to it as the most intuitive way to see how things move in four dimensions.</video:description>
<video:player_loc>https://www.youtube.com/embed/0t4aKJuKP0Q</video:player_loc>
<video:duration>329</video:duration>
<video:view_count>5932727</video:view_count>
<video:tag>four-dimensional toys</video:tag>
<video:publication_date>2017-06-02T17:43:29Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2022-07-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.5125000000000001</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/OrwBc6PwAcY/the-michelangelo-of-microsoft-excel</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/OrwBc6PwAcY/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>The Michelangelo of Microsoft Excel</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/OrwBc6PwAcY/hqdefault.jpg</video:thumbnail_loc>
<video:description>A Great Big Story short about a 77-year-old Japanese man who makes detailed landscape paintings in Microsoft Excel. He treats a spreadsheet program as a drawing tool. HN keeps resubmitting it as a charming example of art made with a tool built for something else.</video:description>
<video:player_loc>https://www.youtube.com/embed/OrwBc6PwAcY</video:player_loc>
<video:duration>149</video:duration>
<video:view_count>9559800</video:view_count>
<video:tag>painting in excel</video:tag>
<video:publication_date>2017-12-01T07:00:03Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2023-11-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.5125000000000001</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/JBgG_VSP7f8/karl-sims-evolved-virtual-creatures-evolution-simulation-1994</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/JBgG_VSP7f8/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>Karl Sims - Evolved Virtual Creatures, Evolution Simulation, 1994</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/JBgG_VSP7f8/hqdefault.jpg</video:thumbnail_loc>
<video:description>Karl Sims&apos; 1994 video of virtual creatures whose bodies and brains are evolved by a genetic algorithm inside a physics simulation. The creatures compete and learn to swim, walk and fight over a goal. HN cites it as the foundational demonstration of evolved behaviour, including how the evolution exploited bugs in the simulation.</video:description>
<video:player_loc>https://www.youtube.com/embed/JBgG_VSP7f8</video:player_loc>
<video:duration>250</video:duration>
<video:view_count>797351</video:view_count>
<video:tag>evolved virtual creatures</video:tag>
<video:publication_date>2008-12-06T15:35:53Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2026-02-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.5125000000000001</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/Uhx-26GfCBU/why-canadians-can-t-bike-in-the-winter-but-finnish-people-can</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/Uhx-26GfCBU/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>Why Canadians Can&apos;t Bike in the Winter (but Finnish people can)</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/Uhx-26GfCBU/hqdefault.jpg</video:thumbnail_loc>
<video:description>Not Just Bikes explains how Oulu, Finland keeps a large share of people cycling through harsh winters. The answer he gives is infrastructure that is cleared and prioritized, not the weather. HN uses it to answer the claim that cold or snow makes cycling impractical, with Oulu as the example.</video:description>
<video:player_loc>https://www.youtube.com/embed/Uhx-26GfCBU</video:player_loc>
<video:duration>914</video:duration>
<video:view_count>3284206</video:view_count>
<video:tag>winter cycling infrastructure</video:tag>
<video:publication_date>2021-01-25T15:30:15Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2022-09-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.5125000000000001</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/89wq5EoXy-0/spaceballs-state-of-the-art-amiga-demo-hd-50fps</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/89wq5EoXy-0/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>Spaceballs - State of the Art - Amiga Demo (HD 50fps)</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/89wq5EoXy-0/hqdefault.jpg</video:thumbnail_loc>
<video:description>State of the Art is a 1992 Amiga demo by the Norwegian group Spaceballs, recorded here in HD at 50 fps. It runs in real time on a stock Amiga 500 and fits on one floppy disk. HN remembers it as a classic of the demoscene, which still impresses given how little hardware it needed.</video:description>
<video:player_loc>https://www.youtube.com/embed/89wq5EoXy-0</video:player_loc>
<video:duration>253</video:duration>
<video:view_count>264176</video:view_count>
<video:tag>amiga demoscene classic</video:tag>
<video:publication_date>2014-11-02T21:41:45Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2024-03-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.5125000000000001</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/OjPcT1uUZiE/molecular-visualizations-of-dna-2003-drew-berry-wehi-tv</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/OjPcT1uUZiE/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>Molecular Visualizations of DNA (2003) Drew Berry wehi.tv</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/OjPcT1uUZiE/hqdefault.jpg</video:thumbnail_loc>
<video:description>Drew Berry&apos;s 2003 scientific animation from the Walter and Eliza Hall Institute shows how DNA is wrapped and copied inside the cell. The proteins that do the copying are drawn as molecular machines. HN passes it around as the best visual account of DNA replication, which turns an abstract process into something you can watch.</video:description>
<video:player_loc>https://www.youtube.com/embed/OjPcT1uUZiE</video:player_loc>
<video:duration>186</video:duration>
<video:view_count>1179617</video:view_count>
<video:tag>dna replication animation</video:tag>
<video:publication_date>2010-11-24T06:14:20Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2021-12-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.5125000000000001</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/0w_xEUoK79o/hartverdrahtet-akronyme-analogiker-4k-revision-2012</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/0w_xEUoK79o/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>Hartverdrahtet - Akronyme Analogiker | 4k Revision 2012</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/0w_xEUoK79o/hqdefault.jpg</video:thumbnail_loc>
<video:description>A capture of &quot;Hartverdrahtet&quot; by Akronyme Analogiker, a 4k intro shown at Revision 2012, where the whole real-time audiovisual piece fits in 4096 bytes. The visuals lean heavily on real-time fractal rendering. HN people use it as their favourite proof of how much visual richness fits in 4 KB, usually in threads about code size and bloat.</video:description>
<video:player_loc>https://www.youtube.com/embed/0w_xEUoK79o</video:player_loc>
<video:duration>185</video:duration>
<video:view_count>339529</video:view_count>
<video:tag>4k demoscene intro</video:tag>
<video:publication_date>2012-04-10T19:15:44Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2024-01-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.5125000000000001</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/oYp5XuGYqqY/do-we-see-reality-as-it-is-donald-hoffman-ted</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/oYp5XuGYqqY/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>Do we see reality as it is? | Donald Hoffman | TED</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/oYp5XuGYqqY/hqdefault.jpg</video:thumbnail_loc>
<video:description>Cognitive scientist Donald Hoffman argues in this TED talk that evolution favors perception that tracks fitness rather than truth. He says what we see works like an interface, a user illusion, rather than a picture of reality. HN returns to it for the idea that perception is tuned for fitness, which it uses to talk about the brain, AI and user interfaces.</video:description>
<video:player_loc>https://www.youtube.com/embed/oYp5XuGYqqY</video:player_loc>
<video:duration>1311</video:duration>
<video:view_count>3130021</video:view_count>
<video:tag>perception and fitness</video:tag>
<video:publication_date>2015-06-11T21:53:04Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2023-02-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.5125000000000001</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/RxD6H3ri8RI/wild-tricks-for-greenscreen-in-blender</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/RxD6H3ri8RI/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>Wild Tricks for Greenscreen in Blender</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/RxD6H3ri8RI/hqdefault.jpg</video:thumbnail_loc>
<video:description>Ian Hubert shows quick, improvised ways to composite green-screen footage in Blender, moving fast through the steps. It shows the tricks he used on his own low-budget VFX shorts. HN likes it as a fast, funny overview of what a tiny team can do with Blender&apos;s compositing.</video:description>
<video:player_loc>https://www.youtube.com/embed/RxD6H3ri8RI</video:player_loc>
<video:duration>591</video:duration>
<video:view_count>2261355</video:view_count>
<video:tag>green screen compositing in blender</video:tag>
<video:publication_date>2020-07-27T21:03:21Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2026-03-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.5125000000000001</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/NnkCujnYNSo/doom-a-classic-game-postmortem</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/NnkCujnYNSo/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>&apos;Doom:&apos; A Classic Game Postmortem</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/NnkCujnYNSo/hqdefault.jpg</video:thumbnail_loc>
<video:description>John Romero and Tom Hall look back on the making of Doom in a GDC Classic Game Postmortem. They discuss how the id Software team designed and built the 1993 game. HN people list it first among the Doom documentaries worth digging into, and cite it as a source for Doom&apos;s technical history.</video:description>
<video:player_loc>https://www.youtube.com/embed/NnkCujnYNSo</video:player_loc>
<video:duration>3537</video:duration>
<video:view_count>240093</video:view_count>
<video:tag>doom postmortem</video:tag>
<video:publication_date>2016-05-19T16:28:04Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2020-03-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.5125000000000001</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/kIID5FDi2JQ/why-all-world-maps-are-wrong</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/kIID5FDi2JQ/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>Why all world maps are wrong</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/kIID5FDi2JQ/hqdefault.jpg</video:thumbnail_loc>
<video:description>A Vox explainer on why no flat world map can be accurate. It shows the trade-offs between map projections, such as distorting size, shape or distance. HN recommends it as a quick, clear introduction to map projections that resonates well with students.</video:description>
<video:player_loc>https://www.youtube.com/embed/kIID5FDi2JQ</video:player_loc>
<video:duration>360</video:duration>
<video:view_count>23782057</video:view_count>
<video:tag>world map projections</video:tag>
<video:publication_date>2016-12-02T12:15:57Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2024-07-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.5125000000000001</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/GnO7D5UaDig/apple-s-world-wide-developers-conference-1997-with-steve-jobs</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/GnO7D5UaDig/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>Apple&apos;s World Wide Developers Conference 1997 with Steve Jobs</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/GnO7D5UaDig/hqdefault.jpg</video:thumbnail_loc>
<video:description>Steve Jobs at Apple&apos;s 1997 Worldwide Developers Conference, shortly after his return to the company, speaking and taking questions from developers. It includes his answers on strategy and on starting from the customer experience. HN people call it historically profound and Jobs&apos;s best masterclass, and quote it for working backwards from the customer experience to the technology.</video:description>
<video:player_loc>https://www.youtube.com/embed/GnO7D5UaDig</video:player_loc>
<video:duration>4270</video:duration>
<video:view_count>445651</video:view_count>
<video:tag>steve jobs at wwdc 1997</video:tag>
<video:publication_date>2011-06-06T02:06:15Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2022-09-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.5125000000000001</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/C97kMKwZ2-g/strandbeest-evolution-2021</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/C97kMKwZ2-g/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>STRANDBEEST EVOLUTION 2021</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/C97kMKwZ2-g/hqdefault.jpg</video:thumbnail_loc>
<video:description>Theo Jansen&apos;s update on his Strandbeests, the wind-powered walking sculptures he builds from plastic tubing, with developments up to 2021. The video shows the creatures moving on the beach. HN shares it as a beautiful example of evolved, wind-driven machines, and offers the Strandbeest when asked about the weirdest recent technology.</video:description>
<video:player_loc>https://www.youtube.com/embed/C97kMKwZ2-g</video:player_loc>
<video:duration>271</video:duration>
<video:view_count>7979443</video:view_count>
<video:tag>strandbeest kinetic sculpture</video:tag>
<video:publication_date>2022-04-03T12:53:10Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2024-08-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.5125000000000001</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/T2OxO-4YLRk/classic-game-postmortem-fallout</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/T2OxO-4YLRk/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>Classic Game Postmortem: Fallout</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/T2OxO-4YLRk/hqdefault.jpg</video:thumbnail_loc>
<video:description>A GDC Classic Game Postmortem in which Fallout creator Tim Cain looks back on making the original Fallout. He covers the development story and the post-apocalyptic fiction that influenced the game. HN people hold GDC postmortems in high regard and single out this one as essential for Fallout fans and for anyone interested in how classic games got made.</video:description>
<video:player_loc>https://www.youtube.com/embed/T2OxO-4YLRk</video:player_loc>
<video:duration>3543</video:duration>
<video:view_count>301277</video:view_count>
<video:tag>fallout game postmortem</video:tag>
<video:publication_date>2017-05-04T16:25:56Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2025-12-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.5125000000000001</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/Cfe5UQ-1L9Q/live-coding-happy-jumping</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/Cfe5UQ-1L9Q/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>LIVE Coding &quot;Happy Jumping&quot;</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/Cfe5UQ-1L9Q/hqdefault.jpg</video:thumbnail_loc>
<video:description>Inigo Quilez live-codes the shader &quot;Happy Jumping&quot; from scratch, a raymarched animation of a blobby creature, in a roughly five-to-six-hour making-of video. He explains the math, shading and art decisions as he goes. HN people call it the video to drink from the firehose: long, but worth it for watching a full raymarched scene being built step by step.</video:description>
<video:player_loc>https://www.youtube.com/embed/Cfe5UQ-1L9Q</video:player_loc>
<video:duration>20586</video:duration>
<video:view_count>106332</video:view_count>
<video:tag>live coding a raymarched shader</video:tag>
<video:publication_date>2019-08-14T23:04:38Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2022-06-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.5125000000000001</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/klTjiXjqHrQ/bret-victor-seeing-spaces</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/klTjiXjqHrQ/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>Bret Victor - Seeing Spaces</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/klTjiXjqHrQ/hqdefault.jpg</video:thumbnail_loc>
<video:description>Bret Victor&apos;s 2014 talk Seeing Spaces argues that creators need to see inside what they are building, and imagines physical workspaces equipped for that. It ties into his work on room-scale, physical computing and the thinking behind the RealTalk project. HN people hold it up as a talk that should have woken the industry to reverse debuggers and seeing inside systems, and list it among the core Bret Victor talks.</video:description>
<video:player_loc>https://www.youtube.com/embed/klTjiXjqHrQ</video:player_loc>
<video:duration>912</video:duration>
<video:view_count>20587</video:view_count>
<video:tag>seeing inside what you build</video:tag>
<video:publication_date>2015-06-17T05:53:12Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2026-09-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.5125000000000001</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/DkVOIJAaWO0/the-magical-mystical-mind-boggling-ames-window</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/DkVOIJAaWO0/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>The Magical, Mystical, Mind-boggling Ames Window</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/DkVOIJAaWO0/hqdefault.jpg</video:thumbnail_loc>
<video:description>A CuriosityShow explainer on the Ames window, a trapezoid-shaped window that seems to swing back and forth instead of turning around. It shows how the visual system is fooled by perspective cues. HN picks it as the best video demonstration of the Ames window, worth watching in full.</video:description>
<video:player_loc>https://www.youtube.com/embed/DkVOIJAaWO0</video:player_loc>
<video:duration>349</video:duration>
<video:view_count>1534670</video:view_count>
<video:tag>ames window illusion</video:tag>
<video:publication_date>2018-09-09T22:30:00Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2022-09-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.5125000000000001</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/z6ep308goxQ/why-japan-s-internet-is-weirdly-designed</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/z6ep308goxQ/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>why Japan&apos;s internet is weirdly designed</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/z6ep308goxQ/hqdefault.jpg</video:thumbnail_loc>
<video:description>Answer in Progress looks at why Japanese websites tend to look dense, busy and text-heavy compared with Western ones. The video walks through examples and the cultural, linguistic and historical reasons behind those design choices. HN people share it alongside discussions of Japanese web design as a cool, accessible look at why the Japanese web looks so different.</video:description>
<video:player_loc>https://www.youtube.com/embed/z6ep308goxQ</video:player_loc>
<video:duration>915</video:duration>
<video:view_count>5230185</video:view_count>
<video:tag>japanese web design</video:tag>
<video:publication_date>2022-11-24T22:07:37Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2024-02-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.5</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/RZp7BvQJnU8/was-ios-7-created-in-microsoft-word</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/RZp7BvQJnU8/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>Was iOS 7 created in Microsoft Word?</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/RZp7BvQJnU8/hqdefault.jpg</video:thumbnail_loc>
<video:description>Vaclav Krejci shows that the flat look of Apple&apos;s iOS 7 interface can be reproduced almost entirely with shapes and effects in Microsoft Word. The video is a short demo, with the .docx file offered for download. HN people submitted it when iOS 7 landed as a funny, pointed demonstration of how simple the new flat visual style was to build.</video:description>
<video:player_loc>https://www.youtube.com/embed/RZp7BvQJnU8</video:player_loc>
<video:duration>596</video:duration>
<video:view_count>5807247</video:view_count>
<video:tag>recreating the iOS 7 look in Word</video:tag>
<video:publication_date>2013-10-19T09:14:24Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2023-04-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.5</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/WTYet-qf1jo/windows-8-the-animated-evaluation</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/WTYet-qf1jo/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>Windows 8: The Animated Evaluation</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/WTYet-qf1jo/hqdefault.jpg</video:thumbnail_loc>
<video:description>A roughly 20-minute narrated critique of the Windows 8 user interface and user experience. It goes through usability problems such as unclear clickable elements, illogical organization, and the clash of a tablet-style interface on desktop PCs. HN people treat it as the thorough, funny walkthrough that explains most of what is wrong with Windows 8&apos;s UX, even if it exaggerates in places.</video:description>
<video:player_loc>https://www.youtube.com/embed/WTYet-qf1jo</video:player_loc>
<video:duration>1421</video:duration>
<video:view_count>645483</video:view_count>
<video:tag>windows 8 ux critique</video:tag>
<video:publication_date>2012-12-20T21:36:29Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2015-05-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.5</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/St5v2uI-Nis/how-i-designed-fruit-ninja</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/St5v2uI-Nis/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>How I designed Fruit Ninja</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/St5v2uI-Nis/hqdefault.jpg</video:thumbnail_loc>
<video:description>Luke Muscat, creator of Fruit Ninja, tells the story of how the touch-screen game was designed, from first prototype to its 1.0 release. It works as a postmortem of the design decisions behind the game. HN people call it a fantastic postmortem and note how fast the original game went from prototype to shipping.</video:description>
<video:player_loc>https://www.youtube.com/embed/St5v2uI-Nis</video:player_loc>
<video:duration>1378</video:duration>
<video:view_count>8201596</video:view_count>
<video:tag>origin and design of fruit ninja</video:tag>
<video:publication_date>2023-05-17T17:00:14Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2024-09-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.5</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/E4tYpXVTjxA/touche-enhancing-touch-interaction-on-humans-screens-liquids-and-everyday</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/E4tYpXVTjxA/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>Touché: Enhancing Touch Interaction on Humans, Screens, Liquids, and Everyday Objects</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/E4tYpXVTjxA/hqdefault.jpg</video:thumbnail_loc>
<video:description>A Disney Research demo of Touche, a sensing technique that detects how a touch happens, not just where. It turns the human body, liquids and everyday objects into touch interfaces, using swept frequency capacitive sensing. HN people keep recommending it as a favorite from Disney Research, and cite it as a way to make devices aware of the physical context of touch.</video:description>
<video:player_loc>https://www.youtube.com/embed/E4tYpXVTjxA</video:player_loc>
<video:duration>300</video:duration>
<video:view_count>887124</video:view_count>
<video:tag>touch sensing on everyday objects</video:tag>
<video:publication_date>2012-05-02T14:00:58Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2024-01-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.5</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/gE8ZikfrpFU/your-product-sucks-apple-music-macos-review</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/gE8ZikfrpFU/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>Your Product Sucks — Apple Music macOS review</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/gE8ZikfrpFU/hqdefault.jpg</video:thumbnail_loc>
<video:description>A comedic Your Product Sucks review of Apple&apos;s Apple Music app on macOS, picking apart its interface and usability problems. It is a critique in the style of a mock-professional product review. HN people share it for its schadenfreude as evidence that modern Apple software is poorly designed, and cite it whenever Apple Music comes up.</video:description>
<video:player_loc>https://www.youtube.com/embed/gE8ZikfrpFU</video:player_loc>
<video:duration>1076</video:duration>
<video:view_count>39030</video:view_count>
<video:tag>apple music macos ux review</video:tag>
<video:publication_date>2020-10-30T10:48:29Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2021-04-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.5</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/QYM3TWf_G38/how-we-designed-audacity-4</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/QYM3TWf_G38/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>How We Designed Audacity 4</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/QYM3TWf_G38/hqdefault.jpg</video:thumbnail_loc>
<video:description>Tantacrul&apos;s hour-long video on how the Audacity 4 redesign was made, from the Muse Group&apos;s head of software. It covers a plan to remove technical debt and overhaul the UI, including getting rid of modes and the Audacity says no problem. HN people recommend it as an informative and fun look at what it takes to overhaul the UX of a large open source tool.</video:description>
<video:player_loc>https://www.youtube.com/embed/QYM3TWf_G38</video:player_loc>
<video:duration>3166</video:duration>
<video:view_count>1888215</video:view_count>
<video:tag>redesigning audacity</video:tag>
<video:publication_date>2025-10-03T14:00:10Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2026-09-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.5</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/M8F5hXqS-Ac/safe-cycling-showdown-good-vs-bad-city-design-plus-1-minus-2</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/M8F5hXqS-Ac/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>Safe Cycling Showdown - Good vs. Bad City Design - Plus 1 Minus 2</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/M8F5hXqS-Ac/hqdefault.jpg</video:thumbnail_loc>
<video:description>Not Just Bikes compares a bike ride in Amsterdam with one in Calgary, set against each other as good and bad city design for cycling. It shows how street layout and infrastructure decide whether cycling feels safe and easy. HN people recommend it for making the gap between Dutch and North American street design obvious, and cite it in threads on stroads and road safety.</video:description>
<video:player_loc>https://www.youtube.com/embed/M8F5hXqS-Ac</video:player_loc>
<video:duration>1381</video:duration>
<video:view_count>1124250</video:view_count>
<video:tag>safe cycling street design</video:tag>
<video:publication_date>2021-08-23T18:00:12Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2022-11-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.5</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/2Cq8S3jzJiQ/grail-demo-from-chm-tape</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/2Cq8S3jzJiQ/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>Grail Demo from CHM tape</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/2Cq8S3jzJiQ/hqdefault.jpg</video:thumbnail_loc>
<video:description>A restored demo of Grail, a 1960s RAND system in which people draw flowcharts with a stylus on a tablet and the computer recognizes and runs them. The footage comes from a Computer History Museum tape and was posted by Yoshiki Ohshima. HN people hold it up as proof that early computer pioneers were decades ahead, an ancestor of today&apos;s visual programming and tools for thought.</video:description>
<video:player_loc>https://www.youtube.com/embed/2Cq8S3jzJiQ</video:player_loc>
<video:duration>857</video:duration>
<video:view_count>12592</video:view_count>
<video:tag>grail pen-based visual programming</video:tag>
<video:publication_date>2019-09-30T15:52:21Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2024-12-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.5</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/Q1ZeXnmDZMQ/james-kunstler-how-bad-architecture-wrecked-cities</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/Q1ZeXnmDZMQ/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>James Kunstler: How bad architecture wrecked cities</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/Q1ZeXnmDZMQ/hqdefault.jpg</video:thumbnail_loc>
<video:description>James Howard Kunstler&apos;s TED talk arguing that bad architecture and car-centred planning have wrecked American cities and suburbs. He argues that places have lost their civic spaces and that nobody wants to be in much of what gets built. HN people use it as the engaging critique of car-first design and ugly contemporary building, and recall it whenever suburbs and public space come up.</video:description>
<video:player_loc>https://www.youtube.com/embed/Q1ZeXnmDZMQ</video:player_loc>
<video:duration>1302</video:duration>
<video:view_count>557714</video:view_count>
<video:tag>bad architecture and car-first cities</video:tag>
<video:publication_date>2007-05-16T21:29:03Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2022-01-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.5</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/zR3Igc3Rhfg/to-scale-the-solar-system</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/zR3Igc3Rhfg/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>To Scale: THE SOLAR SYSTEM</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/zR3Igc3Rhfg/hqdefault.jpg</video:thumbnail_loc>
<video:description>A short documentary in which a small team builds a true-to-scale model of the solar system across a dry lakebed in the Black Rock Desert. The planets and their distances are laid out at the same scale, so the emptiness of space becomes something you can see. HN people use it as the go-to visual for how big and empty the solar system really is, and cite it whenever a scale model comes up.</video:description>
<video:player_loc>https://www.youtube.com/embed/zR3Igc3Rhfg</video:player_loc>
<video:duration>427</video:duration>
<video:view_count>16511708</video:view_count>
<video:tag>solar system scale model</video:tag>
<video:publication_date>2015-09-16T10:57:03Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2025-06-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.5</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/o5K0uqhxgsE/this-problem-changes-your-perspective-on-game-dev</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/o5K0uqhxgsE/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>This Problem Changes Your Perspective On Game Dev</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/o5K0uqhxgsE/hqdefault.jpg</video:thumbnail_loc>
<video:description>Jonas Tyroller, an indie game developer, argues in this video that game design works like a search algorithm, and that designing a game is partly a search for where the players and demand are. It is framed as a problem that changes how you think about making games to be sold. HN people list it among videos that changed how they think about game design, especially the idea that you cannot catch fish where there are none.</video:description>
<video:player_loc>https://www.youtube.com/embed/o5K0uqhxgsE</video:player_loc>
<video:duration>1551</video:duration>
<video:view_count>591280</video:view_count>
<video:tag>game design as a search algorithm</video:tag>
<video:publication_date>2024-02-24T12:55:14Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2025-02-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.5</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/pGpBQgZ5IsI/liber-indigo-metaphysical-prisoners-of-the-desktop</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/pGpBQgZ5IsI/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>Liber Indigo - Metaphysical Prisoners of the Desktop</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/pGpBQgZ5IsI/hqdefault.jpg</video:thumbnail_loc>
<video:description>The first part of Liber Indigo, a video series by Krkwd, that links user interfaces with occult and mystical themes. It looks at the desktop metaphor and visions of how computers should be used, with Ted Nelson as a recurring thread. HN people call it a weird but enjoyable series that bridges user interfaces and the occult, and suggest it to anyone thinking about Ted Nelson.</video:description>
<video:player_loc>https://www.youtube.com/embed/pGpBQgZ5IsI</video:player_loc>
<video:duration>839</video:duration>
<video:view_count>153714</video:view_count>
<video:tag>desktop metaphor and occult computing visions</video:tag>
<video:publication_date>2024-12-07T05:56:53Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2026-09-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.5</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/1CsTH9S79qI/star7-demo</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/1CsTH9S79qI/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>Star7 Demo</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/1CsTH9S79qI/hqdefault.jpg</video:thumbnail_loc>
<video:description>A 1992 demo by James Gosling of Sun&apos;s Star7, an early handheld device with a colour touchscreen and an animated interface featuring Duke, later Java&apos;s mascot. It shows touch interaction, including dragging and scrolling, years before smartphones. HN people use it as prior art showing touchscreen UI ideas such as inertial scrolling existed in the early 1990s, and as a patent-war talking point.</video:description>
<video:player_loc>https://www.youtube.com/embed/1CsTH9S79qI</video:player_loc>
<video:duration>592</video:duration>
<video:view_count>108332</video:view_count>
<video:tag>early touchscreen handheld ui</video:tag>
<video:publication_date>2007-10-19T17:35:34Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2023-05-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.5</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/zjMuIxRvygQ/quaternions-and-3d-rotation-explained-interactively</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/zjMuIxRvygQ/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>Quaternions and 3d rotation, explained interactively</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/zjMuIxRvygQ/hqdefault.jpg</video:thumbnail_loc>
<video:description>3Blue1Brown, made with Ben Eater, explains quaternions and how they describe 3D rotation. The video builds intuition visually and pairs with an interactive viewer where you can manipulate quaternions yourself. HN people call it the best way to build intuition for quaternions, and a showcase of what visualisation can do for hard maths.</video:description>
<video:player_loc>https://www.youtube.com/embed/zjMuIxRvygQ</video:player_loc>
<video:duration>359</video:duration>
<video:view_count>1563836</video:view_count>
<video:tag>quaternions and 3d rotation</video:tag>
<video:publication_date>2018-10-26T16:31:52Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2021-12-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.5</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/ROuE8xYLpX8/anti-racist-graphics-research-siggraph-2021</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/ROuE8xYLpX8/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>Anti-Racist Graphics Research (SIGGRAPH 2021)</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/ROuE8xYLpX8/hqdefault.jpg</video:thumbnail_loc>
<video:description>Theodore Kim&apos;s SIGGRAPH 2021 talk on bias in computer graphics research, arguing that rendering work has long neglected non-white skin and non-straight hair. It frames fixing this as anti-racist research and connects it to the history of film and lighting. HN people cite it as the excellent explanation of how film, lighting and graphics research history favor one look, and as something that changed how practitioners work on digital humans.</video:description>
<video:player_loc>https://www.youtube.com/embed/ROuE8xYLpX8</video:player_loc>
<video:duration>3265</video:duration>
<video:view_count>11634</video:view_count>
<video:tag>bias in computer graphics research</video:tag>
<video:publication_date>2021-08-09T18:15:01Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2024-10-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.5</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/275FQ9koAw8/alan-kay-interview-1990</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/275FQ9koAw8/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>Alan Kay Interview (1990)</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/275FQ9koAw8/hqdefault.jpg</video:thumbnail_loc>
<video:description>A long 1990 interview with Alan Kay, the computer scientist behind Smalltalk and the Dynabook, in which he talks about the future of personal computing. It touches on ideas like agent-oriented computing. HN people value it as a primary source showing that Kay&apos;s 1990 views on computing and agents still hold up.</video:description>
<video:player_loc>https://www.youtube.com/embed/275FQ9koAw8</video:player_loc>
<video:duration>9931</video:duration>
<video:view_count>14291</video:view_count>
<video:tag>alan kay on personal computing</video:tag>
<video:publication_date>2016-11-27T06:44:29Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2018-12-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.5</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/vmG9jzCHtSQ/steve-jobs-oldie-but-goodie</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/vmG9jzCHtSQ/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>Steve Jobs Oldie but Goodie</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/vmG9jzCHtSQ/hqdefault.jpg</video:thumbnail_loc>
<video:description>A clip of Steve Jobs speaking in 1997 about Apple&apos;s brand, which HN people also link as the lead-in to the Think Different campaign. He talks about marketing values rather than products and why the brand had suffered from neglect. HN people share it as Jobs explaining branding in his own words, selling values instead of products, and the thinking behind Apple&apos;s 1997 brand turnaround.</video:description>
<video:player_loc>https://www.youtube.com/embed/vmG9jzCHtSQ</video:player_loc>
<video:duration>415</video:duration>
<video:view_count>553779</video:view_count>
<video:tag>steve jobs on apple&apos;s brand strategy</video:tag>
<video:publication_date>2008-11-06T15:36:05Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2011-07-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.5</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/IGNiH85PLVg/oral-history-of-adele-goldberg</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/IGNiH85PLVg/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>Oral History of Adele Goldberg</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/IGNiH85PLVg/hqdefault.jpg</video:thumbnail_loc>
<video:description>A Computer History Museum oral history interview with Adele Goldberg, a member of the Xerox PARC team that developed Smalltalk. She looks back on her career and the work at PARC. HN people recommend it as a primary source on Smalltalk&apos;s history, including why it was not opened up earlier.</video:description>
<video:player_loc>https://www.youtube.com/embed/IGNiH85PLVg</video:player_loc>
<video:duration>5627</video:duration>
<video:view_count>14427</video:view_count>
<video:tag>adele goldberg and smalltalk at parc</video:tag>
<video:publication_date>2013-09-27T23:03:30Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2019-01-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.5</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/kVD-sjtFoEI/i-pressed-b-you-wouldn-t-believe-what-happened-next-marcin-wichary-figma-config</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/kVD-sjtFoEI/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>I Pressed ⌘B. You Wouldn&apos;t Believe What Happened Next - Marcin Wichary, Figma (Config)</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/kVD-sjtFoEI/hqdefault.jpg</video:thumbnail_loc>
<video:description>Marcin Wichary of Figma gives a Config 2020 talk that starts from the simple Cmd+B keyboard shortcut and follows where it leads, through the typography and software behind making text bold. It is a playful, detailed dive into type, keyboards and interface details. HN people single it out as a favorite talk of 2020 and a typography talk from a type wizard.</video:description>
<video:player_loc>https://www.youtube.com/embed/kVD-sjtFoEI</video:player_loc>
<video:duration>1468</video:duration>
<video:view_count>22316</video:view_count>
<video:tag>the history and craft behind bold text and cmd+b</video:tag>
<video:publication_date>2020-02-27T17:56:13Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2026-07-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.5</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/0QNiZfSsPc0/welcome-to-project-soli</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/0QNiZfSsPc0/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>Welcome to Project Soli</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/0QNiZfSsPc0/hqdefault.jpg</video:thumbnail_loc>
<video:description>Google&apos;s ATAP team introduces Project Soli, a small radar sensor that tracks fine hand and finger motions in the air. The video shows tiny gestures such as rubbing fingers together replacing knobs, buttons and sliders on devices. HN people point to it as the first look at radar-based gesture input, and later as the origin of the Soli chip that shipped in the Pixel 4.</video:description>
<video:player_loc>https://www.youtube.com/embed/0QNiZfSsPc0</video:player_loc>
<video:duration>237</video:duration>
<video:view_count>5555394</video:view_count>
<video:tag>radar gesture sensing</video:tag>
<video:publication_date>2015-05-29T16:16:23Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2019-10-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.5</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/S-3wEC6Fj_8/music-software-and-interface-design-steinberg-s-dorico</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/S-3wEC6Fj_8/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>Music Software &amp; Interface Design: Steinberg&apos;s Dorico</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/S-3wEC6Fj_8/hqdefault.jpg</video:thumbnail_loc>
<video:description>Tantacrul (Martin Keary) critiques the interface design of Steinberg&apos;s Dorico music notation software, including first-time user testing. It is part of his series of music software UX reviews that also covers Sibelius and MuseScore. HN people treat his music software series as the model of a sharp, funny UX critique and cite the Dorico video as evidence he does real user testing.</video:description>
<video:player_loc>https://www.youtube.com/embed/S-3wEC6Fj_8</video:player_loc>
<video:duration>4019</video:duration>
<video:view_count>949092</video:view_count>
<video:tag>ux critique of music notation software</video:tag>
<video:publication_date>2020-04-24T13:00:14Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2026-09-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.5</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/y4sOfO8Ei1g/shop-vac-kinetic-typography-animation</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/y4sOfO8Ei1g/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>Shop Vac (kinetic typography animation)</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/y4sOfO8Ei1g/hqdefault.jpg</video:thumbnail_loc>
<video:description>A kinetic typography music video by Jarrett Heather, set to Jonathan Coulton&apos;s song &quot;Shop Vac&quot; and animated with tools like After Effects. The lyrics become the visuals, with the text itself acting out the song as a mock commercial. HN people hold it up as a labour-of-love example of what kinetic typography can do, and as the piece that later got Weird Al&apos;s attention.</video:description>
<video:player_loc>https://www.youtube.com/embed/y4sOfO8Ei1g</video:player_loc>
<video:duration>206</video:duration>
<video:view_count>1738418</video:view_count>
<video:tag>kinetic typography</video:tag>
<video:publication_date>2010-11-23T22:14:58Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2020-04-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.5</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/usSfgHGEGxQ/games-schools-and-worlds-designed-for-violence</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/usSfgHGEGxQ/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>Games, Schools, and Worlds Designed for Violence</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/usSfgHGEGxQ/hqdefault.jpg</video:thumbnail_loc>
<video:description>A Jacob Geller video essay on the parallels between modern school architecture and level design in shooter games, both spaces shaped around the question of what happens if violence occurs. It draws on incidents such as Columbine to examine how fear shapes the design of buildings and game maps. HN people recommend it as an interesting, excellent essay on how violence shapes both school architecture and shooter maps.</video:description>
<video:player_loc>https://www.youtube.com/embed/usSfgHGEGxQ</video:player_loc>
<video:duration>998</video:duration>
<video:view_count>3116479</video:view_count>
<video:tag>spaces designed around violence</video:tag>
<video:publication_date>2019-10-01T15:14:11Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2024-10-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.5</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/PdO3IP0Pro8/thoth-s-pill-an-animated-history-of-writing</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/PdO3IP0Pro8/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>Thoth&apos;s Pill - an Animated History of Writing</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/PdO3IP0Pro8/hqdefault.jpg</video:thumbnail_loc>
<video:description>Thoth&apos;s Pill is a 47-minute animated history of writing from NativLang, tracing how writing systems arose and spread. It draws glyphs on screen and also covers Mesoamerican scripts. HN people recommend it as a fun and deep animated history of writing and the alphabet, and as the kind of video that could set a child on a new path.</video:description>
<video:player_loc>https://www.youtube.com/embed/PdO3IP0Pro8</video:player_loc>
<video:duration>2845</video:duration>
<video:view_count>1261019</video:view_count>
<video:tag>animated history of writing</video:tag>
<video:publication_date>2015-11-06T19:00:00Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2023-03-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.5</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/dAa6bOWB8qY/resource-furniture-italian-designed-space-saving-furniture</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/dAa6bOWB8qY/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>Resource Furniture: Italian-Designed Space Saving Furniture</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/dAa6bOWB8qY/hqdefault.jpg</video:thumbnail_loc>
<video:description>A Core77 video showing Resource Furniture&apos;s Italian-designed space-saving furniture, such as Murphy-bed style units that fold away and combine a bed with a desk. It demonstrates how transforming furniture makes small apartments more usable. HN people recommend it as an example of impressive, well-engineered small-space furniture, and point to it when someone proposes a similar bed-and-desk combination.</video:description>
<video:player_loc>https://www.youtube.com/embed/dAa6bOWB8qY</video:player_loc>
<video:duration>390</video:duration>
<video:view_count>18836473</video:view_count>
<video:tag>transforming space-saving furniture</video:tag>
<video:publication_date>2010-05-19T22:10:55Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2012-04-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.5</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/XVbuk3jizGM/a-new-car-ui-how-touch-screen-controls-in-cars-should-work</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/XVbuk3jizGM/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>A New Car UI: How touch screen controls in cars should work</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/XVbuk3jizGM/hqdefault.jpg</video:thumbnail_loc>
<video:description>Matthaeus Krenn&apos;s concept video for a car touchscreen interface that lets the driver control only one thing at a time through gestures. It argues that phone-style UIs do not suit driving and shows an alternative. HN people bring it up whenever car touchscreens are criticized, as a sensible, elegant alternative they wish carmakers had adopted.</video:description>
<video:player_loc>https://www.youtube.com/embed/XVbuk3jizGM</video:player_loc>
<video:duration>198</video:duration>
<video:view_count>473201</video:view_count>
<video:tag>touchscreen controls for cars</video:tag>
<video:publication_date>2014-02-18T06:41:14Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2023-04-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.5</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/G6yPQKt3mBA/eagle-mode</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/G6yPQKt3mBA/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>Eagle Mode</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/G6yPQKt3mBA/hqdefault.jpg</video:thumbnail_loc>
<video:description>A demo of Eagle Mode, a zooming user interface in which you navigate files and applications by zooming in and out of a continuous space, not by opening windows. HN people raise it as prior art whenever zooming and spatial interfaces come up, one calling it non-ironically the best file manager they ever used.</video:description>
<video:player_loc>https://www.youtube.com/embed/G6yPQKt3mBA</video:player_loc>
<video:duration>352</video:duration>
<video:view_count>68693</video:view_count>
<video:tag>zoomable user interface</video:tag>
<video:publication_date>2011-04-28T10:33:10Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2023-06-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.5</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/4DjBq2O0XXk/demoscene-chaos-theory-by-conspiracy-full-hd-64k-demo-bugfree</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/4DjBq2O0XXk/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>Demoscene: &quot;Chaos Theory&quot; by Conspiracy (Full HD, 64k demo, bugfree)</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/4DjBq2O0XXk/hqdefault.jpg</video:thumbnail_loc>
<video:description>A capture of Chaos Theory, a 64kb demoscene production by the group Conspiracy, in Full HD. It is a real-time audiovisual piece generated by a tiny executable. HN people name it as the demo to show off the demoscene and say it still tops all 64k productions.</video:description>
<video:player_loc>https://www.youtube.com/embed/4DjBq2O0XXk</video:player_loc>
<video:duration>251</video:duration>
<video:view_count>23000</video:view_count>
<video:tag>chaos theory 64k demo</video:tag>
<video:publication_date>2012-01-28T16:27:30Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2015-04-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.5</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/uDqjIdI4bF4/12-principles-of-animation-official-full-series</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/uDqjIdI4bF4/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>12 Principles of Animation (Official Full Series)</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/uDqjIdI4bF4/hqdefault.jpg</video:thumbnail_loc>
<video:description>Alan Becker, creator of Animation vs. Animator, walks through the 12 principles of animation in a complete series with animated examples. It covers principles such as timing, squash and stretch and anticipation that give motion weight and appeal. HN people recommend it as an awesome, approachable starting point for learning animation and for making programmatic animation more compelling.</video:description>
<video:player_loc>https://www.youtube.com/embed/uDqjIdI4bF4</video:player_loc>
<video:duration>1443</video:duration>
<video:view_count>16101286</video:view_count>
<video:tag>12 principles of animation</video:tag>
<video:publication_date>2017-05-30T19:19:29Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2024-11-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.5</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/xb8idEf-Iak/1993-interview-re-paul-rand-and-steve-jobs</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/xb8idEf-Iak/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>1993 interview re: Paul Rand and Steve Jobs</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/xb8idEf-Iak/hqdefault.jpg</video:thumbnail_loc>
<video:description>A 1993 interview in which Steve Jobs recalls working with graphic designer Paul Rand on the NeXT logo. Rand refused to present multiple options, said he would solve the problem with one design, and that the client should pay him either way. HN people share it as the story of a designer&apos;s uncompromising professionalism, and as the reason Jobs trusted designers like Jony Ive.</video:description>
<video:player_loc>https://www.youtube.com/embed/xb8idEf-Iak</video:player_loc>
<video:duration>451</video:duration>
<video:view_count>479758</video:view_count>
<video:tag>paul rand and the next logo</video:tag>
<video:publication_date>2007-01-07T20:07:06Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2024-04-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.5</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/OYecfV3ubP8/1984-apple-s-first-macintosh-commercial</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/OYecfV3ubP8/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>1984 Apple&apos;s First Macintosh Commercial</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/OYecfV3ubP8/hqdefault.jpg</video:thumbnail_loc>
<video:description>Apple&apos;s 1984 commercial introducing the Macintosh, which aired during the Super Bowl. It shows a woman throwing a hammer into a screen showing a Big Brother figure, framing the Mac as a break from conformity. HN people call it the greatest tech Super Bowl ad, and keep reaching for it as an ironic reference whenever Apple restricts what users can do.</video:description>
<video:player_loc>https://www.youtube.com/embed/OYecfV3ubP8</video:player_loc>
<video:duration>60</video:duration>
<video:view_count>11596432</video:view_count>
<video:tag>apple 1984 macintosh ad</video:tag>
<video:publication_date>2005-12-13T04:32:48Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2012-05-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.5</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/DR80Huxp4y8/apoptosis-watermark-2006-by-drew-berry-wehi-tv-sound-design-franc-tetaz</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/DR80Huxp4y8/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>Apoptosis *WATERMARK* (2006)  by Drew Berry wehi.tv, sound design Franc Tétaz</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/DR80Huxp4y8/hqdefault.jpg</video:thumbnail_loc>
<video:description>Apoptosis is a 2006 scientific animation by Drew Berry of the WEHI institute, with sound design by Franc Tetaz. It shows the molecular machinery of programmed cell death in a cell. HN people recommend it as a gripping and more honest picture of how messy and random molecular biology is than polished cell animations.</video:description>
<video:player_loc>https://www.youtube.com/embed/DR80Huxp4y8</video:player_loc>
<video:duration>279</video:duration>
<video:view_count>686393</video:view_count>
<video:tag>scientific animation of cell death</video:tag>
<video:publication_date>2009-08-26T23:34:34Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2024-04-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.5</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/ax7f3JZJHSw/what-games-are-like-for-someone-who-doesn-t-play-games</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/ax7f3JZJHSw/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>What Games Are Like For Someone Who Doesn&apos;t Play Games</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/ax7f3JZJHSw/hqdefault.jpg</video:thumbnail_loc>
<video:description>Razbuten shows his non-gamer wife playing video games and explains how many basic conventions, such as camera control, sprinting and unclear lessons, are invisible to experienced players. It is a look at game literacy and the onboarding gaps in game design. HN people send it whenever unfamiliar conventions confuse newcomers, in games, in tutorials, or in software like Linux, because it shows how much unspoken knowledge experts take for granted.</video:description>
<video:player_loc>https://www.youtube.com/embed/ax7f3JZJHSw</video:player_loc>
<video:duration>1238</video:duration>
<video:view_count>16921801</video:view_count>
<video:tag>game literacy and onboarding for non-gamers</video:tag>
<video:publication_date>2019-09-28T21:59:24Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2023-09-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.5</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/Pot9GnHFOVU/tudor-girba-moldable-development</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/Pot9GnHFOVU/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>Tudor Gîrba - Moldable development</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/Pot9GnHFOVU/hqdefault.jpg</video:thumbnail_loc>
<video:description>Tudor Girba presents moldable development, an approach where developers build custom tools and views for each system they work on so the software can explain itself. The talk is given at Curry On and is tied to the Glamorous Toolkit. HN people say everybody should watch it, as the better approach to programming environments, in the line of Smalltalk and Lisp-style live systems.</video:description>
<video:player_loc>https://www.youtube.com/embed/Pot9GnHFOVU</video:player_loc>
<video:duration>2269</video:duration>
<video:view_count>26072</video:view_count>
<video:tag>moldable development</video:tag>
<video:publication_date>2019-07-18T16:36:35Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2023-08-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.5</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/jT5rRh9AZf4/distracted-let-s-make-technology-that-helps-us-spend-our-time-well-tristan</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/jT5rRh9AZf4/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>Distracted? Let&apos;s make technology that helps us spend our time well | Tristan Harris | TEDxBrussels</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/jT5rRh9AZf4/hqdefault.jpg</video:thumbnail_loc>
<video:description>Tristan Harris&apos;s TEDxBrussels talk arguing that technology is designed to capture attention and should instead help people spend their time well. It sets out the argument for design that respects users&apos; attention, the idea that grew into the Time Well Spent project. HN people recommend it as the place to start for Harris&apos;s view on attention-hijacking design in social media and apps like Facebook.</video:description>
<video:player_loc>https://www.youtube.com/embed/jT5rRh9AZf4</video:player_loc>
<video:duration>899</video:duration>
<video:view_count>156587</video:view_count>
<video:tag>attention-respecting technology design</video:tag>
<video:publication_date>2014-12-16T19:49:15Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2017-05-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.5</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/Limpr1L8Pss/what-s-the-deal-with-the-popcorn-button</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/Limpr1L8Pss/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>What&apos;s the deal with the popcorn button?</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/Limpr1L8Pss/hqdefault.jpg</video:thumbnail_loc>
<video:description>Technology Connections investigates the popcorn button on microwaves: what it is meant to do, why it works on some machines, and why it is nearly useless on most. It is a small case study in a control whose label doesn&apos;t match what it does. HN people use it as a standard example of poor appliance design, and as proof that the popcorn button has a real purpose on well-designed microwaves.</video:description>
<video:player_loc>https://www.youtube.com/embed/Limpr1L8Pss</video:player_loc>
<video:duration>831</video:duration>
<video:view_count>7568236</video:view_count>
<video:tag>microwave popcorn button design</video:tag>
<video:publication_date>2023-11-21T16:22:16Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2025-11-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.5</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/ZmWOtf4Ziso/susan-kare-demonstrating-the-macintosh-interface-in-1984</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/ZmWOtf4Ziso/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>Susan Kare demonstrating the Macintosh Interface in 1984</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/ZmWOtf4Ziso/hqdefault.jpg</video:thumbnail_loc>
<video:description>A 1984 television segment, shared by Interface Studies, in which Macintosh icon and interface designer Susan Kare demonstrates the Mac&apos;s graphical interface. It is a primary-source look at the original Mac UI as it was first shown to the public. HN people share it as the thing to watch or rewatch when Kare, early Mac design or the decline of current macOS design comes up.</video:description>
<video:player_loc>https://www.youtube.com/embed/ZmWOtf4Ziso</video:player_loc>
<video:duration>425</video:duration>
<video:view_count>643884</video:view_count>
<video:tag>susan kare demoing the original macintosh interface</video:tag>
<video:publication_date>2022-06-03T12:05:03Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2025-06-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.5</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/vOvQCPLkPt4/applied-sciences-group-high-performance-touch</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/vOvQCPLkPt4/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>Applied Sciences Group: High Performance Touch</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/vOvQCPLkPt4/hqdefault.jpg</video:thumbnail_loc>
<video:description>A Microsoft Research Applied Sciences Group demonstration of ultra-low-latency touch displays. It lets viewers see how dragging and drawing feel at around 100 ms of latency versus about 1 ms. HN people use it as the clearest visual demonstration that input latency matters for touch, with even small delays noticeable.</video:description>
<video:player_loc>https://www.youtube.com/embed/vOvQCPLkPt4</video:player_loc>
<video:duration>203</video:duration>
<video:view_count>1403297</video:view_count>
<video:tag>touch input latency</video:tag>
<video:publication_date>2012-03-06T18:03:19Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2024-02-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.5</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/BQLEW1c-69c/unforeseen-consequences-a-half-life-documentary</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/BQLEW1c-69c/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>Unforeseen Consequences: A Half-Life Documentary</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/BQLEW1c-69c/hqdefault.jpg</video:thumbnail_loc>
<video:description>A /noclip documentary on the making of Half-Life and the history of Valve. It was made without participation from Valve itself, so it is pieced together from outside accounts of the game&apos;s development. HN people call it a must-watch and list it among their favorite media on how products and games get made.</video:description>
<video:player_loc>https://www.youtube.com/embed/BQLEW1c-69c</video:player_loc>
<video:duration>6474</video:duration>
<video:view_count>7713651</video:view_count>
<video:tag>making of half-life</video:tag>
<video:publication_date>2018-12-10T13:59:46Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2023-11-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.5</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/FquNpWdf9vg/the-computer-chronicles-hypercard-1987</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/FquNpWdf9vg/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>The Computer Chronicles - Hypercard (1987)</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/FquNpWdf9vg/hqdefault.jpg</video:thumbnail_loc>
<video:description>A 1987 episode of the TV series The Computer Chronicles on Apple&apos;s HyperCard, the Macintosh tool for building stacks of linked cards. It shows people building their own applications with it, including a used-car salesman&apos;s custom tool. HN people love it as a wonderfully dorky time capsule of HyperCard and of ordinary people programming their own software, and send it to anyone who has never seen it.</video:description>
<video:player_loc>https://www.youtube.com/embed/FquNpWdf9vg</video:player_loc>
<video:duration>1612</video:duration>
<video:view_count>53256</video:view_count>
<video:tag>hypercard and end-user programming</video:tag>
<video:publication_date>2012-11-15T14:58:54Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2025-06-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.5</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/Pr1XXvSaVUQ/blit-an-early-windowed-graphic-interface-from-bell-labs-at-and-t-archives</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/Pr1XXvSaVUQ/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>BLIT: an early Windowed Graphic Interface from Bell Labs - AT&amp;T Archives</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/Pr1XXvSaVUQ/hqdefault.jpg</video:thumbnail_loc>
<video:description>An AT&amp;T Archives film on the Blit, an early windowed graphics terminal from Bell Labs from around 1982. It shows the multiple-window programmable bitmap display working with Unix. HN people post it as a record of an early windowed graphical interface from outside Xerox, and as the example of AT&amp;T failing to see that everyone would get a bitmap display.</video:description>
<video:player_loc>https://www.youtube.com/embed/Pr1XXvSaVUQ</video:player_loc>
<video:duration>258</video:duration>
<video:view_count>62178</video:view_count>
<video:tag>bell labs blit windowed terminal</video:tag>
<video:publication_date>2012-08-28T18:35:37Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2018-12-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.5</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/CdgQyq3hEPo/lessons-in-game-design-lecture-by-will-wright</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/CdgQyq3hEPo/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>Lessons in Game Design, lecture by Will Wright</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/CdgQyq3hEPo/hqdefault.jpg</video:thumbnail_loc>
<video:description>Will Wright, creator of SimCity and The Sims, gives a lecture on game design at the Computer History Museum in November 2003. He covers simulation design, using the computer as a modeling tool, and how players build a model of the system they are playing. HN people recommend it for Wright&apos;s account of how simulation games combine dynamics and representations, and cite it in threads on simulation and systems games.</video:description>
<video:player_loc>https://www.youtube.com/embed/CdgQyq3hEPo</video:player_loc>
<video:duration>6131</video:duration>
<video:view_count>155162</video:view_count>
<video:tag>simulation game design</video:tag>
<video:publication_date>2008-09-23T05:53:29Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2021-01-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.5</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/NMvwHDFVpCE/andres-duany-lecture-suburban-sprawl</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/NMvwHDFVpCE/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>Andres Duany Lecture. Suburban Sprawl.</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/NMvwHDFVpCE/hqdefault.jpg</video:thumbnail_loc>
<video:description>Architect and planner Andres Duany lectures on suburban sprawl, explaining how planning rules and public policy produce it and how a traditional urban fabric differs. He is a leading figure in New Urbanism and the author of Suburban Nation. HN people say the decades-old talk is still precise and comprehensive, and send it around whenever sprawl, zoning and car subsidies come up.</video:description>
<video:player_loc>https://www.youtube.com/embed/NMvwHDFVpCE</video:player_loc>
<video:duration>5055</video:duration>
<video:view_count>24338</video:view_count>
<video:tag>suburban sprawl</video:tag>
<video:publication_date>2012-08-27T21:07:08Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2024-05-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.5</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/87jfTIWosBw/practice-2018-joseph-white</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/87jfTIWosBw/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>PRACTICE 2018: Joseph White</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/87jfTIWosBw/hqdefault.jpg</video:thumbnail_loc>
<video:description>Joseph White (zep), creator of the Pico-8 fantasy console, speaks at NYU Game Center&apos;s PRACTICE conference about the design philosophy behind it. He describes deliberately building a cozy creative environment whose constraints encourage small, playful projects. HN people send Pico-8 fans and tool builders here for the reasoning behind its constraints and its goal of a cozy design space for solving cute problems.</video:description>
<video:player_loc>https://www.youtube.com/embed/87jfTIWosBw</video:player_loc>
<video:duration>3574</video:duration>
<video:view_count>21014</video:view_count>
<video:tag>cozy constrained creative tools</video:tag>
<video:publication_date>2018-08-07T16:18:37Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2022-12-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.5</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/hbIZX6tE9JY/richard-rutter-web-typography-css-day-2018</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/hbIZX6tE9JY/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>Richard Rutter | Web Typography | CSS Day 2018</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/hbIZX6tE9JY/hqdefault.jpg</video:thumbnail_loc>
<video:description>Richard Rutter, co-founder of a design agency and a web font service, gives a 48-minute talk at CSS Day 2018 on web typography. It offers practical rules, such as using the default paragraph size and adjusting type size to reading distance, and a section on setting tables so they can be read. HN people recommend it as an excellent, easy-to-follow set of typography guidelines whose advice, especially on tables, has not dated.</video:description>
<video:player_loc>https://www.youtube.com/embed/hbIZX6tE9JY</video:player_loc>
<video:duration>2880</video:duration>
<video:view_count>3889</video:view_count>
<video:tag>practical web typography</video:tag>
<video:publication_date>2018-10-19T11:45:28Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2022-09-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.5</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/9_x5Hor2MP8/jan-gehl-interview-how-to-build-a-good-city</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/9_x5Hor2MP8/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>Jan Gehl Interview: How to Build a Good City</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/9_x5Hor2MP8/hqdefault.jpg</video:thumbnail_loc>
<video:description>Louisiana Channel interviews Danish architect and urban designer Jan Gehl about how to build a good city. Gehl argues for planning cities around people and life between buildings, not around traffic. HN people recommend it as the place to start for planning cities for people, and for its critique of sprawl and car-centred cities.</video:description>
<video:player_loc>https://www.youtube.com/embed/9_x5Hor2MP8</video:player_loc>
<video:duration>2265</video:duration>
<video:view_count>83286</video:view_count>
<video:tag>designing cities for people</video:tag>
<video:publication_date>2017-10-03T11:56:50Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2022-10-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.5</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/KyOI7FI6DJ4/ikea-cook-this-page</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/KyOI7FI6DJ4/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>Ikea Cook this Page</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/KyOI7FI6DJ4/hqdefault.jpg</video:thumbnail_loc>
<video:description>A Contagious case-study video on IKEA&apos;s Cook This Page campaign, in which recipes are printed on baking paper so the poster itself can be used to cook the meal. HN people keep submitting it as a clever piece of advertising design that turns a printed page into a usable product.</video:description>
<video:player_loc>https://www.youtube.com/embed/KyOI7FI6DJ4</video:player_loc>
<video:duration>99</video:duration>
<video:view_count>1069600</video:view_count>
<video:tag>ikea cook this page campaign</video:tag>
<video:publication_date>2017-05-16T10:05:20Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2022-08-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.5</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/_OwG_rQ_Hqw/the-final-demonstration-of-the-xerox-star-computer</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/_OwG_rQ_Hqw/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>The Final Demonstration of the Xerox &apos;Star&apos; computer</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/_OwG_rQ_Hqw/hqdefault.jpg</video:thumbnail_loc>
<video:description>A Computer History Museum recording of a demonstration of the Xerox Star workstation, with people from the original Star team, including David Canfield Smith, discussing the system. It shows the desktop, icons and document-centered interface that the Star pioneered. HN people list it among the key primary sources on PARC-era interfaces and quote Dave Smith&apos;s line that Star had fewer commands without having fewer functions.</video:description>
<video:player_loc>https://www.youtube.com/embed/_OwG_rQ_Hqw</video:player_loc>
<video:duration>8415</video:duration>
<video:view_count>22011</video:view_count>
<video:tag>xerox star workstation demonstration</video:tag>
<video:publication_date>2013-10-23T17:03:31Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2020-05-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.5</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/HPqGaIMVuLs/surface-stable-fractal-dithering-explained</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/HPqGaIMVuLs/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>Surface-Stable Fractal Dithering Explained</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/HPqGaIMVuLs/hqdefault.jpg</video:thumbnail_loc>
<video:description>Rune Skovbo Johansen, an indie game developer and procedural generation enthusiast, explains surface-stable fractal dithering. It is a technique for dithering 3D scenes so the dither pattern sticks to surfaces and stays consistent at different distances. HN people suggest it in any thread on dithering as the deepest and clearest look at making dithered 3D graphics stable.</video:description>
<video:player_loc>https://www.youtube.com/embed/HPqGaIMVuLs</video:player_loc>
<video:duration>1306</video:duration>
<video:view_count>646521</video:view_count>
<video:tag>surface-stable dithering</video:tag>
<video:publication_date>2025-01-23T15:10:21Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2026-03-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.48750000000000004</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/gisdyTBMNyQ/i-thought-this-rotating-house-was-impossible</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/gisdyTBMNyQ/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>I thought this rotating house was impossible.</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/gisdyTBMNyQ/hqdefault.jpg</video:thumbnail_loc>
<video:description>Tom Scott visits a rotating house in San Diego and explains how it works, including the mechanism that keeps electricity, water and sewage connected as the house turns. The video includes a 3D animation of the slip ring system and a look at the patent behind it. HN people recommend it for the clear animation of how a house can rotate while keeping power and plumbing connected.</video:description>
<video:player_loc>https://www.youtube.com/embed/gisdyTBMNyQ</video:player_loc>
<video:duration>451</video:duration>
<video:view_count>8287223</video:view_count>
<video:tag>how a rotating house works</video:tag>
<video:publication_date>2023-07-10T15:00:38Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2024-02-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.48750000000000004</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/Mz3JeYfBTcY/emily-shea-perl-out-loud</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/Mz3JeYfBTcY/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>Emily Shea - &quot;Perl Out Loud&quot;</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/Mz3JeYfBTcY/hqdefault.jpg</video:thumbnail_loc>
<video:description>Emily Shea gives a talk on programming by voice, coding without typing after hand injury, and demonstrates writing Perl by dictation. She shows the setup and the practical limits of voice input. HN people send it to anyone asking whether voice coding is possible, as a phenomenal demonstration that also made some watchers rethink accessibility-unfriendly code.</video:description>
<video:player_loc>https://www.youtube.com/embed/Mz3JeYfBTcY</video:player_loc>
<video:duration>3071</video:duration>
<video:view_count>32821</video:view_count>
<video:tag>programming by voice</video:tag>
<video:publication_date>2019-06-18T22:50:15Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2022-09-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.48750000000000004</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/Hju0H3NHxVI/mote-an-interactive-ecosystem-simulation-peter-whidden</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/Hju0H3NHxVI/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>Mote: An Interactive Ecosystem Simulation — Peter Whidden</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/Hju0H3NHxVI/hqdefault.jpg</video:thumbnail_loc>
<video:description>Peter Whidden presents Mote, an interactive ecosystem simulation, at the Recurse Center. The talk shows the simulation running live and how it was built. HN people share it as an awesome and visually cool simulation talk, in threads about GPU simulation programming.</video:description>
<video:player_loc>https://www.youtube.com/embed/Hju0H3NHxVI</video:player_loc>
<video:duration>3277</video:duration>
<video:view_count>106933</video:view_count>
<video:tag>interactive ecosystem simulation</video:tag>
<video:publication_date>2025-08-21T19:04:28Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2026-01-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.48750000000000004</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/REni8Oi1QJQ/the-dumbest-excuse-for-bad-cities</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/REni8Oi1QJQ/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>The Dumbest Excuse for Bad Cities</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/REni8Oi1QJQ/hqdefault.jpg</video:thumbnail_loc>
<video:description>A Not Just Bikes video taking on the claim that North American countries are simply too big and spread out for good transit or rail. It argues that car dependence comes from planning choices like sprawl, single-use zoning and parking requirements, not from geography. HN people use it as the standard rebuttal when someone says the US or Canada is too big for trains and good cities.</video:description>
<video:player_loc>https://www.youtube.com/embed/REni8Oi1QJQ</video:player_loc>
<video:duration>780</video:duration>
<video:view_count>3107829</video:view_count>
<video:tag>why car-dependent cities are a choice</video:tag>
<video:publication_date>2023-06-19T15:31:46Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2026-01-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.48750000000000004</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/j2dHFC31VtQ/how-american-fire-departments-are-getting-people-killed</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/j2dHFC31VtQ/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>How American Fire Departments are Getting People Killed</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/j2dHFC31VtQ/hqdefault.jpg</video:thumbnail_loc>
<video:description>A Not Just Bikes video arguing that American fire department standards, which call for huge trucks and wide streets, make roads more dangerous. It contrasts this with Dutch and European practice, where well-equipped fire engines work on narrower, safer streets. HN people use it to show how differently American and Dutch fire departments approach the job, and why a US fire truck costs so much.</video:description>
<video:player_loc>https://www.youtube.com/embed/j2dHFC31VtQ</video:player_loc>
<video:duration>1645</video:duration>
<video:view_count>1979356</video:view_count>
<video:tag>fire department standards and street design</video:tag>
<video:publication_date>2024-08-11T16:00:40Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2025-07-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.48750000000000004</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/0-wB1VY3Nrc/humans-can-t-read-urls-how-can-we-fix-it-http-203</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/0-wB1VY3Nrc/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>Humans can&apos;t read URLs. How can we fix it? - HTTP 203</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/0-wB1VY3Nrc/hqdefault.jpg</video:thumbnail_loc>
<video:description>An episode of Chrome&apos;s HTTP 203 series in which Jake Archibald and Surma discuss why people struggle to read URLs, including how to tell which part of an address matters for trust. They go through the problems and a proposal to show the registrable domain more clearly in the browser. HN people cite it as the best explanation of why URLs are hard to read, even for experts, in debates over Chrome hiding full addresses.</video:description>
<video:player_loc>https://www.youtube.com/embed/0-wB1VY3Nrc</video:player_loc>
<video:duration>1221</video:duration>
<video:view_count>59217</video:view_count>
<video:tag>url readability and browser address bar</video:tag>
<video:publication_date>2020-01-28T14:42:17Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2020-08-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.48750000000000004</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/y7VtSK23_Jg/i-made-chess-2-0</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/y7VtSK23_Jg/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>I Made Chess 2.0</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/y7VtSK23_Jg/hqdefault.jpg</video:thumbnail_loc>
<video:description>The creator of &quot;Real Time Chess&quot; shows how he built a physical electronic chessboard with no concept of turns, where pieces move whenever players can. The video covers the game rules he changed and the hardware and software engineering behind the board. HN people kept submitting it as a fun hardware build that rethinks a very old game by removing turns.</video:description>
<video:player_loc>https://www.youtube.com/embed/y7VtSK23_Jg</video:player_loc>
<video:duration>872</video:duration>
<video:view_count>2817756</video:view_count>
<video:tag>real-time chess board</video:tag>
<video:publication_date>2024-12-01T03:11:47Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2025-03-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.48750000000000004</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/YpuX-5E7xoU/the-grille-trend-that-kills-509-people-per-year</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/YpuX-5E7xoU/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>The Grille Trend that Kills 509 People per Year</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/YpuX-5E7xoU/hqdefault.jpg</video:thumbnail_loc>
<video:description>FortNine, a motorcycle-focused channel, examines how the tall, blunt front ends and large grilles of modern trucks and SUVs affect pedestrian and rider safety. It looks at data on frontal area and fatalities and shows how oversized the hoods are. HN people use it as the clear, data-backed explanation of how vehicle front-end styling makes American roads deadlier, and cite it in any thread about truck bloat.</video:description>
<video:player_loc>https://www.youtube.com/embed/YpuX-5E7xoU</video:player_loc>
<video:duration>501</video:duration>
<video:view_count>1321153</video:view_count>
<video:tag>truck grille and hood design and pedestrian deaths</video:tag>
<video:publication_date>2024-03-02T16:00:18Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2025-11-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.48750000000000004</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/NcUJnmBqHTY/cursorless-a-spoken-language-for-editing-code-by-pokey-rule-strange-loop-2023</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/NcUJnmBqHTY/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>&quot;Cursorless: A spoken language for editing code&quot; by Pokey Rule (Strange Loop 2023)</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/NcUJnmBqHTY/hqdefault.jpg</video:thumbnail_loc>
<video:description>Pokey Rule presents Cursorless at Strange Loop 2023, a spoken language for editing code by voice, used alongside voice-coding tools. The talk shows what it looks like in practice and how it lets you select and change code without a keyboard. HN people call it a great overview and a super cool idea, a kind of vim with your voice, and recommend it to anyone who needs or wants to edit code hands-free.</video:description>
<video:player_loc>https://www.youtube.com/embed/NcUJnmBqHTY</video:player_loc>
<video:duration>2366</video:duration>
<video:view_count>59207</video:view_count>
<video:tag>spoken language for editing code</video:tag>
<video:publication_date>2023-10-13T16:55:23Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2026-05-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.48750000000000004</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/knbVWXzL4-4/why-the-dutch-wait-less-at-traffic-lights</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/knbVWXzL4-4/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>Why the Dutch Wait Less at Traffic Lights</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/knbVWXzL4-4/hqdefault.jpg</video:thumbnail_loc>
<video:description>A Not Just Bikes video on how Dutch traffic lights detect and coordinate traffic to cut waiting times, in contrast with typical American signals. It uses real intersections to show traffic engineering that prioritizes people on foot and bikes as well as cars. HN people point to it as the clearest example that Dutch traffic engineering is smarter and quicker than American signal design, which is tuned for car movement.</video:description>
<video:player_loc>https://www.youtube.com/embed/knbVWXzL4-4</video:player_loc>
<video:duration>635</video:duration>
<video:view_count>1198442</video:view_count>
<video:tag>dutch traffic light design</video:tag>
<video:publication_date>2020-07-27T07:59:49Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2025-10-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.48750000000000004</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/T3u7bGgVspM/an-approach-to-computing-and-sustainability-inspired-from-permaculture-by</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/T3u7bGgVspM/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>&quot;An approach to computing and sustainability inspired from permaculture&quot; by Devine Lu Linvega</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/T3u7bGgVspM/hqdefault.jpg</video:thumbnail_loc>
<video:description>Devine Lu Linvega of Hundred Rabbits gives a Strange Loop 2023 talk on an approach to computing and sustainability inspired by permaculture. It explains the thinking behind Uxn, a small virtual machine built to keep software usable on old, low-power hardware. HN people recommend it as the &apos;why&apos; behind Uxn and as a great, unusual conference talk that mixes art, resilient tech and a rejection of building on ever-taller stacks.</video:description>
<video:player_loc>https://www.youtube.com/embed/T3u7bGgVspM</video:player_loc>
<video:duration>3275</video:duration>
<video:view_count>18990</video:view_count>
<video:tag>sustainable computing and uxn</video:tag>
<video:publication_date>2023-10-11T20:09:41Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2024-10-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.48750000000000004</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/Opcuy-8VO64/lgr-tech-tales-general-magic-creating-the-cloud</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/Opcuy-8VO64/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>LGR Tech Tales - General Magic: Creating the Cloud</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/Opcuy-8VO64/hqdefault.jpg</video:thumbnail_loc>
<video:description>LGR&apos;s ten-minute retrospective on General Magic, the 1990s company that tried to build a pocket communicator and its Magic Cap software long before the smartphone. It tells the story of the company and its product. HN people recommend it as a short and fascinating summary of General Magic, the startup that imagined the smartphone, and point to it next to the documentary.</video:description>
<video:player_loc>https://www.youtube.com/embed/Opcuy-8VO64</video:player_loc>
<video:duration>635</video:duration>
<video:view_count>401062</video:view_count>
<video:tag>general magic and magic cap</video:tag>
<video:publication_date>2016-08-15T20:50:16Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2019-12-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.48750000000000004</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/Hv6EMd8dlQk/if-apple-made-window-blinds</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/Hv6EMd8dlQk/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>if Apple made window blinds...</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/Hv6EMd8dlQk/hqdefault.jpg</video:thumbnail_loc>
<video:description>Joma Tech&apos;s comedy sketch imagining Apple launching window blinds, parodying the language and staging of an Apple keynote. It sends up how a company can dress up an ordinary product as a world-changing one. HN people share it as a well-made parody of Apple&apos;s product pitch and tech CEO keynote talk, and for its privacy punch line.</video:description>
<video:player_loc>https://www.youtube.com/embed/Hv6EMd8dlQk</video:player_loc>
<video:duration>470</video:duration>
<video:view_count>6064404</video:view_count>
<video:tag>parody of apple product launches</video:tag>
<video:publication_date>2021-08-06T13:00:09Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2022-09-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.48750000000000004</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/UWEjxkkB8Xs/buster-keaton-the-art-of-the-gag</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/UWEjxkkB8Xs/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>Buster Keaton - The Art of the Gag</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/UWEjxkkB8Xs/hqdefault.jpg</video:thumbnail_loc>
<video:description>An Every Frame a Painting video essay on Buster Keaton&apos;s silent comedy, looking at how he built gags through camera framing, staging and timing. It shows clips to explain how the visual craft makes the jokes work. HN people share it as the great, short film essay on Keaton, especially for its focus on camera frames and how visual comedy is built.</video:description>
<video:player_loc>https://www.youtube.com/embed/UWEjxkkB8Xs</video:player_loc>
<video:duration>515</video:duration>
<video:view_count>8402636</video:view_count>
<video:tag>buster keaton visual comedy</video:tag>
<video:publication_date>2015-11-21T17:20:08Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2025-01-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.48750000000000004</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/CCOdQsZa15o/the-houses-that-can-t-be-built-in-america-the-missing-middle</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/CCOdQsZa15o/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>The Houses that Can&apos;t be Built in America - The Missing Middle</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/CCOdQsZa15o/hqdefault.jpg</video:thumbnail_loc>
<video:description>A Not Just Bikes video on the missing middle, the modest housing types between detached houses and large apartment blocks that zoning rules in most of the United States make hard or illegal to build. It contrasts this with places where such housing is common. HN people link it whenever zoning and housing come up, as the clearest overview of gentle density and human-scale neighbourhoods.</video:description>
<video:player_loc>https://www.youtube.com/embed/CCOdQsZa15o</video:player_loc>
<video:duration>490</video:duration>
<video:view_count>2884929</video:view_count>
<video:tag>missing middle housing and zoning</video:tag>
<video:publication_date>2021-03-08T19:30:11Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2021-12-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.48750000000000004</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/iYpl0QVCr6U/maciej-ceglowski-the-website-obesity-crisis-web-directions-2015-keynote</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/iYpl0QVCr6U/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>Maciej Ceglowski - The Website Obesity Crisis [Web Directions 2015 Keynote]</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/iYpl0QVCr6U/hqdefault.jpg</video:thumbnail_loc>
<video:description>Maciej Ceglowski&apos;s keynote at Web Directions 2015 on the growing bloat of web pages. He argues that sites have become far heavier than their content needs and makes the case for restraint and speed. HN people go back to it whenever they run into fat, slow pages, as a witty and still pertinent argument for serving only what is essential.</video:description>
<video:player_loc>https://www.youtube.com/embed/iYpl0QVCr6U</video:player_loc>
<video:duration>3200</video:duration>
<video:view_count>7772</video:view_count>
<video:tag>web page bloat</video:tag>
<video:publication_date>2018-03-23T02:47:29Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2021-07-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.48750000000000004</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/rSKMYc1CQHE/coding-adventure-simulating-fluids</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/rSKMYc1CQHE/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>Coding Adventure: Simulating Fluids</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/rSKMYc1CQHE/hqdefault.jpg</video:thumbnail_loc>
<video:description>Sebastian Lague builds a particle-based fluid simulation from scratch in C# and HLSL for Unity, one of his Coding Adventure videos. The accompanying GitHub repository links to the research papers behind the method. HN people recommend it as a practical, from-scratch intro to fluid simulation that is fast enough for real-time use.</video:description>
<video:player_loc>https://www.youtube.com/embed/rSKMYc1CQHE</video:player_loc>
<video:duration>2872</video:duration>
<video:view_count>2663773</video:view_count>
<video:tag>real-time fluid simulation</video:tag>
<video:publication_date>2023-10-08T11:09:16Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2024-04-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.48750000000000004</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/JZ6ZzJeWgpY/fermi-paradox-mercury-60fps-revision-2016-64k</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/JZ6ZzJeWgpY/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>fermi paradox - mercury | 60fps | Revision 2016 | 64k</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/JZ6ZzJeWgpY/hqdefault.jpg</video:thumbnail_loc>
<video:description>&quot;Fermi Paradox&quot; by mercury, the winning 64k intro at the Revision 2016 demoparty, shown in a 60fps capture. A 64k intro is a real-time audiovisual demo that fits in 64 kilobytes. HN people post it as the winner of the Revision 2016 64k competition, praising scenes like the cratered moon and Jupiter&apos;s storms as beautiful.</video:description>
<video:player_loc>https://www.youtube.com/embed/JZ6ZzJeWgpY</video:player_loc>
<video:duration>339</video:duration>
<video:view_count>566655</video:view_count>
<video:tag>64k demoscene intro</video:tag>
<video:publication_date>2016-03-27T11:57:44Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2022-01-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.48750000000000004</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/lX6JcybgDFo/box</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/lX6JcybgDFo/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>Box</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/lX6JcybgDFo/hqdefault.jpg</video:thumbnail_loc>
<video:description>Box is a short art film by the studio Bot and Dolly that combines projection onto moving surfaces with industrial robots moving them. The result is kinematic art in which the projected scene and the moving panels are choreographed together. HN people recommend it as an amazing example of kinematic art with industrial robots, and remember the company behind it as one that vanished after Google bought it.</video:description>
<video:player_loc>https://www.youtube.com/embed/lX6JcybgDFo</video:player_loc>
<video:duration>315</video:duration>
<video:view_count>6875659</video:view_count>
<video:tag>robots and projection mapping art</video:tag>
<video:publication_date>2013-09-24T15:00:49Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2019-11-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.48750000000000004</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/dqQw05Mr63E/the-suburban-traffic-contradiction</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/dqQw05Mr63E/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>The Suburban Traffic Contradiction</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/dqQw05Mr63E/hqdefault.jpg</video:thumbnail_loc>
<video:description>An Oh The Urbanity! video arguing that suburban residents and walkable-city advocates want the same thing: less car traffic on their own street. It shows how suburban street design pushes traffic onto arterial roads that nobody wants to live beside. HN people use it to make the point that car-dependent suburbia means imposing your car on others while keeping theirs away from your house.</video:description>
<video:player_loc>https://www.youtube.com/embed/dqQw05Mr63E</video:player_loc>
<video:duration>524</video:duration>
<video:view_count>177342</video:view_count>
<video:tag>suburban traffic and street design</video:tag>
<video:publication_date>2021-10-09T13:22:50Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2024-07-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.48750000000000004</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/7kVeCqQCxlk/css-grid-changes-everything-amazing-presentation</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/7kVeCqQCxlk/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>CSS Grid Changes EVERYTHING - Amazing Presentation</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/7kVeCqQCxlk/hqdefault.jpg</video:thumbnail_loc>
<video:description>A conference talk showing how CSS Grid changes the way pages are laid out on the web. It demonstrates defining layouts with named areas and building responsive designs with far less code. HN people say it made CSS Grid click for them, and they use it as the best introduction to how grid fixes the relationship between HTML and CSS.</video:description>
<video:player_loc>https://www.youtube.com/embed/7kVeCqQCxlk</video:player_loc>
<video:duration>1926</video:duration>
<video:view_count>1120623</video:view_count>
<video:tag>css grid layout</video:tag>
<video:publication_date>2017-07-17T03:33:14Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2019-02-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.48750000000000004</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/D8_VmWWRJgE/realistic-and-interactive-robot-gaze</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/D8_VmWWRJgE/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>Realistic and Interactive Robot Gaze</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/D8_VmWWRJgE/hqdefault.jpg</video:thumbnail_loc>
<video:description>A Disney Research demo of an animatronic robot whose eye gaze is realistic and responds interactively to the people around it. The video shows the robot looking at, following and reacting to a person. HN people keep submitting it as a striking example of how lifelike a robot can feel once its gaze behaves like a human&apos;s.</video:description>
<video:player_loc>https://www.youtube.com/embed/D8_VmWWRJgE</video:player_loc>
<video:duration>61</video:duration>
<video:view_count>1063126</video:view_count>
<video:tag>interactive robot gaze</video:tag>
<video:publication_date>2020-10-29T19:30:25Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2023-10-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.48750000000000004</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/bqtqltqcQhw/coding-adventure-boids</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/bqtqltqcQhw/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>Coding Adventure: Boids</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/bqtqltqcQhw/hqdefault.jpg</video:thumbnail_loc>
<video:description>Sebastian Lague builds a boids flocking simulation in Unity, explaining the rules that produce flocking behavior and how to scale it up with parallelization on the GPU. It is one of his Coding Adventure videos, with a companion code repository. HN people recommend it as an excellent, approachable introduction to boids and to strategies for handling many simultaneous queries in a simulation.</video:description>
<video:player_loc>https://www.youtube.com/embed/bqtqltqcQhw</video:player_loc>
<video:duration>515</video:duration>
<video:view_count>1727398</video:view_count>
<video:tag>boids flocking simulation</video:tag>
<video:publication_date>2019-08-26T13:12:42Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2025-05-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.48750000000000004</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/CnPOQr1pxY8/halcyon-dreams-the-legacy-of-dragon-s-lair</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/CnPOQr1pxY8/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>Halcyon Dreams: The Legacy of Dragon&apos;s Lair</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/CnPOQr1pxY8/hqdefault.jpg</video:thumbnail_loc>
<video:description>hbomberguy&apos;s 43-minute video essay on Dragon&apos;s Lair, the 1983 laserdisc arcade game animated by Don Bluth&apos;s studio, and its legacy for games and animation. It covers how the game was made and the genre it spawned. HN people recommend it as a deep dive that gives more on Dragon&apos;s Lair and Space Ace than you knew you wanted, and as an example of thoughtful YouTube video essays.</video:description>
<video:player_loc>https://www.youtube.com/embed/CnPOQr1pxY8</video:player_loc>
<video:duration>2597</video:duration>
<video:view_count>1302191</video:view_count>
<video:tag>dragon&apos;s lair and interactive animation</video:tag>
<video:publication_date>2017-11-22T17:14:29Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2019-04-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.48750000000000004</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/UX4KklvCDmg/why-everywhere-in-the-us-is-starting-to-look-the-same</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/UX4KklvCDmg/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>Why Everywhere in the US is Starting to Look the Same</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/UX4KklvCDmg/hqdefault.jpg</video:thumbnail_loc>
<video:description>A Wendover Productions video on why buildings, retail and neighborhoods across the US increasingly look alike. HN commenters connect it to cheap 5-over-1 apartment construction and to chain retail making the country feel like one big mall. HN people use it to explain sameness in American buildings and stores, from corporate landlords building 5-over-1s to the whole country feeling like a mall.</video:description>
<video:player_loc>https://www.youtube.com/embed/UX4KklvCDmg</video:player_loc>
<video:duration>1209</video:duration>
<video:view_count>3965747</video:view_count>
<video:tag>why american buildings look the same</video:tag>
<video:publication_date>2022-02-23T15:30:39Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2024-06-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.48750000000000004</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/V1Eu9vZaDYw/light-table-chris-granger</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/V1Eu9vZaDYw/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>Light Table - Chris Granger</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/V1Eu9vZaDYw/hqdefault.jpg</video:thumbnail_loc>
<video:description>Chris Granger&apos;s Clojure/conj talk on Light Table, his live-feedback code editor. HN commenters remember it for the data-oriented, entity-component-system way he built it and a game in ClojureScript. HN people cite it as a favorite on data-oriented design and as an example of an alternative architecture for GUIs and games.</video:description>
<video:player_loc>https://www.youtube.com/embed/V1Eu9vZaDYw</video:player_loc>
<video:duration>2682</video:duration>
<video:view_count>34346</video:view_count>
<video:tag>light table and data-oriented design</video:tag>
<video:publication_date>2013-01-21T18:17:32Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2019-04-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.48750000000000004</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/DEqXNfs_HhY/donut-shaped-c-code-that-generates-a-3d-spinning-donut</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/DEqXNfs_HhY/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>Donut-shaped C code that generates a 3D spinning donut</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/DEqXNfs_HhY/hqdefault.jpg</video:thumbnail_loc>
<video:description>A video on the famous donut-shaped C program that prints a spinning 3D donut in ASCII characters. It shows the code and the rotation and projection math behind it. HN people treat the C donut as a classic piece of programmer art, and bring it up in threads about ASCII graphics.</video:description>
<video:player_loc>https://www.youtube.com/embed/DEqXNfs_HhY</video:player_loc>
<video:duration>125</video:duration>
<video:view_count>9194439</video:view_count>
<video:tag>ascii spinning donut in c</video:tag>
<video:publication_date>2020-07-06T19:30:13Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2021-12-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.48750000000000004</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/x_q50tvbQm4/susan-kare-explains-macintosh-ui-ergonomics-on-the-computer-chronicles-1984</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/x_q50tvbQm4/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>Susan Kare explains Macintosh UI ergonomics on the Computer Chronicles (1984)</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/x_q50tvbQm4/hqdefault.jpg</video:thumbnail_loc>
<video:description>A 1984 Computer Chronicles segment in which Susan Kare, the designer of the original Macintosh icons and fonts, explains and demonstrates the Mac&apos;s interface. It shows the desktop, windows and control panel at a time when most viewers had never seen a graphical computer. HN people treasure it as a window into explaining a brand-new interface to beginners, and admire the Mac control panel it shows.</video:description>
<video:player_loc>https://www.youtube.com/embed/x_q50tvbQm4</video:player_loc>
<video:duration>351</video:duration>
<video:view_count>51421</video:view_count>
<video:tag>susan kare on macintosh ui</video:tag>
<video:publication_date>2020-04-28T14:23:15Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2022-07-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.48750000000000004</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/cK4REjqGc9w/demonstration-of-4-row-janko-keyboard</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/cK4REjqGc9w/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>Demonstration of 4-Row Janko Keyboard</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/cK4REjqGc9w/hqdefault.jpg</video:thumbnail_loc>
<video:description>A demonstration of the four-row Janko keyboard, an alternative piano keyboard layout, played by Paul Vandervoort. It shows that a piece can be played on a re-laid-out keyboard instead of the standard one. HN people use it as the example of an alternative keyboard in action, in threads on isomorphic keyboards, odd layouts and whether a different interface makes a different instrument.</video:description>
<video:player_loc>https://www.youtube.com/embed/cK4REjqGc9w</video:player_loc>
<video:duration>730</video:duration>
<video:view_count>330414</video:view_count>
<video:tag>janko alternative piano keyboard</video:tag>
<video:publication_date>2012-02-08T01:05:18Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2024-08-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.48750000000000004</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/2THVvshvq0Q/michael-bay-what-is-bayhem</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/2THVvshvq0Q/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>Michael Bay - What is Bayhem?</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/2THVvshvq0Q/hqdefault.jpg</video:thumbnail_loc>
<video:description>A video essay from Every Frame a Painting on the style of director Michael Bay, which fans call Bayhem. It looks at how his framing, camera movement, colour and editing make his action films recognisable and deliberate rather than random. HN people treat it as an eye-opening analysis of Bay&apos;s craft, citing it for his editing and his deliberate colour choices.</video:description>
<video:player_loc>https://www.youtube.com/embed/2THVvshvq0Q</video:player_loc>
<video:duration>522</video:duration>
<video:view_count>3291363</video:view_count>
<video:tag>michael bay visual style</video:tag>
<video:publication_date>2014-07-03T07:46:00Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2025-05-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.48750000000000004</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/8WP7AkJo3OE/upgrading-from-windows-1-0-to-windows-8-on-actual-hardware</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/8WP7AkJo3OE/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>Upgrading From Windows 1.0 to Windows 8 On Actual Hardware</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/8WP7AkJo3OE/hqdefault.jpg</video:thumbnail_loc>
<video:description>A hands-on video in which one machine is upgraded step by step from Windows 1.0 through to Windows 8 on actual hardware. Along the way it shows each release&apos;s interface and whether the upgrade path holds. HN people use it as the stock example of an unbroken Windows upgrade chain, and as the video to point at when asking for the same on other systems.</video:description>
<video:player_loc>https://www.youtube.com/embed/8WP7AkJo3OE</video:player_loc>
<video:duration>4456</video:duration>
<video:view_count>7271509</video:view_count>
<video:tag>windows upgrade chain 1.0 to 8</video:tag>
<video:publication_date>2013-09-03T03:38:20Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2016-01-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.48750000000000004</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/dehXioMIKg0/maker-profile-kinetic-wave-sculptures-on-make-television</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/dehXioMIKg0/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>Maker Profile - Kinetic Wave Sculptures on MAKE: television</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/dehXioMIKg0/hqdefault.jpg</video:thumbnail_loc>
<video:description>A short MAKE: television maker profile of kinetic wave sculptures, the moving mechanical artworks of Reuben Margolin. It shows the sculptures in motion and the maker behind them. HN people submitted it repeatedly over the years as a beautiful example of mechanical, handmade kinetic art.</video:description>
<video:player_loc>https://www.youtube.com/embed/dehXioMIKg0</video:player_loc>
<video:duration>641</video:duration>
<video:view_count>1071834</video:view_count>
<video:tag>kinetic wave sculptures</video:tag>
<video:publication_date>2009-01-29T18:17:24Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2018-08-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.48750000000000004</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/TlLIOgWYVpI/herbert-wolverson-procedural-map-generation-techniques</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/TlLIOgWYVpI/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>Herbert Wolverson - Procedural Map Generation Techniques</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/TlLIOgWYVpI/hqdefault.jpg</video:thumbnail_loc>
<video:description>Herbert Wolverson, known for the Rust roguelike tutorial, presents procedural map generation techniques at Roguelike Celebration. He walks through several approaches to generating dungeon and level maps that are easy to implement. HN people call it a fun, informative tour of five or six approachable map generation techniques and send it to anyone starting with procedural generation.</video:description>
<video:player_loc>https://www.youtube.com/embed/TlLIOgWYVpI</video:player_loc>
<video:duration>1649</video:duration>
<video:view_count>153040</video:view_count>
<video:tag>procedural map generation for roguelikes</video:tag>
<video:publication_date>2020-10-15T17:00:04Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2022-10-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.48750000000000004</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/GFMyMxMYDNk/how-star-wars-was-saved-in-the-edit</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/GFMyMxMYDNk/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>How Star Wars was saved in the edit</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/GFMyMxMYDNk/hqdefault.jpg</video:thumbnail_loc>
<video:description>A RocketJump video on how the editing of the original Star Wars rescued the film, showing what changed between the rough footage and the final cut. It covers cuts that improved pacing and drama. HN people share it as a clear account of how much of the original Star Wars was fixed in the edit, and it changed some people&apos;s view of how Lucas worked.</video:description>
<video:player_loc>https://www.youtube.com/embed/GFMyMxMYDNk</video:player_loc>
<video:duration>1105</video:duration>
<video:view_count>3239956</video:view_count>
<video:tag>film editing of star wars</video:tag>
<video:publication_date>2017-12-07T19:00:01Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2021-12-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.48750000000000004</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/c2lgEyNaop4/classic-game-postmortem-alone-in-the-dark</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/c2lgEyNaop4/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>Classic Game Postmortem: Alone in the Dark</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/c2lgEyNaop4/hqdefault.jpg</video:thumbnail_loc>
<video:description>Frederick Raynal gives a GDC Classic Game Postmortem on Alone in the Dark, the early 3D survival horror game. He talks about how it was made, including the old editing tools and his earlier work porting Alpha Waves from Atari ST to PC. HN people recommend it as a very nice look at the original tools and technical story behind Alone in the Dark, alongside threads on the game and its creator.</video:description>
<video:player_loc>https://www.youtube.com/embed/c2lgEyNaop4</video:player_loc>
<video:duration>3463</video:duration>
<video:view_count>27104</video:view_count>
<video:tag>alone in the dark game postmortem</video:tag>
<video:publication_date>2018-10-24T16:18:43Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2023-10-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.48750000000000004</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/SDXB0CY2tSQ/business-parks-suck-but-they-don-t-have-to</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/SDXB0CY2tSQ/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>Business Parks Suck (but they don&apos;t have to)</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/SDXB0CY2tSQ/hqdefault.jpg</video:thumbnail_loc>
<video:description>A Not Just Bikes video about business parks, contrasting car-only American-style office parks with a Dutch business park near Amsterdam&apos;s airport that is also reachable by bike, train and on foot. It argues that these places can be designed to welcome more than cars. HN people cite it as a concrete example of how a Dutch business park balances car access with walking, cycling and transit.</video:description>
<video:player_loc>https://www.youtube.com/embed/SDXB0CY2tSQ</video:player_loc>
<video:duration>943</video:duration>
<video:view_count>1600659</video:view_count>
<video:tag>designing business parks for non-car access</video:tag>
<video:publication_date>2022-04-18T17:59:51Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2023-10-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.48750000000000004</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/IiuVggWNqSA/chm-live-original-iphone-software-team-leader-scott-forstall-part-two</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/IiuVggWNqSA/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>CHM Live | Original iPhone Software Team Leader Scott Forstall (Part Two)</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/IiuVggWNqSA/hqdefault.jpg</video:thumbnail_loc>
<video:description>Scott Forstall, who led the original iPhone software team, in conversation at the Computer History Museum. He talks about his time at NeXT and Apple, the iPhone software project and stories about Steve Jobs. HN people cite it as Forstall&apos;s own account of how the iPhone software came about, and for his anecdotes about working with Jobs.</video:description>
<video:player_loc>https://www.youtube.com/embed/IiuVggWNqSA</video:player_loc>
<video:duration>3782</video:duration>
<video:view_count>101434</video:view_count>
<video:tag>scott forstall on building iphone software</video:tag>
<video:publication_date>2017-06-28T18:02:59Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2025-06-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.48750000000000004</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/doaQC-S8de8/akira-kurosawa-composing-movement</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/doaQC-S8de8/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>Akira Kurosawa - Composing Movement</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/doaQC-S8de8/hqdefault.jpg</video:thumbnail_loc>
<video:description>An Every Frame a Painting video essay on how Akira Kurosawa composes movement in his films, from wind and crowds to camera and actors. It contrasts this with the largely static, dialogue-driven style of modern blockbusters such as the Avengers films. HN people treat it as the excellent reference on cinematic movement, using it to argue that many modern films are just photographs of people talking.</video:description>
<video:player_loc>https://www.youtube.com/embed/doaQC-S8de8</video:player_loc>
<video:duration>505</video:duration>
<video:view_count>10811620</video:view_count>
<video:tag>kurosawa and movement in film</video:tag>
<video:publication_date>2015-03-20T00:59:28Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2023-08-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.48750000000000004</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/vZp0ETdD37E/designing-a-4d-world-the-technology-behind-miegakure-hide-and-reveal</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/vZp0ETdD37E/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>Designing a 4D World: The Technology behind Miegakure [Hide&amp;Reveal]</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/vZp0ETdD37E/hqdefault.jpg</video:thumbnail_loc>
<video:description>Marc ten Bosch of mtbdesignworks explains the technology behind Miegakure, his four-dimensional puzzle-platformer, at a Hide&amp;Reveal talk. It shows how a 4D world is built and how a 3D slice of it is rendered and navigated. HN people recommend it as the helpful explanation of what a slice of 4D space looks like and how a game can be designed around it.</video:description>
<video:player_loc>https://www.youtube.com/embed/vZp0ETdD37E</video:player_loc>
<video:duration>268</video:duration>
<video:view_count>1307660</video:view_count>
<video:tag>designing a 4d game world</video:tag>
<video:publication_date>2016-03-08T16:49:05Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2021-09-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.48750000000000004</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/wqu_IpkOYBg/farbrausch-fr-041-debris-hd</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/wqu_IpkOYBg/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>Farbrausch - fr-041: debris. [HD]</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/wqu_IpkOYBg/hqdefault.jpg</video:thumbnail_loc>
<video:description>debris. (fr-041) is a demoscene production by the group Farbrausch, shown at Breakpoint 2007, a real-time audiovisual piece packed into an executable of about 177 kilobytes. It includes 3D assets, textures and music, and has a small thread of narrative. HN people recommend it as the best way to show off the demoscene, because of how much it fits into 177 KB and the hint of story that reaches non-demoscene viewers.</video:description>
<video:player_loc>https://www.youtube.com/embed/wqu_IpkOYBg</video:player_loc>
<video:duration>435</video:duration>
<video:view_count>228716</video:view_count>
<video:tag>farbrausch debris demoscene production</video:tag>
<video:publication_date>2009-02-22T14:59:46Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2016-06-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.48750000000000004</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/tJuqe6sre2I/dubai-is-a-parody-of-the-21st-century</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/tJuqe6sre2I/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>Dubai Is A Parody Of The 21st Century</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/tJuqe6sre2I/hqdefault.jpg</video:thumbnail_loc>
<video:description>Adam Something takes a critical look at Dubai as a planned, car-centered city, treating its skyscrapers and developments as a parody of 21st-century urban ambition. It is an opinionated video essay on planning, architecture and what makes cities work. HN people cite it as a critique of planned, car-centered cities and of the less glamorous side of Dubai.</video:description>
<video:player_loc>https://www.youtube.com/embed/tJuqe6sre2I</video:player_loc>
<video:duration>769</video:duration>
<video:view_count>15888763</video:view_count>
<video:tag>critique of dubai as a planned city</video:tag>
<video:publication_date>2021-09-03T06:05:48Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2022-07-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.48750000000000004</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/LewVEF2B_pM/strandbeest-evolution-2017</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/LewVEF2B_pM/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>STRANDBEEST EVOLUTION 2017</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/LewVEF2B_pM/hqdefault.jpg</video:thumbnail_loc>
<video:description>Theo Jansen&apos;s Strandbeest Evolution 2017 shows his wind-powered walking sculptures, built from plastic tubing, walking along the beach. The video follows how his creatures have developed over the years. HN people share it as an incredible example of engineering as art, and keep it on hand as one of several Strandbeest videos worth exploring.</video:description>
<video:player_loc>https://www.youtube.com/embed/LewVEF2B_pM</video:player_loc>
<video:duration>260</video:duration>
<video:view_count>13794141</video:view_count>
<video:tag>strandbeest kinetic sculptures</video:tag>
<video:publication_date>2017-06-07T13:30:06Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2023-04-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.48750000000000004</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/ij9KXgiyDAc/remembering-a-carver-ito-susumu</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/ij9KXgiyDAc/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>Remembering a carver - Ito Susumu</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/ij9KXgiyDAc/hqdefault.jpg</video:thumbnail_loc>
<video:description>A tribute video by woodblock printmaker David Bull remembering the carver Ito Susumu. It is a short memorial to a craftsman of the Japanese woodblock print tradition. HN people submitted it repeatedly over several years as a moving look at traditional craft.</video:description>
<video:player_loc>https://www.youtube.com/embed/ij9KXgiyDAc</video:player_loc>
<video:duration>1716</video:duration>
<video:view_count>3735885</video:view_count>
<video:tag>tribute to a woodblock carver</video:tag>
<video:publication_date>2016-05-23T09:03:24Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2022-02-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.48750000000000004</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/WqjUlmkYr2g/designer-s-table</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/WqjUlmkYr2g/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>Designer&apos;s Table</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/WqjUlmkYr2g/hqdefault.jpg</video:thumbnail_loc>
<video:description>A KRAZAM comedy sketch parodying Netflix&apos;s Chef&apos;s Table, in which a product designer speaks reverently about a standing mat and its second iteration. It satirizes the precious way design and tech culture talks about products. HN people share and quote it as a running joke, lifting lines like the one about sitting and standing and comparing absurd news to KRAZAM sketches.</video:description>
<video:player_loc>https://www.youtube.com/embed/WqjUlmkYr2g</video:player_loc>
<video:duration>292</video:duration>
<video:view_count>342849</video:view_count>
<video:tag>parody of designer documentaries</video:tag>
<video:publication_date>2020-04-13T18:07:01Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2021-10-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.48750000000000004</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/Vyga8VMWXKg/art-of-the-marbler</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/Vyga8VMWXKg/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>Art of the Marbler</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/Vyga8VMWXKg/hqdefault.jpg</video:thumbnail_loc>
<video:description>A 1970 film from Bedfordshire Archives showing the craft of marbling paper by hand, featuring the marbler Sydney Cockerell. It follows the process step by step, from floating colors on a bath to lifting the pattern onto paper. HN people share it as a go-to example of a well-explained craft process film, whenever marbling or traditional making comes up.</video:description>
<video:player_loc>https://www.youtube.com/embed/Vyga8VMWXKg</video:player_loc>
<video:duration>773</video:duration>
<video:view_count>1656158</video:view_count>
<video:tag>hand marbling of paper</video:tag>
<video:publication_date>2013-03-16T15:34:37Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2022-07-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.48750000000000004</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/ytomieYqUCQ/controlling-blender-with-my-voice-using-llm</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/ytomieYqUCQ/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>Controlling Blender with my voice using LLM</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/ytomieYqUCQ/hqdefault.jpg</video:thumbnail_loc>
<video:description>A demo of controlling Blender with spoken commands, where a large language model turns speech into actions in the 3D software. It shows how well a voice and LLM interface can drive a complex creative tool. HN people repeatedly submitted it as a striking demo of driving a 3D tool by voice through an LLM.</video:description>
<video:player_loc>https://www.youtube.com/embed/ytomieYqUCQ</video:player_loc>
<video:duration>933</video:duration>
<video:view_count>369925</video:view_count>
<video:tag>voice control of blender with an llm</video:tag>
<video:publication_date>2024-12-19T16:33:07Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2025-07-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.48750000000000004</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/-EA2FQXs4dw/i-could-hardly-believe-my-eyes-looking-glass-holographic-monitor</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/-EA2FQXs4dw/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>I could hardly believe my eyes! - Looking Glass Holographic Monitor</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/-EA2FQXs4dw/hqdefault.jpg</video:thumbnail_loc>
<video:description>Linus Tech Tips looks at the Looking Glass holographic display, a monitor that shows 3D scenes viewable without glasses. The video demos the hardware and shows how the display maps pixels to produce depth. HN people link it as a clear overview of the Looking Glass display, and cite its footage and its pixel-mapping detail when arguing about how the tech really works.</video:description>
<video:player_loc>https://www.youtube.com/embed/-EA2FQXs4dw</video:player_loc>
<video:duration>670</video:duration>
<video:view_count>1812634</video:view_count>
<video:tag>holographic 3d display</video:tag>
<video:publication_date>2019-12-21T19:42:18Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2021-07-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.48750000000000004</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/-d2-PtK4F6Y/pixel-city-procedurally-generated-city</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/-d2-PtK4F6Y/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>Pixel City - Procedurally generated city</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/-d2-PtK4F6Y/hqdefault.jpg</video:thumbnail_loc>
<video:description>A video of Shamus Young&apos;s Pixel City, a program that procedurally generates a nighttime city from code. It shows the city being built and the finished result, and he wrote a companion article series with source code walking through how it works. HN people fondly remember it as a clear, approachable example of procedural city generation with the write-up to learn from.</video:description>
<video:player_loc>https://www.youtube.com/embed/-d2-PtK4F6Y</video:player_loc>
<video:duration>273</video:duration>
<video:view_count>807459</video:view_count>
<video:tag>procedural city generation</video:tag>
<video:publication_date>2009-05-01T20:12:59Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2015-06-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.48750000000000004</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/RBBiri3CD6w/coding-in-stenography-quick-demo</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/RBBiri3CD6w/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>Coding in Stenography, Quick Demo</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/RBBiri3CD6w/hqdefault.jpg</video:thumbnail_loc>
<video:description>A short scripted demo from the Art of Chording channel showing a developer writing JavaScript using a stenography machine instead of a regular keyboard. It illustrates how steno chording can be used for programming. HN people point to it as the go-to demo of programming with steno whenever stenography or chording as a faster input method comes up.</video:description>
<video:player_loc>https://www.youtube.com/embed/RBBiri3CD6w</video:player_loc>
<video:duration>121</video:duration>
<video:view_count>131538</video:view_count>
<video:tag>programming with a steno keyboard</video:tag>
<video:publication_date>2016-04-04T03:28:00Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2021-03-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.48750000000000004</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/MYGJ9jrbpvg/strandbeest-evolution</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/MYGJ9jrbpvg/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>strandbeest evolution</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/MYGJ9jrbpvg/hqdefault.jpg</video:thumbnail_loc>
<video:description>A Theo Jansen video showing his Strandbeests, wind-powered walking creatures built from plastic tubing, in motion. It includes his Jansen&apos;s linkage leg mechanism and shows wind-powered walkers at work. HN people share it for the eerily smooth, almost impossible-looking walking of the machines, and as the canonical Strandbeest clip.</video:description>
<video:player_loc>https://www.youtube.com/embed/MYGJ9jrbpvg</video:player_loc>
<video:duration>273</video:duration>
<video:view_count>14491984</video:view_count>
<video:tag>strandbeest walking machines</video:tag>
<video:publication_date>2013-06-04T07:02:32Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2023-10-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.48750000000000004</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/s8nFqwOho-s/nvscene-2015-session-how-to-create-content-with-signed-distance-functions</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/s8nFqwOho-s/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>NVScene 2015 Session: How to Create Content with Signed Distance Functions (Johann Korndörfer)</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/s8nFqwOho-s/hqdefault.jpg</video:thumbnail_loc>
<video:description>Johann Korndorfer of the Mercury demogroup explains at NVScene 2015 how to build sophisticated content by raymarching signed distance functions. It teaches the technique that powers much of the shader and demoscene look. HN people recommend it as the excellent talk on building up scenes from raymarched distance functions, and link it from threads on Shadertoy and 64k intros.</video:description>
<video:player_loc>https://www.youtube.com/embed/s8nFqwOho-s</video:player_loc>
<video:duration>3066</video:duration>
<video:view_count>35288</video:view_count>
<video:tag>signed distance functions for content creation</video:tag>
<video:publication_date>2015-03-24T16:27:51Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2018-02-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.48750000000000004</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/PFc379hu--8/alan-kay-july-2007-a-conversation-with-cmu-faculty-and-students</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/PFc379hu--8/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>Alan Kay : July 2007 : A Conversation with CMU Faculty &amp; Students</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/PFc379hu--8/hqdefault.jpg</video:thumbnail_loc>
<video:description>A July 2007 conversation between Alan Kay and faculty and students at Carnegie Mellon, mostly unscripted. Kay discusses the state of computing and how computer science should be taught. HN people name it as their favorite Alan Kay talk because it is unscripted, and cite it for his blunt criticism of today&apos;s computing and CS curricula.</video:description>
<video:player_loc>https://www.youtube.com/embed/PFc379hu--8</video:player_loc>
<video:duration>4848</video:duration>
<video:view_count>12899</video:view_count>
<video:tag>alan kay on computing and cs education</video:tag>
<video:publication_date>2016-04-06T19:37:17Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2024-03-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.48750000000000004</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/94d_h_t2QAA/donald-sherman-orders-a-pizza-using-a-talking-computer-dec-4-1974</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/94d_h_t2QAA/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>Donald Sherman orders a pizza using a talking computer, Dec 4, 1974</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/94d_h_t2QAA/hqdefault.jpg</video:thumbnail_loc>
<video:description>A 1974 recording of Donald Sherman ordering a pizza by talking to a computer that answers in synthetic speech. It is an early demonstration of a speech-based interface, uploaded by John Eulenberg. HN people share it as a surprising piece of technology archaeology, an early example of synthetic voice and ordering food by computer a decade before email demos.</video:description>
<video:player_loc>https://www.youtube.com/embed/94d_h_t2QAA</video:player_loc>
<video:duration>432</video:duration>
<video:view_count>228652</video:view_count>
<video:tag>1974 talking computer pizza order</video:tag>
<video:publication_date>2010-03-16T14:24:31Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2025-03-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.48750000000000004</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/M_VuXVErD6E/design-your-own-keyboard</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/M_VuXVErD6E/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>Design Your Own Keyboard!</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/M_VuXVErD6E/hqdefault.jpg</video:thumbnail_loc>
<video:description>Ben Vallack walks through designing your own custom keyboard, including laying it out, wiring it and designing its PCB. It targets a split keyboard but covers the general steps. HN people recommend it as a clear walkthrough of building a keyboard shaped to your own hands, from a creator they find underrated.</video:description>
<video:player_loc>https://www.youtube.com/embed/M_VuXVErD6E</video:player_loc>
<video:duration>2464</video:duration>
<video:view_count>140211</video:view_count>
<video:tag>designing a custom keyboard</video:tag>
<video:publication_date>2022-05-21T18:42:00Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2023-02-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.48750000000000004</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/rXHu9OmLd8Y/04-secret-history-of-microsoft-bob</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/rXHu9OmLd8Y/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>04.Secret History of Microsoft Bob</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/rXHu9OmLd8Y/hqdefault.jpg</video:thumbnail_loc>
<video:description>Dave&apos;s Garage tells the story of Microsoft Bob, the 1990s social-interface product, and the hidden way Bob data was used in Windows. David Plummer, who added it, explains how and why he used it to give Windows CDs unique data. HN people link it as the first-hand account of the Bob episode from the engineer who did it, mostly in threads on Windows activation.</video:description>
<video:player_loc>https://www.youtube.com/embed/rXHu9OmLd8Y</video:player_loc>
<video:duration>623</video:duration>
<video:view_count>157707</video:view_count>
<video:tag>microsoft bob and windows activation data</video:tag>
<video:publication_date>2020-11-24T20:06:49Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2021-04-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.48750000000000004</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/N9c7_8Gp7gI/rethinking-cs-education-alan-kay-crossroads-2015</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/N9c7_8Gp7gI/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>Rethinking CS Education | Alan Kay, CrossRoads 2015</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/N9c7_8Gp7gI/hqdefault.jpg</video:thumbnail_loc>
<video:description>Alan Kay speaks at the CrossRoads 2015 conference on rethinking computer science education. He argues that people poorly understand systems, that thinking is not just logic, and that programming languages are user interfaces. HN people urge everyone to watch it as a first Alan Kay talk, and quote it for the idea that a programming language is as much a user interface as anything else.</video:description>
<video:player_loc>https://www.youtube.com/embed/N9c7_8Gp7gI</video:player_loc>
<video:duration>4232</video:duration>
<video:view_count>27632</video:view_count>
<video:tag>alan kay on cs education</video:tag>
<video:publication_date>2015-12-03T21:04:28Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2019-07-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.48750000000000004</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/LsGZ_2RuJ2A/salad-mug-dynamo-dream-ep1</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/LsGZ_2RuJ2A/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>Salad Mug - DYNAMO DREAM, Ep1</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/LsGZ_2RuJ2A/hqdefault.jpg</video:thumbnail_loc>
<video:description>Salad Mug is the first episode of Dynamo Dream, a sci-fi short made by Ian Hubert and rendered in Blender. It mixes 3D effects with real footage in a small-team production. HN people post it whenever Blender comes up, as evidence of what a single person or tiny team can achieve with open source tools.</video:description>
<video:player_loc>https://www.youtube.com/embed/LsGZ_2RuJ2A</video:player_loc>
<video:duration>1292</video:duration>
<video:view_count>6589998</video:view_count>
<video:tag>solo blender sci-fi short</video:tag>
<video:publication_date>2021-05-26T06:10:29Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2023-11-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.48750000000000004</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/BW32yUEymvU/rekka-bellum-and-devine-lu-linvega-hundred-rabbits-xoxo-festival-2019</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/BW32yUEymvU/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>Rekka Bellum and Devine Lu Linvega, Hundred Rabbits - XOXO Festival (2019)</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/BW32yUEymvU/hqdefault.jpg</video:thumbnail_loc>
<video:description>Rekka Bellum and Devine Lu Linvega of Hundred Rabbits talk at XOXO Festival about living and working on a sailboat, making games, art, music and their own software. They describe building lightweight tools that work off-grid. HN people share it as the story behind the off-grid sailing duo and their homegrown software, and cite it for the problems of devices that need constant connectivity.</video:description>
<video:player_loc>https://www.youtube.com/embed/BW32yUEymvU</video:player_loc>
<video:duration>1953</video:duration>
<video:view_count>23674</video:view_count>
<video:tag>off-grid creative studio and homegrown tools</video:tag>
<video:publication_date>2019-10-10T17:57:48Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2021-12-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.48750000000000004</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/ztpcWUqVpIg/even-small-towns-are-great-here-5-years-in-the-netherlands</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/ztpcWUqVpIg/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>Even Small Towns are Great Here (5 Years in the Netherlands)</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/ztpcWUqVpIg/hqdefault.jpg</video:thumbnail_loc>
<video:description>A Not Just Bikes video on what small towns in the Netherlands are like after five years of living there. It shows how streets, housing and local services are laid out so that daily life works without a car. HN people post it in car-dependence and urban planning arguments as proof that small towns and suburbs can be comfortable without driving.</video:description>
<video:player_loc>https://www.youtube.com/embed/ztpcWUqVpIg</video:player_loc>
<video:duration>1100</video:duration>
<video:view_count>1832010</video:view_count>
<video:tag>walkable dutch small towns</video:tag>
<video:publication_date>2023-08-27T09:59:54Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2026-04-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.48750000000000004</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/QyjyWUrHsFc/a-brief-history-of-graphics</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/QyjyWUrHsFc/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>A Brief History of Graphics</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/QyjyWUrHsFc/hqdefault.jpg</video:thumbnail_loc>
<video:description>A roughly 45-minute video essay from the Ahoy channel that traces the history of graphics in video games, consolidated from a longer playlist into a single video. It follows how game visuals developed across hardware generations. HN people pass it around as an interesting, well-produced single-sitting overview of how game graphics evolved.</video:description>
<video:player_loc>https://www.youtube.com/embed/QyjyWUrHsFc</video:player_loc>
<video:duration>2667</video:duration>
<video:view_count>6051760</video:view_count>
<video:tag>history of video game graphics</video:tag>
<video:publication_date>2015-01-19T00:34:57Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2021-04-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.48750000000000004</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/7S-DGTBZU14/the-addictive-cost-of-predatory-videogame-monetization-the-jimquisition</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/7S-DGTBZU14/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>The Addictive Cost Of Predatory Videogame Monetization (The Jimquisition)</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/7S-DGTBZU14/hqdefault.jpg</video:thumbnail_loc>
<video:description>Jim Sterling&apos;s Jimquisition episode on predatory monetization in video games, such as loot boxes and microtransactions. It argues these systems are built to exploit players and includes testimonials from people who spent money they could not afford. HN people recommend it as a good overview of how knowingly sinister microtransactions and gacha systems are, and cite its testimonials in threads on game monetization.</video:description>
<video:player_loc>https://www.youtube.com/embed/7S-DGTBZU14</video:player_loc>
<video:duration>2053</video:duration>
<video:view_count>1290973</video:view_count>
<video:tag>predatory game monetization</video:tag>
<video:publication_date>2019-07-01T13:24:09Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2022-03-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.48750000000000004</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/kgmAwnNxdgw/living-organisms-can-t-survive-in-their-own-waste-products-alan-kay</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/kgmAwnNxdgw/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>Living organisms can’t survive in their own waste products - Alan Kay</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/kgmAwnNxdgw/hqdefault.jpg</video:thumbnail_loc>
<video:description>A 2020 Nerdearla talk by Alan Kay, whose title states that living organisms cannot survive in their own waste products. HN people link it in discussions of digital pollution and the state of software. HN people keep submitting Alan Kay&apos;s talks as worth the time, and link this one when software accumulating its own waste comes up.</video:description>
<video:player_loc>https://www.youtube.com/embed/kgmAwnNxdgw</video:player_loc>
<video:duration>9662</video:duration>
<video:view_count>23855</video:view_count>
<video:tag>alan kay on software and its waste</video:tag>
<video:publication_date>2020-12-17T12:00:11Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2023-12-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.48750000000000004</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/By7qcgaqGI4/the-glitch-that-broke-link-s-cel-shading</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/By7qcgaqGI4/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>The Glitch that Broke Link&apos;s Cel Shading</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/By7qcgaqGI4/hqdefault.jpg</video:thumbnail_loc>
<video:description>Jasper explains a rendering glitch that broke the cel shading on Link in a Zelda game and walks through the graphics concepts behind it. It is one of his videos on how game graphics work. HN people post it as an accessible look inside a game&apos;s rendering engine and the quirks of real-time shading.</video:description>
<video:player_loc>https://www.youtube.com/embed/By7qcgaqGI4</video:player_loc>
<video:duration>2110</video:duration>
<video:view_count>714042</video:view_count>
<video:tag>cel shading rendering glitch</video:tag>
<video:publication_date>2022-11-28T23:20:20Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2026-06-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.48750000000000004</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/6JAgXz6xO0s/the-secret-life-of-components-a-series-of-eight-guides-for-designers-and-makers</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/6JAgXz6xO0s/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>The Secret Life of components. A series of eight guides for designers and makers by Tim Hunkin</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/6JAgXz6xO0s/hqdefault.jpg</video:thumbnail_loc>
<video:description>The three-minute intro to The Secret Life of Components, a series of eight guides for designers and makers by Tim Hunkin, creator of the TV series The Secret Life of Machines. The series explains how mechanical and electromechanical parts work. HN people recommend Hunkin&apos;s components films as great stuff for anyone who likes building things, in the spirit of his earlier Secret Life of Machines.</video:description>
<video:player_loc>https://www.youtube.com/embed/6JAgXz6xO0s</video:player_loc>
<video:duration>181</video:duration>
<video:view_count>83050</video:view_count>
<video:tag>mechanical components for makers</video:tag>
<video:publication_date>2021-02-25T11:38:46Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2025-10-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.48750000000000004</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/sfGtw2C95Ms/understanding-the-job</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/sfGtw2C95Ms/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>Understanding the Job</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/sfGtw2C95Ms/hqdefault.jpg</video:thumbnail_loc>
<video:description>A short talk by Clayton Christensen on Jobs to Be Done, using the story of a fast food chain&apos;s milkshakes to show how people hire products for a job. It reframes who a product competes against. HN people treat it as the definitive short introduction to Jobs to Be Done, and link it whenever the framing of competition around customer needs comes up.</video:description>
<video:player_loc>https://www.youtube.com/embed/sfGtw2C95Ms</video:player_loc>
<video:duration>296</video:duration>
<video:view_count>507469</video:view_count>
<video:tag>jobs to be done</video:tag>
<video:publication_date>2016-03-31T10:23:00Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2024-09-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.48750000000000004</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/ZfytHvgHybA/bret-victor-stop-drawing-dead-fish</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/ZfytHvgHybA/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>Bret Victor - Stop Drawing Dead Fish</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/ZfytHvgHybA/hqdefault.jpg</video:thumbnail_loc>
<video:description>Bret Victor&apos;s talk Stop Drawing Dead Fish argues that digital tools make people draw static, lifeless things. He shows alternatives in which the artist works with live, dynamic pictures directly. HN people say it has stuck with them for a decade, and point to it whenever a thread asks for live, tinkerable interfaces.</video:description>
<video:player_loc>https://www.youtube.com/embed/ZfytHvgHybA</video:player_loc>
<video:duration>3213</video:duration>
<video:view_count>53225</video:view_count>
<video:tag>tools for dynamic drawing</video:tag>
<video:publication_date>2013-08-14T04:36:09Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2025-08-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.48750000000000004</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/Ao9X1GsUPys/a-vision-of-new-age-with-alan-kay-1988-vpri-0224</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/Ao9X1GsUPys/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>A Vision of New Age with Alan Kay 1988 (VPRI 0224)</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/Ao9X1GsUPys/hqdefault.jpg</video:thumbnail_loc>
<video:description>A 1988 presentation by Alan Kay, &quot;A Vision of a New Age&quot;, on where computing and media were heading, archived in the VPRI series. It includes predictions of media-driven websites well before they became common. HN people share it as evidence that Kay saw the web and rich digital media coming decades early.</video:description>
<video:player_loc>https://www.youtube.com/embed/Ao9X1GsUPys</video:player_loc>
<video:duration>3610</video:duration>
<video:view_count>3248</video:view_count>
<video:tag>alan kay 1988 vision of new age</video:tag>
<video:publication_date>2017-11-13T23:15:24Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2019-10-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.48750000000000004</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/_JhTaENzfZQ/rebuilding-netlify-with-tailwind-css</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/_JhTaENzfZQ/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>Rebuilding Netlify with Tailwind CSS</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/_JhTaENzfZQ/hqdefault.jpg</video:thumbnail_loc>
<video:description>Adam Wathan rebuilds the Netlify interface live with Tailwind CSS, in about an hour and a half and without writing any custom CSS. It is a screencast of utility-first CSS used on a real, polished UI. HN developers point to it as the proof that utility-first CSS works, and one calls it eye opening that you do not need fancy UI components to build something great.</video:description>
<video:player_loc>https://www.youtube.com/embed/_JhTaENzfZQ</video:player_loc>
<video:duration>5248</video:duration>
<video:view_count>47908</video:view_count>
<video:tag>building UI with Tailwind CSS</video:tag>
<video:publication_date>2018-07-13T17:06:12Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2020-06-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.48750000000000004</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/VdqhHKjepiE/rimworld-contrarian-ridiculous-and-impossible-game-design-methods</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/VdqhHKjepiE/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>RimWorld: Contrarian, Ridiculous, and Impossible Game Design Methods</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/VdqhHKjepiE/hqdefault.jpg</video:thumbnail_loc>
<video:description>RimWorld creator Tynan Sylvester gives a GDC talk on how he designed the game as a story generator rather than a conventional game. He covers unconventional design methods, including how the simulation lets players read stories into events. HN game developers recommend it as the accessible way to understand how RimWorld was designed, and as the source for emergent narrative and apophenia in games.</video:description>
<video:player_loc>https://www.youtube.com/embed/VdqhHKjepiE</video:player_loc>
<video:duration>3652</video:duration>
<video:view_count>284828</video:view_count>
<video:tag>RimWorld story generator design</video:tag>
<video:publication_date>2019-05-16T16:17:21Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2024-06-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.48750000000000004</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/50L44hEtVos/alan-kay-on-learning</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/50L44hEtVos/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>Alan Kay on Learning</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/50L44hEtVos/hqdefault.jpg</video:thumbnail_loc>
<video:description>Alan Kay talks about learning, drawing on The Inner Game of Tennis. He argues that quieting self-criticism and anxiety lets people learn faster. It comes from a mid-1980s presentation. HN people share it as Alan Kay&apos;s take on the Inner Game of Tennis, on quieting the narrating self and removing anxiety to learn faster.</video:description>
<video:player_loc>https://www.youtube.com/embed/50L44hEtVos</video:player_loc>
<video:duration>634</video:duration>
<video:view_count>35475</video:view_count>
<video:tag>learning and the inner game</video:tag>
<video:publication_date>2008-01-25T15:26:47Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2024-05-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.48750000000000004</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/SemHh0n19LA/5-steps-to-designing-the-life-you-want-bill-burnett-tedxstanford</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/SemHh0n19LA/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>5 steps to designing the life you want  | Bill Burnett | TEDxStanford</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/SemHh0n19LA/hqdefault.jpg</video:thumbnail_loc>
<video:description>Bill Burnett of Stanford&apos;s design program, co-author of Designing Your Life with Dave Evans, gives a TEDx talk on applying design thinking to your own career and life. He presents a practical, step-by-step approach to deciding what to do next. HN people recommend it when someone asks how to find meaningful work or direction, pointing to its design-thinking approach of getting curious, talking to people and trying things.</video:description>
<video:player_loc>https://www.youtube.com/embed/SemHh0n19LA</video:player_loc>
<video:duration>1521</video:duration>
<video:view_count>11379911</video:view_count>
<video:tag>design thinking applied to life and career</video:tag>
<video:publication_date>2017-05-19T21:15:40Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2022-04-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.48750000000000004</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/24O00Jz8R04/the-struggle-of-building-the-original-iphone-the-untold-story</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/24O00Jz8R04/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>The Struggle of Building the Original iPhone - The Untold Story</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/24O00Jz8R04/hqdefault.jpg</video:thumbnail_loc>
<video:description>A ColdFusion documentary-style video on how the original iPhone was developed at Apple, covering the pressure and difficulties of the project. HN people list it among media about how a product gets made, and several have submitted it as a good account of the iPhone&apos;s creation.</video:description>
<video:player_loc>https://www.youtube.com/embed/24O00Jz8R04</video:player_loc>
<video:duration>2065</video:duration>
<video:view_count>4624539</video:view_count>
<video:tag>making of the original iphone</video:tag>
<video:publication_date>2019-10-18T14:49:30Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2022-10-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.48750000000000004</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/N-2sKZjawq4/2advanced-flash-intro-in-2003</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/N-2sKZjawq4/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>2Advanced flash intro in 2003</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/N-2sKZjawq4/hqdefault.jpg</video:thumbnail_loc>
<video:description>A Web Design Museum capture of the 2Advanced Studios Flash intro from 2003, showing the studio&apos;s animated, sci-fi style interface work. It is a record of how elaborate Flash-era web design could get. HN people share it as an example of an era when the web was full of weird, art-heavy interfaces, and as work that was way ahead of its time.</video:description>
<video:player_loc>https://www.youtube.com/embed/N-2sKZjawq4</video:player_loc>
<video:duration>18</video:duration>
<video:view_count>15955</video:view_count>
<video:tag>2advanced flash intro</video:tag>
<video:publication_date>2018-11-29T08:09:01Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2020-08-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.48750000000000004</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/9OfBpQgLXUc/the-dutch-solution-for-safer-sidewalks-continuous-sidewalks</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/9OfBpQgLXUc/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>The Dutch Solution for Safer Sidewalks - Continuous Sidewalks</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/9OfBpQgLXUc/hqdefault.jpg</video:thumbnail_loc>
<video:description>Not Just Bikes explains Dutch continuous sidewalks, where the pavement runs unbroken across side-street crossings so cars visibly have to drive over it. The video shows how this street design prioritises pedestrians and slows turning drivers. HN people recommend it as a clear case of street design that makes pedestrians the priority, and a good way into the channel&apos;s other videos on Dutch street design.</video:description>
<video:player_loc>https://www.youtube.com/embed/9OfBpQgLXUc</video:player_loc>
<video:duration>225</video:duration>
<video:view_count>451601</video:view_count>
<video:tag>continuous sidewalks</video:tag>
<video:publication_date>2019-12-02T09:00:00Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2022-12-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.48750000000000004</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/LavXSS5Xtbg/gravity-basins</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/LavXSS5Xtbg/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>༄ GRAVITY BASINS ࿐</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/LavXSS5Xtbg/hqdefault.jpg</video:thumbnail_loc>
<video:description>A 2swap video on gravity basins, visualizing how the outcome of a gravity simulation depends on starting conditions and produces intricate fractal-like patterns. HN people repeatedly submit it as a beautiful mathematical visualization worth everyone&apos;s time.</video:description>
<video:player_loc>https://www.youtube.com/embed/LavXSS5Xtbg</video:player_loc>
<video:duration>375</video:duration>
<video:view_count>958715</video:view_count>
<video:tag>gravity fractals visualization</video:tag>
<video:publication_date>2024-08-02T20:00:06Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2026-03-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.48750000000000004</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/IWkNkQoQY_8/2advanced-studios-v3-flash-website-in-2001</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/IWkNkQoQY_8/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>2Advanced Studios v3 flash website in 2001</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/IWkNkQoQY_8/hqdefault.jpg</video:thumbnail_loc>
<video:description>A video capture of the 2Advanced Studios v3 Flash website from 2001, preserved by the Web Design Museum. It shows the animated, sci-fi style interface that made 2Advanced a landmark of the Flash era. HN people share it as proof of how creative and mind-blowing early Flash sites were, and say it shaped their move into web design.</video:description>
<video:player_loc>https://www.youtube.com/embed/IWkNkQoQY_8</video:player_loc>
<video:duration>143</video:duration>
<video:view_count>42495</video:view_count>
<video:tag>2advanced flash website</video:tag>
<video:publication_date>2020-11-13T16:00:24Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2023-06-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.48750000000000004</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/x3wOhXsjPYM/everything-is-miscellaneous</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/x3wOhXsjPYM/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>Everything is Miscellaneous</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/x3wOhXsjPYM/hqdefault.jpg</video:thumbnail_loc>
<video:description>David Weinberger&apos;s Google TechTalk on his book Everything Is Miscellaneous. He criticizes rigid classification schemes such as the Dewey Decimal system and argues that digital information can be organized in many ways at once. HN people rewatch it as the talk on classification whose ideas still hold up, and cite its take on Melvil Dewey and the limits of taxonomies.</video:description>
<video:player_loc>https://www.youtube.com/embed/x3wOhXsjPYM</video:player_loc>
<video:duration>3425</video:duration>
<video:view_count>17487</video:view_count>
<video:tag>classification and taxonomies</video:tag>
<video:publication_date>2007-10-09T05:16:42Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2023-09-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.48750000000000004</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/IJcuQQ1eWWI/playing-to-lose-ai-and-civilization-soren-johnson</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/IJcuQQ1eWWI/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>Playing to Lose: AI and &quot;Civilization&quot; (Soren Johnson)</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/IJcuQQ1eWWI/hqdefault.jpg</video:thumbnail_loc>
<video:description>Soren Johnson, lead designer and AI programmer on Civilization IV, gives a Google tech talk on how the AI in the Civ games was designed. He argues that strategy game AI exists to give players a fun opponent, and has to be built with that in mind. HN people cite it to show that game AI is built to be fun rather than strong, and call it enlightening even for non-gamers.</video:description>
<video:player_loc>https://www.youtube.com/embed/IJcuQQ1eWWI</video:player_loc>
<video:duration>3629</video:duration>
<video:view_count>66801</video:view_count>
<video:tag>game ai design</video:tag>
<video:publication_date>2010-08-30T17:10:47Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2012-09-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.48750000000000004</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/ef2jpjTEB5U/bret-victor-drawing-dynamic-visualizations</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/ef2jpjTEB5U/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>Bret Victor - Drawing Dynamic Visualizations</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/ef2jpjTEB5U/hqdefault.jpg</video:thumbnail_loc>
<video:description>Bret Victor demonstrates a prototype tool for drawing data-driven visualizations directly, without writing code in the usual way. The talk argues for creative tools that let people work on graphics and data with direct manipulation. HN people call it a favorite Bret Victor talk, and one commenter was inspired to try to reverse-engineer the tool he never released.</video:description>
<video:player_loc>https://www.youtube.com/embed/ef2jpjTEB5U</video:player_loc>
<video:duration>2116</video:duration>
<video:view_count>16934</video:view_count>
<video:tag>drawing dynamic visualizations</video:tag>
<video:publication_date>2015-06-17T06:25:55Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2025-11-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.48750000000000004</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/kgw8RLHv1j4/still-logged-in-what-ar-and-vr-can-learn-from-mmos</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/kgw8RLHv1j4/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>Still Logged In: What AR and VR Can Learn from MMOs</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/kgw8RLHv1j4/hqdefault.jpg</video:thumbnail_loc>
<video:description>Raph Koster, lead designer of Ultima Online, gives a GDC talk on what AR and VR can learn from the history of online worlds. He covers the ethical problems, such as harassment, privacy and surveillance, and argues that every feature has to be considered as a possible weapon. HN people recommend it as the key talk on the ethics of AR and VR, and quote its warning that every feature must be looked at as a weapon.</video:description>
<video:player_loc>https://www.youtube.com/embed/kgw8RLHv1j4</video:player_loc>
<video:duration>3702</video:duration>
<video:view_count>9607</video:view_count>
<video:tag>ethics of ar and vr</video:tag>
<video:publication_date>2017-05-10T16:14:41Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2021-02-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.48750000000000004</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/YrtANPtnhyg/the-thrilling-potential-of-sixthsense-technology-pranav-mistry</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/YrtANPtnhyg/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>The thrilling potential of SixthSense technology | Pranav Mistry</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/YrtANPtnhyg/hqdefault.jpg</video:thumbnail_loc>
<video:description>Pranav Mistry demonstrates SixthSense in this TED talk, a wearable camera and projector that puts digital information on physical objects and reads hand gestures. It was a widely shared vision of a gesture-based interface to the physical world. HN people call it a mind-blowing idea that was ahead of its time, and keep comparing it to newer wearables like Humane&apos;s AI pin.</video:description>
<video:player_loc>https://www.youtube.com/embed/YrtANPtnhyg</video:player_loc>
<video:duration>920</video:duration>
<video:view_count>5489516</video:view_count>
<video:tag>SixthSense wearable interface</video:tag>
<video:publication_date>2009-11-18T15:40:44Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2022-09-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.48750000000000004</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/gnUYoQ1pwes/the-amazing-math-behind-colors</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/gnUYoQ1pwes/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>The Amazing Math behind Colors!</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/gnUYoQ1pwes/hqdefault.jpg</video:thumbnail_loc>
<video:description>Kuvina Saydaki&apos;s roughly 40-minute explainer on the math behind color, covering how color mixing works and why a better color space than RGB is needed. It is dense but aimed at a general audience. HN people call it the best and most comprehensible take on color mixing and color spaces, and recommend it despite its length.</video:description>
<video:player_loc>https://www.youtube.com/embed/gnUYoQ1pwes</video:player_loc>
<video:duration>2554</video:duration>
<video:view_count>268010</video:view_count>
<video:tag>math of color mixing</video:tag>
<video:publication_date>2022-08-12T18:22:54Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2025-11-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.48750000000000004</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/kFiYL8AvvnY/leon-krier-the-architectural-tuning-of-settlements</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/kFiYL8AvvnY/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>Leon Krier: The Architectural Tuning of Settlements</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/kFiYL8AvvnY/hqdefault.jpg</video:thumbnail_loc>
<video:description>Architect and urban theorist Leon Krier talks about the architectural tuning of settlements, how towns and cities should be laid out and built. The talk includes his views on classical versus vernacular layouts and traditional urbanism. HN people say Krier supplies the architectural case against car-centered cities, and some credit his videos with finally explaining why contemporary architecture feels wrong.</video:description>
<video:player_loc>https://www.youtube.com/embed/kFiYL8AvvnY</video:player_loc>
<video:duration>4359</video:duration>
<video:view_count>13929</video:view_count>
<video:tag>traditional urbanism and architecture</video:tag>
<video:publication_date>2015-04-01T18:11:46Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2021-11-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.48750000000000004</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/C9RyEiEzMiU/building-worlds-in-no-man-s-sky-using-math-s</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/C9RyEiEzMiU/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>Building Worlds in No Man&apos;s Sky Using Math(s)</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/C9RyEiEzMiU/hqdefault.jpg</video:thumbnail_loc>
<video:description>Sean Murray of Hello Games explains at GDC how No Man&apos;s Sky generates its universe of planets from math rather than hand-built content. The talk covers noise functions, deterministic seeds and building worlds on spherical geometry. HN people treat it as the best talk on world generation and procedural math, and one calls it foundational for his own thinking.</video:description>
<video:player_loc>https://www.youtube.com/embed/C9RyEiEzMiU</video:player_loc>
<video:duration>3232</video:duration>
<video:view_count>112212</video:view_count>
<video:tag>procedural world generation</video:tag>
<video:publication_date>2017-04-17T17:04:22Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2026-08-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.48750000000000004</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/FlgLxSLsYWQ/the-next-leap-how-a-i-will-change-the-3d-industry-andrew-price</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/FlgLxSLsYWQ/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>The Next Leap: How A.I. will change the 3D industry - Andrew Price</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/FlgLxSLsYWQ/hqdefault.jpg</video:thumbnail_loc>
<video:description>Andrew Price, of Blender Guru, gives a talk at the Blender Conference on how AI and machine learning could change 3D creation. He surveys the ways deep learning might transform modeling, texturing and animation workflows. HN people cite it as a good summary of how deep learning will transform computer graphics, and list it among talks on procedural generation and AI in 3D.</video:description>
<video:player_loc>https://www.youtube.com/embed/FlgLxSLsYWQ</video:player_loc>
<video:duration>1795</video:duration>
<video:view_count>1013612</video:view_count>
<video:tag>ai in 3d content creation</video:tag>
<video:publication_date>2018-11-05T18:55:19Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2020-05-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.48750000000000004</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/hksVvXONrIo/it-s-not-just-you-the-ios-keyboard-is-broken</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/hksVvXONrIo/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>It&apos;s Not Just You - The iOS Keyboard is Broken</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/hksVvXONrIo/hqdefault.jpg</video:thumbnail_loc>
<video:description>A short video of about two and a half minutes demonstrating problems with typing on the iOS keyboard. It shows the keyboard misregistering taps and mangling input in ways many iPhone users say they have hit themselves. HN people link it as the clearest demonstration of how broken the iOS keyboard feels, so they do not have to explain the issue again.</video:description>
<video:player_loc>https://www.youtube.com/embed/hksVvXONrIo</video:player_loc>
<video:duration>144</video:duration>
<video:view_count>1591209</video:view_count>
<video:tag>ios keyboard bugs</video:tag>
<video:publication_date>2025-10-19T15:56:15Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2026-02-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.47500000000000003</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/oDAw7vW7H0c/phonebloks</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/oDAw7vW7H0c/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>Phonebloks</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/oDAw7vW7H0c/hqdefault.jpg</video:thumbnail_loc>
<video:description>The campaign video for Phonebloks, Dave Hakkens&apos;s concept for a modular phone built from replaceable blocks on a base. It argues that phones should be repairable and upgradable to cut electronic waste. HN people submitted it repeatedly in 2013 as a compelling vision of a modular, long-lasting phone.</video:description>
<video:player_loc>https://www.youtube.com/embed/oDAw7vW7H0c</video:player_loc>
<video:duration>167</video:duration>
<video:view_count>22432802</video:view_count>
<video:tag>modular phone concept</video:tag>
<video:publication_date>2013-09-10T15:36:52Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2023-06-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.47500000000000003</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/iRdwXQb7CfM/why-north-america-can-t-build-nice-apartments-because-of-one-rule</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/iRdwXQb7CfM/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>Why North America Can&apos;t Build Nice Apartments (because of one rule)</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/iRdwXQb7CfM/hqdefault.jpg</video:thumbnail_loc>
<video:description>About Here explains how a single building-code rule, the requirement for two stairways, shapes apartment buildings in North America and makes smaller, nicer buildings hard to build. The video pays particular attention to Vancouver and compares it with practice elsewhere. HN people recommend it as the best accessible case against double-stair requirements, usually in threads on single-stair egress and housing costs.</video:description>
<video:player_loc>https://www.youtube.com/embed/iRdwXQb7CfM</video:player_loc>
<video:duration>730</video:duration>
<video:view_count>2176183</video:view_count>
<video:tag>single-stair apartment buildings</video:tag>
<video:publication_date>2023-12-11T17:30:08Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2024-05-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.47500000000000003</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/Qct6LKbneKQ/how-we-made-musescore-4-music-app-design-is-challenging</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/Qct6LKbneKQ/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>How We Made MuseScore 4 - Music App Design is Challenging!</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/Qct6LKbneKQ/hqdefault.jpg</video:thumbnail_loc>
<video:description>Tantacrul (Martin Keary), who led the redesign of the free notation app MuseScore, explains how MuseScore 4 was made. He covers why music software is hard to design, including notation engraving and the limits of MIDI. HN cites it as a close look at a hard UI problem, in particular the music engraving segment and the MIDI section, and says the whole video is worth watching.</video:description>
<video:player_loc>https://www.youtube.com/embed/Qct6LKbneKQ</video:player_loc>
<video:duration>2793</video:duration>
<video:view_count>813910</video:view_count>
<video:tag>redesigning MuseScore 4</video:tag>
<video:publication_date>2022-12-16T15:52:21Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2024-05-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.47500000000000003</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/5838mfezO8M/how-a-lawsuit-inspired-apple-s-most-iconic-sounds</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/5838mfezO8M/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>How A Lawsuit Inspired Apple’s Most Iconic Sounds</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/5838mfezO8M/hqdefault.jpg</video:thumbnail_loc>
<video:description>A CNBC Make It video in which Jim Reekes, the creator of the Mac startup chime, tells how a trademark lawsuit with Apple Corps shaped some of Apple&apos;s best-known system sounds. It covers where the startup chord came from and the story behind its alert sounds. HN people kept resubmitting it, and cite it as the source for the origin of the Mac startup chord.</video:description>
<video:player_loc>https://www.youtube.com/embed/5838mfezO8M</video:player_loc>
<video:duration>277</video:duration>
<video:view_count>3527161</video:view_count>
<video:tag>apple system sound design</video:tag>
<video:publication_date>2021-02-21T17:00:01Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2024-07-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.47500000000000003</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/_ByEBjf9ktY/crossing-the-street-shouldn-t-be-deadly-but-it-is</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/_ByEBjf9ktY/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>Crossing the Street Shouldn&apos;t Be Deadly (but it is)</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/_ByEBjf9ktY/hqdefault.jpg</video:thumbnail_loc>
<video:description>Not Just Bikes compares how crossing the street works in North America and in the Netherlands. He looks at how wide roads, long crossings and traffic signal priorities make crossing dangerous, and what a safer design looks like. HN people use it to argue that deadly roads are a design problem that can be fixed by redesigning streets instead of blaming individuals.</video:description>
<video:player_loc>https://www.youtube.com/embed/_ByEBjf9ktY</video:player_loc>
<video:duration>1885</video:duration>
<video:view_count>1880380</video:view_count>
<video:tag>pedestrian crossing design</video:tag>
<video:publication_date>2022-09-12T19:00:13Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2022-12-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.47500000000000003</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/MPyJBJTHyO0/how-we-fell-out-of-love-with-facebook</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/MPyJBJTHyO0/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>How We Fell Out Of Love With Facebook</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/MPyJBJTHyO0/hqdefault.jpg</video:thumbnail_loc>
<video:description>Tantacrul, a designer and composer, looks at how Facebook went from a service people loved to one they distrust. He covers its engagement-driven feed and the product decisions behind that change. HN people recommend it as a good account of how engagement-driven design wore down Facebook&apos;s feed and user goodwill.</video:description>
<video:player_loc>https://www.youtube.com/embed/MPyJBJTHyO0</video:player_loc>
<video:duration>11398</video:duration>
<video:view_count>851363</video:view_count>
<video:tag>facebook engagement design</video:tag>
<video:publication_date>2024-10-07T13:00:32Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2025-08-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.47500000000000003</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/i_mLxyIXpSY/lessons-from-a-can-opener</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/i_mLxyIXpSY/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>Lessons from a Can Opener</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/i_mLxyIXpSY/hqdefault.jpg</video:thumbnail_loc>
<video:description>Technology Connections looks at the humble can opener and the safety can opener in particular. The video uses it to show how well-designed everyday tools get overlooked and how people keep using worse ones without asking if something better exists. HN people use it as a standing example that better tools exist and that people often do not know what to look for.</video:description>
<video:player_loc>https://www.youtube.com/embed/i_mLxyIXpSY</video:player_loc>
<video:duration>1308</video:duration>
<video:view_count>2989584</video:view_count>
<video:tag>can opener design</video:tag>
<video:publication_date>2022-01-14T21:04:17Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2023-03-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.47500000000000003</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/c6SUOeAqOjU/computers-for-cynics-2-it-all-went-wrong-at-xerox-parc</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/c6SUOeAqOjU/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>Computers for Cynics 2 - It All Went Wrong at Xerox PARC</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/c6SUOeAqOjU/hqdefault.jpg</video:thumbnail_loc>
<video:description>Ted Nelson&apos;s 2012 talk from his Computers for Cynics series gives his view of Xerox PARC. He argues that its graphical interface left out much of what computing could have been, from the standpoint of his hypertext ideas. HN people value it as a counterweight to PARC&apos;s own story, because Nelson lists what its vision left out, though a commenter notes a few factual slips.</video:description>
<video:player_loc>https://www.youtube.com/embed/c6SUOeAqOjU</video:player_loc>
<video:duration>842</video:duration>
<video:view_count>22951</video:view_count>
<video:tag>Nelson&apos;s critique of Xerox PARC</video:tag>
<video:publication_date>2012-05-28T09:55:13Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2016-10-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.47500000000000003</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/41sgRP0G6y4/why-saudi-arabia-is-building-a-linear-city</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/41sgRP0G6y4/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>Why Saudi Arabia Is Building a Linear City</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/41sgRP0G6y4/hqdefault.jpg</video:thumbnail_loc>
<video:description>The channel Neo explains why Saudi Arabia is planning a linear city, a very long, narrow city built in a single line in the desert. It covers the concept and the reasoning behind it. HN people pull it out as a clear overview whenever the Saudi linear city comes up in the news.</video:description>
<video:player_loc>https://www.youtube.com/embed/41sgRP0G6y4</video:player_loc>
<video:duration>921</video:duration>
<video:view_count>8630495</video:view_count>
<video:tag>saudi linear city</video:tag>
<video:publication_date>2021-03-03T20:00:01Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2022-07-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.47500000000000003</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/2K5Gqp1cEcM/why-our-screwdriver-took-3-years</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/2K5Gqp1cEcM/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>Why our Screwdriver took 3 YEARS</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/2K5Gqp1cEcM/hqdefault.jpg</video:thumbnail_loc>
<video:description>Linus Tech Tips tells the story of designing and manufacturing their own screwdriver, and why it took three years. It covers handle size, bit storage, the ratchet mechanism and switching factories in China. HN people recommend it as a rare, honest look at the whole path from idea to a manufactured hardware product, including the setbacks.</video:description>
<video:player_loc>https://www.youtube.com/embed/2K5Gqp1cEcM</video:player_loc>
<video:duration>1752</video:duration>
<video:view_count>4508077</video:view_count>
<video:tag>designing and manufacturing a screwdriver</video:tag>
<video:publication_date>2022-08-31T17:19:22Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2023-01-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.47500000000000003</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/SKPYx4CEIlM/riftsketch-hands-leap-motions-birds-trees-and-tweets</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/SKPYx4CEIlM/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>RiftSketch: Hands, Leap Motions, birds, trees and tweets</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/SKPYx4CEIlM/hqdefault.jpg</video:thumbnail_loc>
<video:description>Brian Peiris demonstrates RiftSketch, a live-coding environment in which he edits three.js scenes while wearing an Oculus Rift. He adds Leap Motion hand tracking and shows hands, birds, trees and tweets as the scene being built. HN people were amazed by the demo of coding and manipulating a 3D scene from inside VR, and one says it drew them into Unity.</video:description>
<video:player_loc>https://www.youtube.com/embed/SKPYx4CEIlM</video:player_loc>
<video:duration>362</video:duration>
<video:view_count>28062</video:view_count>
<video:tag>live coding in VR</video:tag>
<video:publication_date>2014-10-26T16:37:55Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2015-11-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.47500000000000003</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/nJlZT5AE9zY/a-perceptual-color-space-in-minecraft-oklab</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/nJlZT5AE9zY/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>A perceptual color space in Minecraft (Oklab)</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/nJlZT5AE9zY/hqdefault.jpg</video:thumbnail_loc>
<video:description>Gneiss Name explains the Oklab perceptual color space using Minecraft as the medium. The video shows why perceptual uniformity matters for color work and how Oklab achieves it. HN people recommend it because it explains color spaces and Oklab more clearly than other sources, despite the unusual Minecraft setting.</video:description>
<video:player_loc>https://www.youtube.com/embed/nJlZT5AE9zY</video:player_loc>
<video:duration>938</video:duration>
<video:view_count>207402</video:view_count>
<video:tag>oklab perceptual color space</video:tag>
<video:publication_date>2024-01-23T05:49:21Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2026-03-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.47500000000000003</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/AYEWsLdLmcc/why-video-game-doors-are-so-hard-to-get-right</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/AYEWsLdLmcc/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>Why video game doors are so hard to get right</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/AYEWsLdLmcc/hqdefault.jpg</video:thumbnail_loc>
<video:description>A Vox video on why doors in video games are so difficult to get right. It looks at the interaction, animation and camera problems of the simple act of walking through a door. HN people share it as a vivid example of how small interactions are surprisingly hard to design and animate.</video:description>
<video:player_loc>https://www.youtube.com/embed/AYEWsLdLmcc</video:player_loc>
<video:duration>503</video:duration>
<video:view_count>3738079</video:view_count>
<video:tag>video game doors</video:tag>
<video:publication_date>2021-09-03T12:00:05Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2024-06-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.47500000000000003</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/jrMiqEkSk48/switches-are-clicky-here-s-why</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/jrMiqEkSk48/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>Switches are Clicky; Here&apos;s Why</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/jrMiqEkSk48/hqdefault.jpg</video:thumbnail_loc>
<video:description>Technology Connections explains why wall light switches click, covering the snap-action mechanism and the design reasons behind the sound and feel. It also touches on sparking inside switches. HN people recommend it as the best background on switch design, and as one of the favorite videos from a channel with a hacker&apos;s eye for everyday technology.</video:description>
<video:player_loc>https://www.youtube.com/embed/jrMiqEkSk48</video:player_loc>
<video:duration>926</video:duration>
<video:view_count>2966791</video:view_count>
<video:tag>light switch design</video:tag>
<video:publication_date>2019-08-11T23:34:00Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2023-02-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.47500000000000003</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/bLk1cjZ4ll0/how-to-design-an-actually-good-toaster-with-lessons-from-the-1940-s</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/bLk1cjZ4ll0/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>How to design an actually good toaster with lessons from the 1940&apos;s</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/bLk1cjZ4ll0/hqdefault.jpg</video:thumbnail_loc>
<video:description>Alec Watson of Technology Connections looks at Sunbeam toasters from the 1940s and uses them to argue what a good modern toaster should do. It is a design critique of an everyday appliance. HN people share it as a passionate case for good appliance design, and tell toaster and appliance makers to watch it.</video:description>
<video:player_loc>https://www.youtube.com/embed/bLk1cjZ4ll0</video:player_loc>
<video:duration>662</video:duration>
<video:view_count>851053</video:view_count>
<video:tag>good toaster design</video:tag>
<video:publication_date>2020-05-30T15:20:56Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2023-07-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.47500000000000003</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/kRmbVOI6oIM/made-by-chris-coyier-codepen</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/kRmbVOI6oIM/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>Made By: Chris Coyier (CodePen)</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/kRmbVOI6oIM/hqdefault.jpg</video:thumbnail_loc>
<video:description>An Envato Made By profile of Chris Coyier, the creator of CSS-Tricks and CodePen. It shows how he runs a large web development site, two podcasts and CodePen from Milwaukee. HN people cite it as a portrait of a calm, respected web expert and as proof that you can build a major web business outside a tech hub.</video:description>
<video:player_loc>https://www.youtube.com/embed/kRmbVOI6oIM</video:player_loc>
<video:duration>424</video:duration>
<video:view_count>52217</video:view_count>
<video:tag>chris coyier profile</video:tag>
<video:publication_date>2015-03-26T13:38:03Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2015-05-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.47500000000000003</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/qm0IfG1GyZU/10-modern-layouts-in-1-line-of-css</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/qm0IfG1GyZU/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>10 modern layouts in 1 line of CSS</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/qm0IfG1GyZU/hqdefault.jpg</video:thumbnail_loc>
<video:description>A Chrome for Developers video showing ten modern page layouts built with a single line of CSS each. It demonstrates techniques such as grid and flexbox patterns, clamped sizing and aspect ratios. HN people submitted it as a quick tour of how much layout CSS now does in one line, and point to it when layout patterns come up.</video:description>
<video:player_loc>https://www.youtube.com/embed/qm0IfG1GyZU</video:player_loc>
<video:duration>1299</video:duration>
<video:view_count>1151175</video:view_count>
<video:tag>one-line css layouts</video:tag>
<video:publication_date>2020-07-16T00:00:55Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2021-02-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.47500000000000003</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/cdPymLgfXSY/the-little-known-patterns-on-british-streets</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/cdPymLgfXSY/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>The Little-Known Patterns on British Streets</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/cdPymLgfXSY/hqdefault.jpg</video:thumbnail_loc>
<video:description>Tom Scott explains the tactile paving patterns on British streets, such as the bobbled slabs at crossings and the ridged ones elsewhere, and what each tells blind and partially sighted people. He also explains why the slabs are bright yellow. HN people use it to show how accessibility measures work for disabled people, and to make the point that many blind people still have some vision.</video:description>
<video:player_loc>https://www.youtube.com/embed/cdPymLgfXSY</video:player_loc>
<video:duration>193</video:duration>
<video:view_count>7497119</video:view_count>
<video:tag>tactile paving patterns</video:tag>
<video:publication_date>2017-01-09T16:00:03Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2021-04-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.47500000000000003</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/RYlCVwxoL_g/an-invocation-for-beginnings</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/RYlCVwxoL_g/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>An Invocation for Beginnings</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/RYlCVwxoL_g/hqdefault.jpg</video:thumbnail_loc>
<video:description>A short spoken video from Ze Frank, a few minutes long, about the anxiety of starting something new and the permission to begin. It is a pep talk for anyone about to make anything. HN people use it as a dose of inspiration for starting a project, and one keeps the audio on their player for exactly that.</video:description>
<video:player_loc>https://www.youtube.com/embed/RYlCVwxoL_g</video:player_loc>
<video:duration>181</video:duration>
<video:view_count>1342783</video:view_count>
<video:tag>starting creative work</video:tag>
<video:publication_date>2012-04-09T14:18:38Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2015-01-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.47500000000000003</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/6ozxnrs0BP4/war-stories-jordan-mechner-on-making-prince-of-persia-arstechnica</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/6ozxnrs0BP4/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>War Stories: Jordan Mechner on Making Prince of Persia (ArsTechnica)</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/6ozxnrs0BP4/hqdefault.jpg</video:thumbnail_loc>
<video:description>Jordan Mechner tells the story of making the original Prince of Persia in Ars Technica&apos;s War Stories series. He explains his creative process and how he used rotoscoped footage of live movement as a kind of motion capture for the animation. HN people recommend it as an enjoyable first-hand account of the creative process behind a classic game and its animation.</video:description>
<video:player_loc>https://www.youtube.com/embed/6ozxnrs0BP4</video:player_loc>
<video:duration>1249</video:duration>
<video:view_count>36180</video:view_count>
<video:tag>making prince of persia</video:tag>
<video:publication_date>2020-03-17T14:00:04Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2025-04-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.47500000000000003</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/MOXQo7nURs0/experience-the-power-of-a-bookbooktm</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/MOXQo7nURs0/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>Experience the power of a bookbook™</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/MOXQo7nURs0/hqdefault.jpg</video:thumbnail_loc>
<video:description>An IKEA Singapore ad that parodies Apple&apos;s product launches by presenting its printed catalog as a revolutionary device called the bookbook. It copies the style of a Steve Jobs reveal and a Jony Ive-style voiceover. HN people hold it up as one of the best Apple parodies ever made, and bring it out when printed catalogs or books come up.</video:description>
<video:player_loc>https://www.youtube.com/embed/MOXQo7nURs0</video:player_loc>
<video:duration>149</video:duration>
<video:view_count>19226922</video:view_count>
<video:tag>ikea bookbook ad</video:tag>
<video:publication_date>2014-09-03T10:41:11Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2021-02-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.47500000000000003</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/GnGI76__sSA/jonathan-ive-tribute-to-steve-jobs</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/GnGI76__sSA/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>Jonathan Ive - Tribute to Steve Jobs</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/GnGI76__sSA/hqdefault.jpg</video:thumbnail_loc>
<video:description>Jonathan Ive&apos;s tribute to Steve Jobs, released in 2011 after Jobs&apos;s death. Ive remembers Jobs and the way he approached making products. HN people submitted it repeatedly as a moving first-hand portrait of Jobs from Apple&apos;s head of design.</video:description>
<video:player_loc>https://www.youtube.com/embed/GnGI76__sSA</video:player_loc>
<video:duration>450</video:duration>
<video:view_count>967672</video:view_count>
<video:tag>jony ive on steve jobs</video:tag>
<video:publication_date>2011-10-24T18:43:17Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2022-12-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.47500000000000003</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/2N9RCQjPqh4/a-step-saving-kitchen-1949</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/2N9RCQjPqh4/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>A Step Saving Kitchen, 1949</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/2N9RCQjPqh4/hqdefault.jpg</video:thumbnail_loc>
<video:description>A 1949 US Department of Agriculture film, held by the US National Archives, on redesigning a kitchen so a cook takes fewer steps. It lays out how to arrange work centers, storage and appliances around the flow of preparing a meal. HN shares it as the source of the kitchen work triangle and as a charming counterpart to the Frankfurt Kitchen, an early case of designing around how people actually work.</video:description>
<video:player_loc>https://www.youtube.com/embed/2N9RCQjPqh4</video:player_loc>
<video:duration>817</video:duration>
<video:view_count>3865790</video:view_count>
<video:tag>kitchen ergonomics work triangle</video:tag>
<video:publication_date>2014-05-05T15:38:04Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2024-11-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.47500000000000003</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/_0QMKFzW9fw/violin-plots-should-not-exist</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/_0QMKFzW9fw/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>violin plots should not exist</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/_0QMKFzW9fw/hqdefault.jpg</video:thumbnail_loc>
<video:description>Physicist Angela Collier explains, in an extended rant, why she thinks violin plots should not be used to show data. It is a critique of one chart type and what it fails to show. HN people share it as the best rant against violin plots, and one says it finally explained why they never liked them.</video:description>
<video:player_loc>https://www.youtube.com/embed/_0QMKFzW9fw</video:player_loc>
<video:duration>2535</video:duration>
<video:view_count>289060</video:view_count>
<video:tag>violin plots critique</video:tag>
<video:publication_date>2023-09-15T20:00:19Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2024-06-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.47500000000000003</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/5uhIiI9Ld5M/andy-bell-be-the-browser-s-mentor-not-its-micromanager</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/5uhIiI9Ld5M/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>Andy Bell – Be the browser’s mentor, not its micromanager</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/5uhIiI9Ld5M/hqdefault.jpg</video:thumbnail_loc>
<video:description>Andy Bell&apos;s talk on writing CSS that gives the browser sensible rules and lets it make layout decisions, rather than hand-managing every viewport. It focuses on intrinsic sizing and composable layout approaches that need fewer media queries. HN people recommend it as the case for intrinsic, flexible CSS that cuts the amount of code and the number of breakpoints.</video:description>
<video:player_loc>https://www.youtube.com/embed/5uhIiI9Ld5M</video:player_loc>
<video:duration>2613</video:duration>
<video:view_count>22868</video:view_count>
<video:tag>intrinsic css and flexible layout</video:tag>
<video:publication_date>2022-06-21T13:56:14Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2023-09-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.47500000000000003</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/WMJ1H3Ai-qs/new-cellular-automata</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/WMJ1H3Ai-qs/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>NEW CELLULAR AUTOMATA</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/WMJ1H3Ai-qs/hqdefault.jpg</video:thumbnail_loc>
<video:description>TodePond (Lu Wilson) presents new kinds of cellular automata, the grid-based systems where simple local rules produce complex patterns. It is a playful, hand-made look at inventing rules and watching what they do. HN people hold up TodePond as an all-time favorite channel and this video as the best way into its style.</video:description>
<video:player_loc>https://www.youtube.com/embed/WMJ1H3Ai-qs</video:player_loc>
<video:duration>748</video:duration>
<video:view_count>137625</video:view_count>
<video:tag>new cellular automata</video:tag>
<video:publication_date>2022-05-28T18:44:27Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2023-11-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.47500000000000003</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/S6-q5BheEYU/refactoring-ui-bad-about</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/S6-q5BheEYU/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>Refactoring UI: Bad About</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/S6-q5BheEYU/hqdefault.jpg</video:thumbnail_loc>
<video:description>A screencast from the Refactoring UI series by Steve Schoger, who takes a weak page design and improves it step by step. He shows practical changes to spacing, hierarchy and styling that make an interface look better. HN points developers who cannot make a good-looking interface to it as the quickest way to pick up UI design skills they can apply right away.</video:description>
<video:player_loc>https://www.youtube.com/embed/S6-q5BheEYU</video:player_loc>
<video:duration>869</video:duration>
<video:view_count>225297</video:view_count>
<video:tag>improving UI visual design</video:tag>
<video:publication_date>2018-04-10T16:37:01Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2024-10-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.47500000000000003</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/v4boTbv9_nU/how-real-people-will-use-windows-8</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/v4boTbv9_nU/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>How Real People Will Use Windows 8</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/v4boTbv9_nU/hqdefault.jpg</video:thumbnail_loc>
<video:description>Chris Pirillo watches non-technical users try the Windows 8 preview, including an older relative commenters call the dad test. It shows them struggling with the new start screen and the missing start button. HN people cite it as concrete evidence that Windows 8&apos;s interface confused ordinary users, and posted it before the release to warn of the usability problems.</video:description>
<video:player_loc>https://www.youtube.com/embed/v4boTbv9_nU</video:player_loc>
<video:duration>261</video:duration>
<video:view_count>1895842</video:view_count>
<video:tag>windows 8 usability with real users</video:tag>
<video:publication_date>2012-03-08T01:07:15Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2012-09-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.47500000000000003</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/2lXh2n0aPyw/piano-stairs-thefuntheory-com-rolighetsteorin-se</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/2lXh2n0aPyw/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>Piano stairs  - TheFunTheory.com - Rolighetsteorin.se</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/2lXh2n0aPyw/hqdefault.jpg</video:thumbnail_loc>
<video:description>The Fun Theory&apos;s piano stairs, in which a subway staircase is turned into a working piano keyboard to see if people choose the stairs over the escalator when it&apos;s fun. The video shows commuters playing notes as they climb. HN people use it as the standard example of changing behaviour by making the desired choice fun, especially in gamification threads.</video:description>
<video:player_loc>https://www.youtube.com/embed/2lXh2n0aPyw</video:player_loc>
<video:duration>108</video:duration>
<video:view_count>24171627</video:view_count>
<video:tag>piano stairs behaviour design</video:tag>
<video:publication_date>2009-10-07T13:13:42Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2014-11-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.47500000000000003</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/Clgl63CWOkM/guerrilla-public-service-2011</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/Clgl63CWOkM/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>Guerrilla Public Service 2011</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/Clgl63CWOkM/hqdefault.jpg</video:thumbnail_loc>
<video:description>Artist Richard Ankrom documents how he made and secretly installed a missing exit sign on a Los Angeles freeway in 2001. He matched the look of the official highway signs closely enough that it stayed up for years. HN people share it as a delight whenever fixing public signage, highway sign style or guerrilla civic improvements come up.</video:description>
<video:player_loc>https://www.youtube.com/embed/Clgl63CWOkM</video:player_loc>
<video:duration>600</video:duration>
<video:view_count>720600</video:view_count>
<video:tag>guerrilla freeway sign</video:tag>
<video:publication_date>2011-08-05T23:58:35Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2025-08-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.47500000000000003</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/JBEtPQDQNcI/tablet-newspaper-1994</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/JBEtPQDQNcI/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>Tablet Newspaper (1994)</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/JBEtPQDQNcI/hqdefault.jpg</video:thumbnail_loc>
<video:description>A 1994 video from Knight Ridder showing a concept for a tablet newspaper, with a rectangular touchscreen, few buttons and finger-sized icons. It imagines reading the news on a flat device years before modern tablets. HN people cite it as prior art in the Apple and Samsung tablet disputes and as proof that a touchscreen slate was an obvious idea.</video:description>
<video:player_loc>https://www.youtube.com/embed/JBEtPQDQNcI</video:player_loc>
<video:duration>803</video:duration>
<video:view_count>960235</video:view_count>
<video:tag>1994 tablet newspaper concept</video:tag>
<video:publication_date>2011-04-23T08:35:09Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2011-12-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.47500000000000003</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/w-tFdreZB94/microsoft-productivity-future-vision</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/w-tFdreZB94/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>Microsoft: Productivity Future Vision</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/w-tFdreZB94/hqdefault.jpg</video:thumbnail_loc>
<video:description>Microsoft&apos;s 2015 Productivity Future Vision, a concept film showing how people might work and live with future interfaces. It imagines interactive surfaces, mixed reality and context-aware computing across devices. HN people mention it as a source of interesting future-UI ideas, and also as the type of concept video that sets expectations real products later fail to meet.</video:description>
<video:player_loc>https://www.youtube.com/embed/w-tFdreZB94</video:player_loc>
<video:duration>389</video:duration>
<video:view_count>2479167</video:view_count>
<video:tag>microsoft future vision concept film</video:tag>
<video:publication_date>2015-03-10T07:54:33Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2025-10-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.47500000000000003</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/fSgEeI2Xpdc/how-humans-see-data-john-rauser-velocity-amsterdam-2016</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/fSgEeI2Xpdc/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>How Humans See Data - John Rauser - Velocity Amsterdam 2016</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/fSgEeI2Xpdc/hqdefault.jpg</video:thumbnail_loc>
<video:description>John Rauser&apos;s Velocity Amsterdam 2016 talk on how human vision reads graphs, built on William Cleveland&apos;s research into graphical perception. It explains which visual encodings people judge accurately and how that should shape the charts you make. HN people recommend it as a coherent framework for making better graphs, grounded in Cleveland&apos;s research on perception.</video:description>
<video:player_loc>https://www.youtube.com/embed/fSgEeI2Xpdc</video:player_loc>
<video:duration>2481</video:duration>
<video:view_count>29148</video:view_count>
<video:tag>graphical perception for charts</video:tag>
<video:publication_date>2016-12-31T18:32:49Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2023-11-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.47500000000000003</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/_7ZtISeGyCY/the-augmentation-of-douglas-engelbart-full-documentary</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/_7ZtISeGyCY/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>The Augmentation of Douglas Engelbart | Full Documentary</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/_7ZtISeGyCY/hqdefault.jpg</video:thumbnail_loc>
<video:description>A full-length documentary on the life and ideas of Douglas Engelbart, the inventor of the mouse and the creator of the 1968 Mother of All Demos. It includes interviews with people such as Alan Kay and Vint Cerf. HN people recommend it as a recent, well-produced biography of Engelbart with interviews from the people who built on his ideas.</video:description>
<video:player_loc>https://www.youtube.com/embed/_7ZtISeGyCY</video:player_loc>
<video:duration>3846</video:duration>
<video:view_count>19616</video:view_count>
<video:tag>Douglas Engelbart biography</video:tag>
<video:publication_date>2020-08-29T21:51:56Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2026-03-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.47500000000000003</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/n4Ss6F1qIHU/ibm-introduces-pointing-stick-trackpoint-1990</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/n4Ss6F1qIHU/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>IBM introduces &quot;Pointing Stick&quot; (TrackPoint) (1990)</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/n4Ss6F1qIHU/hqdefault.jpg</video:thumbnail_loc>
<video:description>An archival video of IBM introducing the Pointing Stick, later known as the TrackPoint, in 1990. It shows the small pointing device set in the keyboard and how it is meant to be used. HN people share it as an interesting record of the TrackPoint&apos;s introduction, in threads where fans praise pointing sticks for keeping hands on the keyboard.</video:description>
<video:player_loc>https://www.youtube.com/embed/n4Ss6F1qIHU</video:player_loc>
<video:duration>454</video:duration>
<video:view_count>47817</video:view_count>
<video:tag>ibm trackpoint introduction</video:tag>
<video:publication_date>2009-08-26T19:31:16Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2021-09-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.47500000000000003</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/9yW--eQaA2I/how-to-walk-through-walls-using-the-4th-dimension-miegakure-a-4d-game</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/9yW--eQaA2I/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>How to walk through walls using the 4th Dimension [Miegakure: a 4D game]</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/9yW--eQaA2I/hqdefault.jpg</video:thumbnail_loc>
<video:description>A gameplay demo of Miegakure, a long-in-development 4D puzzle platformer in which the player shifts between slices of a fourth spatial dimension to walk through walls. It shows how the world looks and changes as the 4D rotation happens. HN people hold it up as the most intuitive look at how a 4D world could be played, and wait years for the game&apos;s release.</video:description>
<video:player_loc>https://www.youtube.com/embed/9yW--eQaA2I</video:player_loc>
<video:duration>212</video:duration>
<video:view_count>2227881</video:view_count>
<video:tag>miegakure 4d puzzle game</video:tag>
<video:publication_date>2014-08-27T17:13:42Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2026-03-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.47500000000000003</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/w9OKcKisUrY/starfire-director-s-cut</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/w9OKcKisUrY/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>Starfire Director&apos;s Cut</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/w9OKcKisUrY/hqdefault.jpg</video:thumbnail_loc>
<video:description>A director&apos;s cut of Starfire, Sun Microsystems&apos; 1994 concept film of future computing, which Bruce Tognazzini led. It imagines work and communication around large touch-sensitive desktop displays. HN people share it as a peak-90s vision whose predictions finally came true 20 to 30 years later.</video:description>
<video:player_loc>https://www.youtube.com/embed/w9OKcKisUrY</video:player_loc>
<video:duration>943</video:duration>
<video:view_count>12345</video:view_count>
<video:tag>sun starfire concept video</video:tag>
<video:publication_date>2012-05-07T11:06:31Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2024-11-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.47500000000000003</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/G7Z_g2fnEDg/literate-interactive-coding-devcards-by-bruce-hauman</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/G7Z_g2fnEDg/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>&quot;Literate interactive coding: Devcards&quot; by Bruce Hauman</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/G7Z_g2fnEDg/hqdefault.jpg</video:thumbnail_loc>
<video:description>Bruce Hauman presents Devcards at Strange Loop, a ClojureScript tool for developing UI components and documentation as live, interactive cards inside the code. It shows hot-loading code while you work and writing literate examples that stay running. HN people call it an original and outstanding tools talk, and point to it as the model that React Storybook and similar tools resemble.</video:description>
<video:player_loc>https://www.youtube.com/embed/G7Z_g2fnEDg</video:player_loc>
<video:duration>2358</video:duration>
<video:view_count>16472</video:view_count>
<video:tag>devcards live ui development</video:tag>
<video:publication_date>2015-09-27T11:50:48Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2019-09-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.47500000000000003</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/pM_5S55jUzk/designing-path-of-exile-to-be-played-forever-chris-wilson-at-gdc-2019</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/pM_5S55jUzk/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>Designing Path of Exile to Be Played Forever. Chris Wilson at GDC 2019</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/pM_5S55jUzk/hqdefault.jpg</video:thumbnail_loc>
<video:description>Chris Wilson of Grinding Gear Games gives a GDC 2019 talk about designing the action RPG Path of Exile to keep players engaged for years. It covers the thinking behind running the game as a long-lived free-to-play service. HN people share it as an inside account of what it takes to build and sustain a successful free-to-play game.</video:description>
<video:player_loc>https://www.youtube.com/embed/pM_5S55jUzk</video:player_loc>
<video:duration>3552</video:duration>
<video:view_count>923836</video:view_count>
<video:tag>long-lived free-to-play game design</video:tag>
<video:publication_date>2019-04-07T09:53:04Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2022-08-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.47500000000000003</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/2H2BPrgxedY/the-xerox-alto-a-personal-retrospective</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/2H2BPrgxedY/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>The Xerox Alto: A Personal Retrospective</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/2H2BPrgxedY/hqdefault.jpg</video:thumbnail_loc>
<video:description>A Computer History Museum talk looking back on the Xerox Alto, the 1970s personal computer from Xerox PARC that introduced the bitmapped display, mouse and windowed interface. It is a first-person account of the machine and the people who built it. HN keeps resubmitting it as an essential first-hand look at the Alto, the machine behind the modern graphical interface.</video:description>
<video:player_loc>https://www.youtube.com/embed/2H2BPrgxedY</video:player_loc>
<video:duration>4918</video:duration>
<video:view_count>29453</video:view_count>
<video:tag>xerox alto retrospective</video:tag>
<video:publication_date>2010-02-07T10:08:43Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2021-04-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.47500000000000003</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/tURHTuKHBZs/why-do-hurricane-lanterns-look-like-that</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/tURHTuKHBZs/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>Why do hurricane lanterns look like that?</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/tURHTuKHBZs/hqdefault.jpg</video:thumbnail_loc>
<video:description>Technology Connections explains why hurricane lanterns have their odd shape. It follows how each part of the lantern shapes the way air and flame behave. HN people recommend it as the video that won them over to the channel, a clear case of explaining why an everyday object looks the way it does.</video:description>
<video:player_loc>https://www.youtube.com/embed/tURHTuKHBZs</video:player_loc>
<video:duration>1906</video:duration>
<video:view_count>6109671</video:view_count>
<video:tag>why hurricane lanterns look the way they do</video:tag>
<video:publication_date>2021-06-16T15:24:29Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2022-11-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.47500000000000003</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/vMed1qceJ_Q/i-am-not-a-cyclist-and-most-dutch-people-aren-t-either</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/vMed1qceJ_Q/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>I am not a &quot;Cyclist&quot; (and most Dutch people aren&apos;t either)</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/vMed1qceJ_Q/hqdefault.jpg</video:thumbnail_loc>
<video:description>Not Just Bikes, a Canadian living in Amsterdam, argues that most Dutch people do not think of themselves as cyclists. They simply use bikes as ordinary transport, because the streets are built to make that easy. HN people recommend it as a great insight into Dutch street design and why cycling is normal there.</video:description>
<video:player_loc>https://www.youtube.com/embed/vMed1qceJ_Q</video:player_loc>
<video:duration>758</video:duration>
<video:view_count>1620613</video:view_count>
<video:tag>dutch cycling and street design</video:tag>
<video:publication_date>2020-10-05T17:59:48Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2022-08-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.47500000000000003</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/fTznEIZRkLg/hans-rosling-global-population-growth-box-by-box</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/fTznEIZRkLg/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>Hans Rosling: Global population growth, box by box</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/fTznEIZRkLg/hqdefault.jpg</video:thumbnail_loc>
<video:description>Hans Rosling&apos;s TED talk on global population growth, using boxes to represent people and show how the world&apos;s numbers are likely to level off. It argues from data, with child mortality and family size at the center of the story. HN people treat it as the place to start with Rosling, and link it whenever a thread on population, poverty or demographic extrapolation needs a clear, data-based answer.</video:description>
<video:player_loc>https://www.youtube.com/embed/fTznEIZRkLg</video:player_loc>
<video:duration>616</video:duration>
<video:view_count>1860159</video:view_count>
<video:tag>population growth data storytelling</video:tag>
<video:publication_date>2010-07-09T18:11:33Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2020-06-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.47500000000000003</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/rWwNgVwQG1A/logicoma-elysian-final-version</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/rWwNgVwQG1A/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>Logicoma - Elysian (Final version)</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/rWwNgVwQG1A/hqdefault.jpg</video:thumbnail_loc>
<video:description>Elysian is a 64K intro by the demoscene group Logicoma, a real-time audiovisual piece packed into a tiny executable. This is a recording of the final version with its music. HN people call it the most impressive 64K intro they have seen, and a favorite for its music even when the visuals are plainer than others.</video:description>
<video:player_loc>https://www.youtube.com/embed/rWwNgVwQG1A</video:player_loc>
<video:duration>219</video:duration>
<video:view_count>42586</video:view_count>
<video:tag>64k demoscene intro</video:tag>
<video:publication_date>2016-10-24T21:57:41Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2018-04-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.47500000000000003</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/5xDRdWFdsoQ/chm-live-putting-your-finger-on-it-creating-the-iphone</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/5xDRdWFdsoQ/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>CHM Live | Putting Your Finger On It: Creating the iPhone</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/5xDRdWFdsoQ/hqdefault.jpg</video:thumbnail_loc>
<video:description>A Computer History Museum live event on how the iPhone was created, in a fireside chat format with people involved in building it. They discuss the decisions and internal debates behind the first iPhone. HN people recommend it as one of the better first-hand accounts of how the iPhone came together.</video:description>
<video:player_loc>https://www.youtube.com/embed/5xDRdWFdsoQ</video:player_loc>
<video:duration>7482</video:duration>
<video:view_count>38909</video:view_count>
<video:tag>creation of the iphone</video:tag>
<video:publication_date>2017-06-22T15:59:33Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2025-02-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.47500000000000003</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/-p6WWRarjNs/open-offices-are-overrated</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/-p6WWRarjNs/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>Open offices are overrated</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/-p6WWRarjNs/hqdefault.jpg</video:thumbnail_loc>
<video:description>A short Vox explainer on the history of the open-plan office. It contrasts the original rationale for open offices with the cheaper copies of copies that most companies use today. HN people pass it around in complaints about open floor plans as a quick history of why they exist and how the idea got watered down.</video:description>
<video:player_loc>https://www.youtube.com/embed/-p6WWRarjNs</video:player_loc>
<video:duration>391</video:duration>
<video:view_count>4271510</video:view_count>
<video:tag>history of open offices</video:tag>
<video:publication_date>2017-10-04T12:28:14Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2019-03-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.47500000000000003</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/MtzCLd93SyU/sid-meier-s-psychology-of-game-design</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/MtzCLd93SyU/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>Sid Meier&apos;s Psychology of Game Design</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/MtzCLd93SyU/hqdefault.jpg</video:thumbnail_loc>
<video:description>Sid Meier, creator of Civilization, gives a GDC talk on the psychology behind game design. He discusses how players perceive luck, randomness and winning, and what his teams learned from playtesting the Civilization games. HN people cite it for how players actually experience randomness, odds and win states, from shuffled playlists to loot boxes.</video:description>
<video:player_loc>https://www.youtube.com/embed/MtzCLd93SyU</video:player_loc>
<video:duration>4641</video:duration>
<video:view_count>136903</video:view_count>
<video:tag>psychology of game design</video:tag>
<video:publication_date>2016-10-16T16:45:42Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2019-07-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.47500000000000003</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/ihUt-163gZI/putting-the-fun-in-functional-applying-game-mechanics-to-functional-software</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/ihUt-163gZI/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>Putting the Fun in Functional: Applying Game Mechanics to Functional Software</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/ihUt-163gZI/hqdefault.jpg</video:thumbnail_loc>
<video:description>Amy Jo Kim&apos;s Google TechTalk on applying game mechanics to everyday, functional software. She walks through examples of reputation, collecting and other game techniques used across social apps. HN people call it a classic on game mechanics and reputation systems, and recommend it for its examples of collecting and reward loops in social apps.</video:description>
<video:player_loc>https://www.youtube.com/embed/ihUt-163gZI</video:player_loc>
<video:duration>3382</video:duration>
<video:view_count>54510</video:view_count>
<video:tag>game mechanics in software</video:tag>
<video:publication_date>2009-01-31T02:36:43Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2011-03-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.47500000000000003</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/keoRX-Lni5s/how-mobile-games-are-designed-to-scam-you</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/keoRX-Lni5s/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>How mobile games are designed to SCAM you.</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/keoRX-Lni5s/hqdefault.jpg</video:thumbnail_loc>
<video:description>Mrwhosetheboss looks at how mobile games are built to extract money from players, covering the psychological tricks and monetization schemes behind free-to-play games. HN people submitted it as a clear look at manipulative design in mobile games.</video:description>
<video:player_loc>https://www.youtube.com/embed/keoRX-Lni5s</video:player_loc>
<video:duration>1332</video:duration>
<video:view_count>8147761</video:view_count>
<video:tag>manipulative mobile game monetization</video:tag>
<video:publication_date>2022-10-01T11:33:51Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2023-03-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.47500000000000003</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/XpQMgbDJPok/junction-design-in-the-netherlands</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/XpQMgbDJPok/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>Junction design in the Netherlands</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/XpQMgbDJPok/hqdefault.jpg</video:thumbnail_loc>
<video:description>BicycleDutch explains in about five minutes how junctions are designed in the Netherlands so cyclists, drivers and pedestrians are kept apart and protected. It shows real junctions and how their layout works. HN people use it as the compact introduction to Dutch junction design, and as evidence that the cycling-intersection problem is already solved there.</video:description>
<video:player_loc>https://www.youtube.com/embed/XpQMgbDJPok</video:player_loc>
<video:duration>310</video:duration>
<video:view_count>630238</video:view_count>
<video:tag>Dutch junction design</video:tag>
<video:publication_date>2014-02-23T16:04:27Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2020-09-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.47500000000000003</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/qAws7eXItMk/lecture-16-how-to-run-a-user-interview-emmett-shear</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/qAws7eXItMk/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>Lecture 16 - How to Run a User Interview (Emmett Shear)</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/qAws7eXItMk/hqdefault.jpg</video:thumbnail_loc>
<video:description>Emmett Shear, co-founder of Twitch, lectures in the YC startup series on how to run a user interview. He covers how founders can learn from real users when testing and validating a product. HN people send it to anyone asking how to get honest customer feedback, and call it an amazing talk on user testing.</video:description>
<video:player_loc>https://www.youtube.com/embed/qAws7eXItMk</video:player_loc>
<video:duration>2787</video:duration>
<video:view_count>218918</video:view_count>
<video:tag>running user interviews</video:tag>
<video:publication_date>2014-11-13T23:25:46Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2018-08-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.47500000000000003</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/yorTG9at90g/why-does-celeste-feel-so-good-to-play</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/yorTG9at90g/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>Why Does Celeste Feel So Good to Play?</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/yorTG9at90g/hqdefault.jpg</video:thumbnail_loc>
<video:description>Game Maker&apos;s Toolkit examines why Celeste feels so good to play, looking at how its movement and platforming mechanics are designed. It breaks down the small decisions that shape the feel of the controls. HN people recommend it as an amazing explanation of what developers must think about when designing movement, and as a fantastic deep dive into platformer mechanics.</video:description>
<video:player_loc>https://www.youtube.com/embed/yorTG9at90g</video:player_loc>
<video:duration>1054</video:duration>
<video:view_count>3024383</video:view_count>
<video:tag>celeste movement and game feel</video:tag>
<video:publication_date>2019-07-31T14:32:31Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2025-02-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.47500000000000003</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/fv-wlo8yVhk/your-colors-suck-it-s-not-your-fault</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/fv-wlo8yVhk/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>Your Colors Suck (it&apos;s not your fault)</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/fv-wlo8yVhk/hqdefault.jpg</video:thumbnail_loc>
<video:description>Acerola explains how color works in computer graphics, covering color spaces, perceptual brightness and why common representations like RGB mislead us. The tone is humorous and aimed at people who work with color on screens. HN people recommend it as another excellent, slightly humorous introduction to color theory and color spaces for computer graphics.</video:description>
<video:player_loc>https://www.youtube.com/embed/fv-wlo8yVhk</video:player_loc>
<video:duration>2221</video:duration>
<video:view_count>641915</video:view_count>
<video:tag>color spaces for graphics</video:tag>
<video:publication_date>2023-09-30T18:15:17Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2025-02-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.47500000000000003</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/ikAb-NYkseI/neil-gaiman-inspirational-commencement-speech-at-the-university-of-the-arts-2012</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/ikAb-NYkseI/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>Neil Gaiman - Inspirational Commencement Speech at the University of the Arts 2012</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/ikAb-NYkseI/hqdefault.jpg</video:thumbnail_loc>
<video:description>Neil Gaiman&apos;s 2012 commencement speech at the University of the Arts. He talks to arts graduates about making a creative career, learning as he went, and how to keep making work. HN people call it the most inspirational speech they have seen, and say it speaks to non-artists as much as to arts students.</video:description>
<video:player_loc>https://www.youtube.com/embed/ikAb-NYkseI</video:player_loc>
<video:duration>1195</video:duration>
<video:view_count>1426679</video:view_count>
<video:tag>creative careers advice</video:tag>
<video:publication_date>2012-05-23T16:40:23Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2017-06-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.47500000000000003</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/vyWaax07_ks/neom-is-the-parody-of-the-future</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/vyWaax07_ks/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>NEOM Is The Parody Of The Future</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/vyWaax07_ks/hqdefault.jpg</video:thumbnail_loc>
<video:description>Adam Something picks apart NEOM, Saudi Arabia&apos;s planned desert megacity, including its 170 km long linear city The Line. He argues that the concept is more spectacle than workable urban design. HN people point to it as a decent teardown of the linear city plan, alongside other video essays debunking NEOM.</video:description>
<video:player_loc>https://www.youtube.com/embed/vyWaax07_ks</video:player_loc>
<video:duration>636</video:duration>
<video:view_count>2207908</video:view_count>
<video:tag>critique of neom and the line</video:tag>
<video:publication_date>2022-08-24T15:50:32Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2024-04-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.47500000000000003</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/iRv_syz2DAc/how-upside-down-models-revolutionized-architecture</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/iRv_syz2DAc/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>How Upside-Down Models Revolutionized Architecture</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/iRv_syz2DAc/hqdefault.jpg</video:thumbnail_loc>
<video:description>Stewart Hicks explains how architects used hanging, upside-down models to find the shapes of arches and domes, working out compression by letting strings hang under their own weight. The video ties this method to the design of large buildings such as the Sagrada Familia. HN people share it as a mind-blowing look at how large buildings were designed upside down with string.</video:description>
<video:player_loc>https://www.youtube.com/embed/iRv_syz2DAc</video:player_loc>
<video:duration>885</video:duration>
<video:view_count>2373627</video:view_count>
<video:tag>hanging models in architecture</video:tag>
<video:publication_date>2024-09-19T13:00:55Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2025-09-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.47500000000000003</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/TCIMPYM0AQg/super-mario-world-camera-logic-review</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/TCIMPYM0AQg/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>Super Mario World Camera Logic Review</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/TCIMPYM0AQg/hqdefault.jpg</video:thumbnail_loc>
<video:description>Shaun Inman walks through how the scrolling camera in Super Mario World decides when and how to move, treating it as a set of rules he examines one by one. It is a close study of a part of game design most players never notice. HN game makers recommend it as a surprising look at how much thought went into something as plain-sounding as camera movement.</video:description>
<video:player_loc>https://www.youtube.com/embed/TCIMPYM0AQg</video:player_loc>
<video:duration>247</video:duration>
<video:view_count>258960</video:view_count>
<video:tag>side-scrolling camera design</video:tag>
<video:publication_date>2010-05-06T21:46:55Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2012-06-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.47500000000000003</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/tWtvrPTbQ_c/the-skinner-box-how-games-condition-people-to-play-more-extra-credits</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/tWtvrPTbQ_c/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>The Skinner Box - How Games Condition People to Play More - Extra Credits</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/tWtvrPTbQ_c/hqdefault.jpg</video:thumbnail_loc>
<video:description>An Extra Credits animated explainer on the Skinner box and how games use reward schedules to condition players to keep playing. It also offers some design suggestions for engaging players without hooking them. HN people use it as the nice overview of operant conditioning in games, and link it in arguments about loot boxes, social media and engagement metrics.</video:description>
<video:player_loc>https://www.youtube.com/embed/tWtvrPTbQ_c</video:player_loc>
<video:duration>418</video:duration>
<video:view_count>1179507</video:view_count>
<video:tag>skinner boxes in game design</video:tag>
<video:publication_date>2012-03-13T07:48:26Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2020-08-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.47500000000000003</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/G1r55efei5c/con-2016-how-i-code-and-use-a-computer-at-1-000-wpm-by-sina-bahram</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/G1r55efei5c/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>!!Con 2016 - How I Code and Use a Computer at 1,000 WPM!! By Sina Bahram</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/G1r55efei5c/hqdefault.jpg</video:thumbnail_loc>
<video:description>Sina Bahram, an accessibility consultant who is blind, demonstrates at !!Con 2016 how he codes and uses a computer at around 1,000 words per minute with a screen reader. He asks what it would take to get through a day using only the keyboard and without looking at the screen. HN people tell everyone to watch it to hear what the web sounds like through a screen reader, including how inaccessible HN itself is.</video:description>
<video:player_loc>https://www.youtube.com/embed/G1r55efei5c</video:player_loc>
<video:duration>809</video:duration>
<video:view_count>10658</video:view_count>
<video:tag>computing while blind</video:tag>
<video:publication_date>2016-06-01T18:41:21Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2022-07-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.47500000000000003</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/yhGjCzxJV3E/guiltygearxrd-s-art-style-the-x-factor-between-2d-and-3d</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/yhGjCzxJV3E/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>GuiltyGearXrd&apos;s Art Style : The X Factor Between 2D and 3D</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/yhGjCzxJV3E/hqdefault.jpg</video:thumbnail_loc>
<video:description>A GDC talk by Arc System Works on the art style of Guilty Gear Xrd, which uses 3D models and shading to look like hand-drawn 2D anime. It covers the lengths the team went to for a hand-drawn look in real-time 3D. HN people cite it as the definitive account of simulating 2D animation in 3D, and as the place cel shading and outlining techniques end up after many refinements.</video:description>
<video:player_loc>https://www.youtube.com/embed/yhGjCzxJV3E</video:player_loc>
<video:duration>3539</video:duration>
<video:view_count>710571</video:view_count>
<video:tag>guilty gear xrd 2d look in 3d</video:tag>
<video:publication_date>2015-05-21T16:36:10Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2025-04-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.47500000000000003</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/GYIPKLxoTcQ/genesys-an-interactive-computer-mediated-animation-system</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/GYIPKLxoTcQ/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>GENESYS: An Interactive Computer-Mediated Animation System</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/GYIPKLxoTcQ/hqdefault.jpg</video:thumbnail_loc>
<video:description>A film of GENESYS, Ronald Baecker&apos;s 1969 MIT system for building animation interactively on the TX-2 computer. The animator acts out motion with a tablet and it is turned into animation. HN people share it as a companion to Sketchpad, an early demonstration of acting-out animation interfaces and GUI ideas decades before they were common.</video:description>
<video:player_loc>https://www.youtube.com/embed/GYIPKLxoTcQ</video:player_loc>
<video:duration>923</video:duration>
<video:view_count>35775</video:view_count>
<video:tag>interactive animation system</video:tag>
<video:publication_date>2011-08-23T01:53:50Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2020-11-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.47500000000000003</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/pBiWtJJN5zk/vcf-east-xerox-star-vs-apple-lisa</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/pBiWtJJN5zk/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>VCF East: Xerox Star vs. Apple Lisa</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/pBiWtJJN5zk/hqdefault.jpg</video:thumbnail_loc>
<video:description>A Vintage Computer Federation East presentation comparing the Xerox Star and the Apple Lisa, two early commercial graphical desktops. It looks at how each machine&apos;s interface worked and where the two differed. HN people treat it as the go-to comparison of the Lisa and the Star, useful for seeing how Lisa&apos;s GUI conventions went beyond Xerox PARC.</video:description>
<video:player_loc>https://www.youtube.com/embed/pBiWtJJN5zk</video:player_loc>
<video:duration>2558</video:duration>
<video:view_count>40796</video:view_count>
<video:tag>xerox star vs apple lisa</video:tag>
<video:publication_date>2020-12-30T03:56:16Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2026-04-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.47500000000000003</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/5s5EvhHy7eQ/low-cost-multi-touch-whiteboard-using-the-wiimote</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/5s5EvhHy7eQ/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>Low-Cost Multi-touch Whiteboard using the Wiimote</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/5s5EvhHy7eQ/hqdefault.jpg</video:thumbnail_loc>
<video:description>Johnny Lee shows how a Wii Remote can turn a projected screen into a low-cost multi-touch whiteboard using infrared pens. The video is a plain, homemade demonstration of the build and how it works. HN people hold Lee&apos;s low-budget Wiimote hacks up as models of ingenious HCI demos and wonder why none became products.</video:description>
<video:player_loc>https://www.youtube.com/embed/5s5EvhHy7eQ</video:player_loc>
<video:duration>245</video:duration>
<video:view_count>4580407</video:view_count>
<video:tag>wiimote multi-touch whiteboard</video:tag>
<video:publication_date>2007-12-07T18:26:21Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2021-03-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.47500000000000003</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/FWWhxfGq_yk/the-origin-story-behind-counter-strike-s-most-iconic-map-noclip-documentary</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/FWWhxfGq_yk/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>The Origin Story Behind Counter-Strike&apos;s Most Iconic Map - Noclip Documentary</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/FWWhxfGq_yk/hqdefault.jpg</video:thumbnail_loc>
<video:description>A Noclip documentary on how de_dust2, Counter-Strike&apos;s most played map, came to be. It follows the map&apos;s origins and the choices that made its layout work. HN people call it the best documentary on de_dust2 and recommend it to anyone who likes FPS maps and Counter-Strike history.</video:description>
<video:player_loc>https://www.youtube.com/embed/FWWhxfGq_yk</video:player_loc>
<video:duration>2149</video:duration>
<video:view_count>1595899</video:view_count>
<video:tag>de_dust2 level design</video:tag>
<video:publication_date>2024-09-09T15:34:02Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2026-04-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.47500000000000003</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/hZ3gmh-d9oI/ted-nelson-computers-for-cynics-full-version</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/hZ3gmh-d9oI/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>Ted Nelson -- Computers for Cynics [full version]</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/hZ3gmh-d9oI/hqdefault.jpg</video:thumbnail_loc>
<video:description>Ted Nelson, the computing visionary behind hypertext, talks straight to camera about how computers work and how they came to be. The full version of Computers for Cynics covers file systems, computing history, and the key people and lost opportunities along the way. HN people recommend it as an entertaining, funny tour of computing history told by someone who was there.</video:description>
<video:player_loc>https://www.youtube.com/embed/hZ3gmh-d9oI</video:player_loc>
<video:duration>6574</video:duration>
<video:view_count>10931</video:view_count>
<video:tag>ted nelson on computing history</video:tag>
<video:publication_date>2015-07-14T05:08:29Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2021-04-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.47500000000000003</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/ri4_3P2Oh14/mark-ferrari-interview-the-making-of-monkey-island-behind-the-scenes</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/ri4_3P2Oh14/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>MARK FERRARI interview (The Making of Monkey Island - Behind The Scenes)</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/ri4_3P2Oh14/hqdefault.jpg</video:thumbnail_loc>
<video:description>An interview with pixel artist Mark Ferrari, known for his background art on The Secret of Monkey Island, from a behind-the-scenes series on the making of the game. He talks about creating that look under the tight color limits of early PC graphics. HN people use it as a primary source on how Monkey Island&apos;s pixel art was made, and as a lesson in dithering done well.</video:description>
<video:player_loc>https://www.youtube.com/embed/ri4_3P2Oh14</video:player_loc>
<video:duration>7272</video:duration>
<video:view_count>10959</video:view_count>
<video:tag>monkey island pixel art</video:tag>
<video:publication_date>2020-11-18T20:15:53Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2025-01-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.47500000000000003</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/9G0r7jL3xl8/viewpoint-demo-scott-kim-s-phd-project-stanford-university-1988</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/9G0r7jL3xl8/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>Viewpoint demo — Scott Kim&apos;s PhD project, Stanford University 1988</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/9G0r7jL3xl8/hqdefault.jpg</video:thumbnail_loc>
<video:description>A demo and explanation of Viewpoint, Scott Kim&apos;s 1988 Stanford PhD project, which imagines how computers might be different if visual thinkers had designed them. It was programmed in Cedar and ran on a colour Dorado workstation at Xerox PARC. HN people treat it as a great piece of exploratory research showing how interfaces could have been different, and compare newer visual computing work to it.</video:description>
<video:player_loc>https://www.youtube.com/embed/9G0r7jL3xl8</video:player_loc>
<video:duration>1011</video:duration>
<video:view_count>5176</video:view_count>
<video:tag>viewpoint computer for visual thinkers</video:tag>
<video:publication_date>2013-08-03T02:17:52Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2020-04-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.47500000000000003</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/y1Ca5czOY7Q/f-f-f-flowsheets-v2-demo</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/y1Ca5czOY7Q/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>F-F-F-Flowsheets v2 🎉🎉🎉 demo</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/y1Ca5czOY7Q/hqdefault.jpg</video:thumbnail_loc>
<video:description>Glen Chiacchieri demonstrates version 2 of Flowsheets, a prototype programming environment that works like a spreadsheet interface into Python. It shows real data as you program, rather than leaving you to imagine it. HN people value it as a concrete experiment in making program behavior visible, which the author himself calls his preferred data manipulation environment.</video:description>
<video:player_loc>https://www.youtube.com/embed/y1Ca5czOY7Q</video:player_loc>
<video:duration>617</video:duration>
<video:view_count>6042</video:view_count>
<video:tag>flowsheets programming environment</video:tag>
<video:publication_date>2017-06-16T03:38:38Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2020-03-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.47500000000000003</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/ikaqus5_QIg/the-secrets-of-monkey-island-an-evening-with-ron-gilbert</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/ikaqus5_QIg/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>The Secrets of Monkey Island - An Evening With Ron Gilbert</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/ikaqus5_QIg/hqdefault.jpg</video:thumbnail_loc>
<video:description>A long livestream event from the Video Game History Foundation in which Ron Gilbert, creator of Monkey Island, talks about making the game. The session includes a look at the SCUMM scripting code behind the first game, which is edited and recompiled live. HN people share it for the creator&apos;s own account of Monkey Island and for the live hacking of its SCUMM scripts, which they cite as an early example of minilanguage scripting.</video:description>
<video:player_loc>https://www.youtube.com/embed/ikaqus5_QIg</video:player_loc>
<video:duration>20291</video:duration>
<video:view_count>71308</video:view_count>
<video:tag>monkey island development</video:tag>
<video:publication_date>2020-12-01T01:18:31Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2021-03-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.47500000000000003</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/NXN7TOg3kj4/freecad-0-20-for-beginners-1-setup-preferences-and-navigation-easy-tutorial-for</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/NXN7TOg3kj4/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>FreeCAD 0.20 For Beginners | 1 | Setup , preferences and navigation | Easy Tutorial for Learning CAD</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/NXN7TOg3kj4/hqdefault.jpg</video:thumbnail_loc>
<video:description>The first video in MangoJelly&apos;s FreeCAD 0.20 beginner series, covering setup, preferences and navigating the 3D view. It is the starting point of a step-by-step tutorial playlist for learning the free CAD program. HN people point newcomers to this playlist as the good learning material FreeCAD has lacked, and say it taught them to model parts such as electronics cases.</video:description>
<video:player_loc>https://www.youtube.com/embed/NXN7TOg3kj4</video:player_loc>
<video:duration>1444</video:duration>
<video:view_count>635966</video:view_count>
<video:tag>freecad for beginners</video:tag>
<video:publication_date>2022-11-11T16:03:55Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2024-06-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.47500000000000003</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/oUaOucZRlmE/bret-victor-media-for-thinking-the-unthinkable</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/oUaOucZRlmE/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>Bret Victor - Media for Thinking the Unthinkable</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/oUaOucZRlmE/hqdefault.jpg</video:thumbnail_loc>
<video:description>Bret Victor&apos;s talk on how the media and representations we think with limit or open up what we can think. He draws on the history of mathematical notation and on dataflow visualization work done for Nile to argue for richer tools for thought. HN people list it among the Bret Victor talks they cite most, and recommend it for inspiration on finding new ways to represent a problem.</video:description>
<video:player_loc>https://www.youtube.com/embed/oUaOucZRlmE</video:player_loc>
<video:duration>2373</video:duration>
<video:view_count>33384</video:view_count>
<video:tag>representations for thinking</video:tag>
<video:publication_date>2015-06-17T05:58:04Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2023-05-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.47500000000000003</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/7ZGCPap7GkY/meaningful-play-getting-gamification-right</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/7ZGCPap7GkY/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>Meaningful Play: Getting Gamification Right</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/7ZGCPap7GkY/hqdefault.jpg</video:thumbnail_loc>
<video:description>Sebastian Deterding&apos;s Google TechTalk on gamification. He argues for building it on real game design and motivation rather than slapping points and badges on a product. HN people pass it on as the talk that got them thinking seriously about gamification and why stickiness in games is an art worth getting right.</video:description>
<video:player_loc>https://www.youtube.com/embed/7ZGCPap7GkY</video:player_loc>
<video:duration>2997</video:duration>
<video:view_count>118337</video:view_count>
<video:tag>gamification done right</video:tag>
<video:publication_date>2011-02-19T04:56:31Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2012-07-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.47500000000000003</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/8CAafjodkyE/iphone-magnifier-and-voice-over</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/8CAafjodkyE/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>iPhone Magnifier and Voice over</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/8CAafjodkyE/hqdefault.jpg</video:thumbnail_loc>
<video:description>Kristy Viers, a blind creator, demonstrates the iPhone Magnifier with VoiceOver, which uses the camera to describe what is in front of her. It speaks scene descriptions, number of faces and lighting conditions. HN people recommend her channel as a real look at how blind people use the iPhone, and this video as a striking example of on-device camera-to-speech.</video:description>
<video:player_loc>https://www.youtube.com/embed/8CAafjodkyE</video:player_loc>
<video:duration>230</video:duration>
<video:view_count>2711</video:view_count>
<video:tag>iphone camera descriptions for blind users</video:tag>
<video:publication_date>2020-11-08T19:10:01Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2022-01-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.47500000000000003</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/YJg02ivYzSs/hyper-reality</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/YJg02ivYzSs/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>HYPER-REALITY</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/YJg02ivYzSs/hqdefault.jpg</video:thumbnail_loc>
<video:description>Keiichi Matsuda&apos;s 2016 short film imagines everyday life in a city where every surface is covered in augmented-reality overlays, ads and notifications. It is a concept film that treats AR as an interface design problem. HN people use it as the shorthand for an ad-saturated AR future, and say today&apos;s AR glasses are close to the tech it showed.</video:description>
<video:player_loc>https://www.youtube.com/embed/YJg02ivYzSs</video:player_loc>
<video:duration>376</video:duration>
<video:view_count>3385985</video:view_count>
<video:tag>AR dystopia concept film</video:tag>
<video:publication_date>2016-05-19T15:59:46Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2021-11-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.47500000000000003</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/dSg408i-eKw/magic-tv-extra-dr-richard-garfield-on-luck-versus-skill-magic-cruise-2012</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/dSg408i-eKw/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>Magic TV: Extra - Dr. Richard Garfield on &quot;Luck Versus Skill&quot; (Magic Cruise 2012)</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/dSg408i-eKw/hqdefault.jpg</video:thumbnail_loc>
<video:description>Richard Garfield, the designer of Magic: The Gathering, talks about luck versus skill in games at Magic Cruise 2012. He draws on his own design experience, and argues that the two are not simply opposite ends of one scale. HN game designers recommend it as the standard talk on balancing luck and skill, and cite the point that they are not opposites.</video:description>
<video:player_loc>https://www.youtube.com/embed/dSg408i-eKw</video:player_loc>
<video:duration>3312</video:duration>
<video:view_count>96174</video:view_count>
<video:tag>luck versus skill in games</video:tag>
<video:publication_date>2012-07-10T20:42:32Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2022-07-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.47500000000000003</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/m9AT7H4GGrA/the-secret-ingredient-to-photorealism</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/m9AT7H4GGrA/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>The Secret Ingredient to Photorealism</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/m9AT7H4GGrA/hqdefault.jpg</video:thumbnail_loc>
<video:description>Blender Guru&apos;s Andrew Price explains how color management, exposure and tone mapping affect the realism of 3D renders in Blender. He argues that getting this setup right matters more than most other tricks. HN people point to it as the clearest explanation of color space and tone mapping in 3D rendering, though one finds it circles the point for a long stretch before getting there.</video:description>
<video:player_loc>https://www.youtube.com/embed/m9AT7H4GGrA</video:player_loc>
<video:duration>1888</video:duration>
<video:view_count>3871452</video:view_count>
<video:tag>tone mapping for photorealism</video:tag>
<video:publication_date>2017-02-17T11:01:09Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2025-07-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.47500000000000003</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/lvtfD_rJ2hE/amazing-technology-invented-by-mit-tangible-media</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/lvtfD_rJ2hE/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>Amazing Technology Invented By MIT - Tangible Media</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/lvtfD_rJ2hE/hqdefault.jpg</video:thumbnail_loc>
<video:description>A compilation video of the MIT Media Lab Tangible Media Group&apos;s shape-changing displays, including the inFORM surface that moves in three dimensions. It shows people interacting with physical, programmable forms rather than flat screens. HN people share it as a striking example of tangible, shape-changing interfaces, and list it among programmable-matter displays.</video:description>
<video:player_loc>https://www.youtube.com/embed/lvtfD_rJ2hE</video:player_loc>
<video:duration>221</video:duration>
<video:view_count>15655457</video:view_count>
<video:tag>shape-changing tangible displays</video:tag>
<video:publication_date>2013-11-12T22:09:26Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2014-10-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.47500000000000003</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/c1l75QqRR48/the-bike-lanes-you-can-t-see-ontvlechten</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/c1l75QqRR48/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>The Bike Lanes You Can&apos;t See - Ontvlechten</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/c1l75QqRR48/hqdefault.jpg</video:thumbnail_loc>
<video:description>Not Just Bikes explains ontvlechten, the Dutch practice of untangling road networks so that cyclists and drivers use different routes and not just different lanes. He shows why the bike lanes in the Netherlands are hard to notice. HN people use it as an example of how far Dutch bike infrastructure goes, and send people to the channel to see a less car-centered street design.</video:description>
<video:player_loc>https://www.youtube.com/embed/c1l75QqRR48</video:player_loc>
<video:duration>454</video:duration>
<video:view_count>650917</video:view_count>
<video:tag>Dutch ontvlechten bike networks</video:tag>
<video:publication_date>2020-09-21T17:59:52Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2023-10-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.47500000000000003</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/XfLlpxE6AYM/why-clip-art-was-everywhere-until-it-wasn-t</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/XfLlpxE6AYM/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>Why Clip Art Was Everywhere... Until It Wasn&apos;t</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/XfLlpxE6AYM/hqdefault.jpg</video:thumbnail_loc>
<video:description>Linus Boman&apos;s video essay on the history of clip art: why it was everywhere and why it faded, and where later flat illustration styles fit in. It is a short design-history piece in the style of a documentary. HN people recommend it as a good account of clip art&apos;s place in design history, especially when the talk turns to Corporate Memphis.</video:description>
<video:player_loc>https://www.youtube.com/embed/XfLlpxE6AYM</video:player_loc>
<video:duration>1680</video:duration>
<video:view_count>800374</video:view_count>
<video:tag>history of clip art</video:tag>
<video:publication_date>2023-03-14T19:30:11Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2023-10-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.47500000000000003</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/VVaWmEI9O1w/why-we-should-build-with-stone-again</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/VVaWmEI9O1w/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>Why We Should Build With STONE (Again)</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/VVaWmEI9O1w/hqdefault.jpg</video:thumbnail_loc>
<video:description>The Aesthetic City makes the case for building with stone again. It is a video essay about stone as a building material and how it shapes the look and lifespan of buildings and cities. HN people submitted it several times as a pro-stone argument for architecture, and it comes up in threads about materials and infrastructure.</video:description>
<video:player_loc>https://www.youtube.com/embed/VVaWmEI9O1w</video:player_loc>
<video:duration>968</video:duration>
<video:view_count>1254045</video:view_count>
<video:tag>building with stone</video:tag>
<video:publication_date>2024-10-25T16:07:07Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2025-06-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.47500000000000003</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/MMggqenxuZc/half-life-2-s-invisible-tutorial</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/MMggqenxuZc/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>Half-Life 2&apos;s Invisible Tutorial</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/MMggqenxuZc/hqdefault.jpg</video:thumbnail_loc>
<video:description>Game Maker&apos;s Toolkit examines how Half-Life 2 teaches the player its mechanics without text or tutorial screens. It breaks down how level layout and pacing introduce new ideas one at a time. HN people treat it as a standout of the series on game and level design, and a model for introducing content to players in order.</video:description>
<video:player_loc>https://www.youtube.com/embed/MMggqenxuZc</video:player_loc>
<video:duration>396</video:duration>
<video:view_count>1411478</video:view_count>
<video:tag>invisible tutorial design</video:tag>
<video:publication_date>2015-01-26T16:19:26Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2024-09-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.47500000000000003</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/zysL_lkdtys/why-tokyo-is-insanely-well-designed</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/zysL_lkdtys/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>Why Tokyo Is Insanely Well Designed</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/zysL_lkdtys/hqdefault.jpg</video:thumbnail_loc>
<video:description>An OBF video on why Tokyo is so well designed as a city. It looks at what makes the city work. HN people submitted it several times in 2022 as a video worth watching on the design of Tokyo.</video:description>
<video:player_loc>https://www.youtube.com/embed/zysL_lkdtys</video:player_loc>
<video:duration>508</video:duration>
<video:view_count>9730231</video:view_count>
<video:tag>tokyo city design</video:tag>
<video:publication_date>2022-01-10T21:43:46Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2022-10-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.47500000000000003</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/-syl7m_i-80/macpaint-interview-and-demonstration-with-bill-atkinson-and-andy-herzfeld</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/-syl7m_i-80/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>MacPaint Interview and Demonstration, with Bill Atkinson and Andy Herzfeld</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/-syl7m_i-80/hqdefault.jpg</video:thumbnail_loc>
<video:description>A Computer History Museum event where Bill Atkinson and Andy Hertzfeld talk about MacPaint and demonstrate it. MacPaint was the Macintosh&apos;s original drawing program, written by Atkinson. HN people submit it as a first-hand account of how MacPaint, an early graphical design tool, came to be.</video:description>
<video:player_loc>https://www.youtube.com/embed/-syl7m_i-80</video:player_loc>
<video:duration>4838</video:duration>
<video:view_count>38002</video:view_count>
<video:tag>macpaint history</video:tag>
<video:publication_date>2013-09-27T22:41:12Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2018-07-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.47500000000000003</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/OGSeLSmOALU/indiecade-2011-jonathan-blow-and-marc-ten-bosch</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/OGSeLSmOALU/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>IndieCade 2011: Jonathan Blow &amp; Marc Ten Bosch</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/OGSeLSmOALU/hqdefault.jpg</video:thumbnail_loc>
<video:description>Jonathan Blow (Braid) and Marc ten Bosch (Miegakure) speak at IndieCade 2011 under the title &quot;Designing to Reveal the Nature of the Universe&quot;. The talk is about approaching game design as uncovering what a set of rules actually allows, rather than inventing content on top of it. HN game developers list it among the videos that changed how they think about game design, and it has been submitted to HN more than once.</video:description>
<video:player_loc>https://www.youtube.com/embed/OGSeLSmOALU</video:player_loc>
<video:duration>4066</video:duration>
<video:view_count>78598</video:view_count>
<video:tag>game design as discovery</video:tag>
<video:publication_date>2011-10-24T07:34:58Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2025-02-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.47500000000000003</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/vuMg0QwKAGI/this-is-not-a-wheelchair-introducing-the-rig</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/vuMg0QwKAGI/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>This is &apos;Not a Wheelchair&apos; - Introducing The Rig</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/vuMg0QwKAGI/hqdefault.jpg</video:thumbnail_loc>
<video:description>JerryRigEverything introduces The Rig, an e-bike-based mobility vehicle presented as an alternative to a wheelchair. The video shows how it works and how it moves. HN people see it as a better direction for assistive devices than disability dongles, a rethinking built on first-hand knowledge of disability.</video:description>
<video:player_loc>https://www.youtube.com/embed/vuMg0QwKAGI</video:player_loc>
<video:duration>440</video:duration>
<video:view_count>7131218</video:view_count>
<video:tag>e-bike based wheelchair alternative</video:tag>
<video:publication_date>2020-06-30T13:15:01Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2026-08-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.47500000000000003</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/vOE7EAlPUwE/kando-a-free-cross-platform-pie-menu</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/vOE7EAlPUwE/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>Kando - A Free Cross-Platform Pie Menu</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/vOE7EAlPUwE/hqdefault.jpg</video:thumbnail_loc>
<video:description>The trailer for Kando 1.0, a free cross-platform pie menu by Simon Schneegans. The video shows the tool in use, set to an AI-generated song. HN people share it as a cool tool for pie-menu interaction, and as a charming example of giving software its own song.</video:description>
<video:player_loc>https://www.youtube.com/embed/vOE7EAlPUwE</video:player_loc>
<video:duration>161</video:duration>
<video:view_count>13724</video:view_count>
<video:tag>pie menu launcher</video:tag>
<video:publication_date>2024-06-07T18:29:46Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2024-08-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.47500000000000003</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/ZH2wGpEZVgE/design-club-super-mario-bros-level-1-1-how-super-mario-mastered-level-design</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/ZH2wGpEZVgE/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>Design Club - Super Mario Bros: Level 1-1 - How Super Mario Mastered Level Design</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/ZH2wGpEZVgE/hqdefault.jpg</video:thumbnail_loc>
<video:description>A Design Club episode that walks through level 1-1 of the original Super Mario Bros. and shows how the layout teaches the player the game&apos;s mechanics without text. It treats the first level as a lesson in level design. HN people cite it as the standard example of teaching through level design rather than tutorials, and as proof of how carefully Nintendo steers players.</video:description>
<video:player_loc>https://www.youtube.com/embed/ZH2wGpEZVgE</video:player_loc>
<video:duration>343</video:duration>
<video:view_count>1210525</video:view_count>
<video:tag>Mario 1-1 level design</video:tag>
<video:publication_date>2014-06-05T14:18:20Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2023-05-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.47500000000000003</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/uYbdx4I7STg/the-weird-world-in-rgb</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/uYbdx4I7STg/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>The Weird World in RGB</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/uYbdx4I7STg/hqdefault.jpg</video:thumbnail_loc>
<video:description>Technology Connections explains how RGB color works, from how screens mix red, green and blue to why that model breaks down for reflected light. It also covers why LED lighting can make objects look unnatural. HN people use it as the accessible explanation of color perception and of why RGB light behaves oddly when it reflects off things.</video:description>
<video:player_loc>https://www.youtube.com/embed/uYbdx4I7STg</video:player_loc>
<video:duration>1339</video:duration>
<video:view_count>2664998</video:view_count>
<video:tag>how rgb color works</video:tag>
<video:publication_date>2019-08-28T17:25:17Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2023-11-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.47500000000000003</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/_vRfNtvFVRo/advx-2018-jon-ingold-sparkling-dialogue-a-masterclass</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/_vRfNtvFVRo/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>AdvX 2018 - Jon Ingold - Sparkling Dialogue: A Masterclass</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/_vRfNtvFVRo/hqdefault.jpg</video:thumbnail_loc>
<video:description>Jon Ingold of inkle gives a masterclass at AdventureX 2018 on writing dialogue for games. He rewrites a Blade Runner scene to show how to make game dialogue sparkle. HN people call it an insightful and very entertaining talk on doing game dialogue properly, and cite it alongside Ink, inkle&apos;s scripting language.</video:description>
<video:player_loc>https://www.youtube.com/embed/_vRfNtvFVRo</video:player_loc>
<video:duration>2985</video:duration>
<video:view_count>42202</video:view_count>
<video:tag>game dialogue writing</video:tag>
<video:publication_date>2018-12-01T13:00:05Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2021-10-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.47500000000000003</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/eQgxFuw8f1U/spatial-programming-without-escape</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/eQgxFuw8f1U/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>SPATIAL PROGRAMMING WITHOUT ESCAPE</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/eQgxFuw8f1U/hqdefault.jpg</video:thumbnail_loc>
<video:description>Lu Wilson (TodePond) presents Cellpond, a visual programming language built around spatial rules on a grid of cells. The talk frames it as spatial programming that avoids the need to drop out into text code. HN people see it as an example of spatial programming, an alternative form of visual programming, and cite it when visual programming comes up.</video:description>
<video:player_loc>https://www.youtube.com/embed/eQgxFuw8f1U</video:player_loc>
<video:duration>2154</video:duration>
<video:view_count>30265</video:view_count>
<video:tag>spatial visual programming</video:tag>
<video:publication_date>2026-03-08T09:41:17Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2026-03-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.47500000000000003</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/kU_gH36GG58/the-masterful-design-of-the-two-liter-plastic-soda-bottle</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/kU_gH36GG58/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>The masterful design of the two-liter plastic soda bottle</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/kU_gH36GG58/hqdefault.jpg</video:thumbnail_loc>
<video:description>Bill Hammack of engineerguy explains the design of the two-liter plastic soda bottle, looking at how its shape and structure are suited to holding a carbonated drink and to being mass-produced. HN people submitted it as a fine example of the design thinking hidden in an ordinary object, in the manner of Hammack&apos;s earlier video on the aluminum can.</video:description>
<video:player_loc>https://www.youtube.com/embed/kU_gH36GG58</video:player_loc>
<video:duration>775</video:duration>
<video:view_count>758284</video:view_count>
<video:tag>soda bottle design</video:tag>
<video:publication_date>2025-04-11T11:01:19Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2025-07-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.47500000000000003</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/iMtXqTmfta0/the-world-is-poorly-designed-but-copying-nature-helps</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/iMtXqTmfta0/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>The world is poorly designed. But copying nature helps.</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/iMtXqTmfta0/hqdefault.jpg</video:thumbnail_loc>
<video:description>A Vox video on biomimicry, the practice of solving design problems by copying solutions found in nature. It argues that many human-made designs are inefficient and that nature offers better models. HN people share it as a good companion to articles about nature-inspired engineering, such as the owl-wing noise research.</video:description>
<video:player_loc>https://www.youtube.com/embed/iMtXqTmfta0</video:player_loc>
<video:duration>410</video:duration>
<video:view_count>9739690</video:view_count>
<video:tag>biomimicry in design</video:tag>
<video:publication_date>2017-11-09T13:00:36Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2023-05-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.47500000000000003</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/5gdYHlYAKDY/refactoring-ui-wp-pusher-checkout-page</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/5gdYHlYAKDY/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>Refactoring UI: WP Pusher Checkout Page</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/5gdYHlYAKDY/hqdefault.jpg</video:thumbnail_loc>
<video:description>Steve Schoger, co-author of Refactoring UI, walks through redesigning a checkout page for the WP Pusher product. He improves it step by step through hierarchy, spacing, colour and other visual details. HN people recommend these free videos to developers as the quickest practical way to make their interfaces look better.</video:description>
<video:player_loc>https://www.youtube.com/embed/5gdYHlYAKDY</video:player_loc>
<video:duration>673</video:duration>
<video:view_count>141826</video:view_count>
<video:tag>ui redesign walkthrough</video:tag>
<video:publication_date>2018-03-21T14:40:42Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2023-12-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.47500000000000003</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/WB2-2j9e4co/extreme-transformer-home-in-hong-kong-gary-chang-s-24-rooms-in-1</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/WB2-2j9e4co/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>Extreme transformer home in Hong Kong: Gary Chang&apos;s 24 rooms in 1</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/WB2-2j9e4co/hqdefault.jpg</video:thumbnail_loc>
<video:description>Kirsten Dirksen tours the roughly 344 sq ft Hong Kong apartment of architect Gary Chang, which he reworked with sliding walls and fold-away fittings so it can become up to 24 different rooms. It is a tour of one very small home and the thinking behind it. HN people treat it as the ultimate example of the transforming-room idea, and cite it as proof that a very small apartment can feel beautiful and enough.</video:description>
<video:player_loc>https://www.youtube.com/embed/WB2-2j9e4co</video:player_loc>
<video:duration>617</video:duration>
<video:view_count>1958318</video:view_count>
<video:tag>transformable micro apartment</video:tag>
<video:publication_date>2013-05-12T13:32:06Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2024-05-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.47500000000000003</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/q3OuCR0EpGo/the-8pen</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/q3OuCR0EpGo/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>The 8pen</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/q3OuCR0EpGo/hqdefault.jpg</video:thumbnail_loc>
<video:description>A promotional demo of the 8pen, an Android touchscreen keyboard that replaces the grid of keys with a gesture-based input method. It shows how text is entered by moving a finger out from a central point and circling. HN people hold it up as a striking, fast text-entry idea for phones that failed mainly because it looked unfamiliar, and as inspiration for new touchscreen input.</video:description>
<video:player_loc>https://www.youtube.com/embed/q3OuCR0EpGo</video:player_loc>
<video:duration>251</video:duration>
<video:view_count>1092932</video:view_count>
<video:tag>gesture-based phone keyboard</video:tag>
<video:publication_date>2010-10-30T12:26:09Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2025-12-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.47500000000000003</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/SJwEwA5gOkM/nerdy-sorting-out-sorting</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/SJwEwA5gOkM/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>[Nerdy] Sorting Out Sorting</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/SJwEwA5gOkM/hqdefault.jpg</video:thumbnail_loc>
<video:description>&quot;Sorting Out Sorting&quot; is an early-1980s educational film from the University of Toronto that explains how sorting algorithms work using computer animation. It is an early example of explaining algorithms visually. HN treats it as the classic sorting visualization, still worth watching even though newer pages cover more algorithms.</video:description>
<video:player_loc>https://www.youtube.com/embed/SJwEwA5gOkM</video:player_loc>
<video:duration>1857</video:duration>
<video:view_count>81124</video:view_count>
<video:tag>animated sorting algorithms</video:tag>
<video:publication_date>2011-11-29T00:38:30Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2017-10-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.47500000000000003</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/C8--cXwuuFQ/recon-2013-the-future-of-re-dynamic-binary-visualization-christopher-domas</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/C8--cXwuuFQ/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>REcon 2013 - The Future of RE : Dynamic Binary Visualization (Christopher Domas)</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/C8--cXwuuFQ/hqdefault.jpg</video:thumbnail_loc>
<video:description>Christopher Domas presents his cantor.dust tool at REcon 2013, which visualizes binary files so structure and patterns can be seen at a glance. It includes 3D pan, tilt and zoom views of byte trigraphs used for reverse engineering. HN people say it blew their mind and made hexdumps and debuggers feel primitive, and it is the reference whenever binary visualization comes up.</video:description>
<video:player_loc>https://www.youtube.com/embed/C8--cXwuuFQ</video:player_loc>
<video:duration>3802</video:duration>
<video:view_count>9455</video:view_count>
<video:tag>binary data visualization</video:tag>
<video:publication_date>2014-08-25T17:12:48Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2024-09-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.47500000000000003</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/OW-atKrg0T4/origins-of-the-apple-human-interface</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/OW-atKrg0T4/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>Origins of the Apple Human Interface</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/OW-atKrg0T4/hqdefault.jpg</video:thumbnail_loc>
<video:description>A 1997 Computer History Museum talk in which Larry Tesler recounts how the Apple Lisa and Macintosh user interface came about. He covers the design decisions and the people behind the early desktop interface, with overhead foils as slides. HN uses it as a first-hand source on the Lisa and Mac UI, from the Z X C V edit keys to Apple&apos;s early concern with discoverability.</video:description>
<video:player_loc>https://www.youtube.com/embed/OW-atKrg0T4</video:player_loc>
<video:duration>7020</video:duration>
<video:view_count>12677</video:view_count>
<video:tag>origins of the Apple interface</video:tag>
<video:publication_date>2019-02-28T00:29:14Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2026-04-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.47500000000000003</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/gla830WPBVU/userland-creating-an-integrated-dataflow-environment-for-end-user-applications</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/gla830WPBVU/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>Userland: creating an integrated dataflow environment for end-user applications</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/gla830WPBVU/hqdefault.jpg</video:thumbnail_loc>
<video:description>Hisham Muhammad presents Userland, his Ph.D. work on an integrated dataflow environment for end-user applications. It combines ideas from pipes, spreadsheets and the shell into one interface where data flows between cells. HN people bring it up as an existing, impressive take on dataflow and pipe-like interfaces whenever new command line or spreadsheet-style tools are discussed.</video:description>
<video:player_loc>https://www.youtube.com/embed/gla830WPBVU</video:player_loc>
<video:duration>316</video:duration>
<video:view_count>4263</video:view_count>
<video:tag>dataflow end-user environment</video:tag>
<video:publication_date>2019-10-21T12:02:15Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2020-09-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.47500000000000003</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/hs3piaN4b5I/flexbox-vs-css-grid-which-is-better</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/hs3piaN4b5I/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>Flexbox vs. CSS Grid — Which is Better?</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/hs3piaN4b5I/hqdefault.jpg</video:thumbnail_loc>
<video:description>Jen Simmons of Layout Land compares CSS Flexbox and CSS Grid. She explains what each is built for, where they overlap and how to choose between them. HN people point to it whenever someone asks about flexbox versus grid, as the clearest rundown of what each does and does not do.</video:description>
<video:player_loc>https://www.youtube.com/embed/hs3piaN4b5I</video:player_loc>
<video:duration>258</video:duration>
<video:view_count>314026</video:view_count>
<video:tag>flexbox vs css grid</video:tag>
<video:publication_date>2018-01-30T05:30:01Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2020-04-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.47500000000000003</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/2Z43y94Dfzk/alto-system-project-larry-tesler-demonstration-of-gypsy</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/2Z43y94Dfzk/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>Alto System Project: Larry Tesler demonstration of Gypsy</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/2Z43y94Dfzk/hqdefault.jpg</video:thumbnail_loc>
<video:description>Larry Tesler demonstrates Gypsy, the non-modal document editor built at Xerox PARC, running on a restored Xerox Alto at the Computer History Museum. It shows text editing with a mouse, selection and cut and paste as they worked in the 1970s. HN offers it as a first-hand look at early GUI text editing and a reference point for how the Alto&apos;s interface differed from the later Mac.</video:description>
<video:player_loc>https://www.youtube.com/embed/2Z43y94Dfzk</video:player_loc>
<video:duration>3161</video:duration>
<video:view_count>30877</video:view_count>
<video:tag>alto gypsy text editor demo</video:tag>
<video:publication_date>2019-03-11T21:24:43Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2023-04-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.47500000000000003</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/L6iUm_Cqx2s/aurora-strangeloop-2013-demo</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/L6iUm_Cqx2s/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>Aurora (StrangeLoop 2013 demo)</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/L6iUm_Cqx2s/hqdefault.jpg</video:thumbnail_loc>
<video:description>Chris Granger demos Aurora at Strange Loop 2013, a prototype programming environment that tries to make building software visual and direct. The demo includes a TodoMVC example built in a fraction of the usual code. Aurora later led to the Eve project. HN people share it as the concrete picture of a graphical, immediate programming environment, and as the concept behind Eve.</video:description>
<video:player_loc>https://www.youtube.com/embed/L6iUm_Cqx2s</video:player_loc>
<video:duration>672</video:duration>
<video:view_count>38202</video:view_count>
<video:tag>aurora programming environment</video:tag>
<video:publication_date>2014-03-26T20:28:29Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2014-07-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.47500000000000003</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/ldSkPqZKBl0/inge-druckrey-teaching-to-see</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/ldSkPqZKBl0/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>Inge Druckrey: Teaching to See</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/ldSkPqZKBl0/hqdefault.jpg</video:thumbnail_loc>
<video:description>Teaching to See is a film portrait of Inge Druckrey, the Swiss-trained graphic designer and teacher, shared on Edward Tufte&apos;s channel. It follows her teaching of how to look closely and build design from the fundamentals of form and visual perception. HN people submitted it as a 40-minute crash course in design thinking.</video:description>
<video:player_loc>https://www.youtube.com/embed/ldSkPqZKBl0</video:player_loc>
<video:duration>2221</video:duration>
<video:view_count>102343</video:view_count>
<video:tag>learning to see as a designer</video:tag>
<video:publication_date>2012-12-13T23:20:09Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2024-04-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.47500000000000003</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/KZokQov_aH0/the-witness-a-great-game-that-you-shouldn-t-play</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/KZokQov_aH0/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>The Witness - A Great Game That You Shouldn&apos;t Play</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/KZokQov_aH0/hqdefault.jpg</video:thumbnail_loc>
<video:description>Joseph Anderson&apos;s long critical review of The Witness, Jonathan Blow&apos;s puzzle game. He praises its design and world while arguing that its puzzles, pacing and approach to the player&apos;s time make it hard to recommend playing. HN people use it as the fair critique of why The Witness lacks respect for the player, and as a companion to finishing the game.</video:description>
<video:player_loc>https://www.youtube.com/embed/KZokQov_aH0</video:player_loc>
<video:duration>2462</video:duration>
<video:view_count>6200335</video:view_count>
<video:tag>the witness game critique</video:tag>
<video:publication_date>2016-03-31T18:12:01Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2025-12-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.47500000000000003</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/Ie-gqwSHQr0/building-a-toolkit-for-design-by-matthew-griffith</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/Ie-gqwSHQr0/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>&quot;Building a Toolkit for Design&quot; by Matthew Griffith</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/Ie-gqwSHQr0/hqdefault.jpg</video:thumbnail_loc>
<video:description>Matthew Griffith, creator of elm-ui, explains at elm-conf why he built a layout and styling toolkit for Elm that replaces most CSS. He argues for a smaller, more consistent set of layout primitives designed around how designers think about pages. HN people send it to anyone wanting a fresh perspective on CSS, layout and styling, and as the case for elm-ui as an alternative to CSS.</video:description>
<video:player_loc>https://www.youtube.com/embed/Ie-gqwSHQr0</video:player_loc>
<video:duration>1945</video:duration>
<video:view_count>24583</video:view_count>
<video:tag>elm-ui layout toolkit</video:tag>
<video:publication_date>2018-10-17T13:58:29Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2021-06-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.47500000000000003</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/Odv_vNFGOX4/1969-engelbart-demo-asis-conference-1-3</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/Odv_vNFGOX4/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>1969 Engelbart Demo - ASIS Conference (1/3)</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/Odv_vNFGOX4/hqdefault.jpg</video:thumbnail_loc>
<video:description>Part 1 of 3 of Douglas Engelbart&apos;s 1969 demonstration of his NLS system at the ASIS conference. It is a follow-up to the 1968 Mother of All Demos, showing the mouse, screen editing and linked information at a more relaxed pace. HN treats it as the better-paced companion to the Mother of All Demos, and quotes Engelbart&apos;s own explanation of the mouse and screen pointer.</video:description>
<video:player_loc>https://www.youtube.com/embed/Odv_vNFGOX4</video:player_loc>
<video:duration>2099</video:duration>
<video:view_count>2379</video:view_count>
<video:tag>Engelbart&apos;s NLS demo</video:tag>
<video:publication_date>2018-02-10T01:57:37Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2020-06-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.47500000000000003</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/I1llZnsye0M/inky-a-sloppy-command-line-for-the-web</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/I1llZnsye0M/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>Inky: A Sloppy Command Line for the Web</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/I1llZnsye0M/hqdefault.jpg</video:thumbnail_loc>
<video:description>A demo of Inky, a research prototype from MIT that gives the web a command line which accepts loose, abbreviated commands and responds with rich visual feedback. It was presented as a UIST 2008 research project. HN people point to it when asking for command-line usability research and as a relative of Mozilla Ubiquity.</video:description>
<video:player_loc>https://www.youtube.com/embed/I1llZnsye0M</video:player_loc>
<video:duration>160</video:duration>
<video:view_count>1096</video:view_count>
<video:tag>sloppy command line for the web</video:tag>
<video:publication_date>2008-10-28T14:14:32Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2022-09-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.47500000000000003</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/nvK8fua6O64/tun-un-ruining-the-mmo</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/nvK8fua6O64/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>TUN: Un-Ruining the MMO</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/nvK8fua6O64/hqdefault.jpg</video:thumbnail_loc>
<video:description>MrBTongue critiques how World of Warcraft changed the design of massively multiplayer games and argues for a different direction. He contrasts the levelling treadmill of theme-park MMOs with the more open play of sandbox worlds. HN people call it one of the most insightful and in-depth critiques of why MMOs became grindy copies of WoW, and cite it in sandbox-versus-theme-park debates.</video:description>
<video:player_loc>https://www.youtube.com/embed/nvK8fua6O64</video:player_loc>
<video:duration>845</video:duration>
<video:view_count>290958</video:view_count>
<video:tag>mmo design after world of warcraft</video:tag>
<video:publication_date>2013-02-14T09:03:59Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2018-12-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.47500000000000003</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/0Gr1XSyxZy0/9-biggest-mistakes-with-css-grid</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/0Gr1XSyxZy0/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>9 Biggest Mistakes with CSS Grid</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/0Gr1XSyxZy0/hqdefault.jpg</video:thumbnail_loc>
<video:description>A Layout Land video by Jen Simmons that walks through nine common mistakes people make when learning CSS Grid. It covers things like treating Grid as the answer to everything, sizing only with percentages, and assuming you still need breakpoints. HN points people to it as the quick, practical corrective for outdated CSS habits, especially the claim that Grid can replace many breakpoints and media queries.</video:description>
<video:player_loc>https://www.youtube.com/embed/0Gr1XSyxZy0</video:player_loc>
<video:duration>861</video:duration>
<video:view_count>166154</video:view_count>
<video:tag>css grid layout mistakes</video:tag>
<video:publication_date>2018-07-17T04:30:01Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2022-12-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.47500000000000003</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/lFb7BOI_QFc/why-do-corporate-art-styles-feel-fake</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/lFb7BOI_QFc/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>Why do &quot;Corporate Art Styles&quot; Feel Fake?</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/lFb7BOI_QFc/hqdefault.jpg</video:thumbnail_loc>
<video:description>Solar Sands asks why the flat, brightly colored illustration style used by tech companies feels fake. The video names the style, known as Corporate Memphis or Alegria, and examines its look and why it has become so common and disliked. HN people use it as the explainer to point to when someone asks what this ubiquitous style is called and why everything looks the same.</video:description>
<video:player_loc>https://www.youtube.com/embed/lFb7BOI_QFc</video:player_loc>
<video:duration>731</video:duration>
<video:view_count>5802465</video:view_count>
<video:tag>corporate memphis illustration style</video:tag>
<video:publication_date>2021-02-06T21:00:07Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2023-05-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.47500000000000003</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/E3gS9tjACwU/mouse-pointers-and-fitts-s-law-computerphile</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/E3gS9tjACwU/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>Mouse Pointers &amp; Fitts&apos;s Law - Computerphile</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/E3gS9tjACwU/hqdefault.jpg</video:thumbnail_loc>
<video:description>Computerphile explains Fitts&apos;s law, which predicts how quickly people can hit a target with a pointer based on its size and distance. It shows why screen edges and corners are easy to reach and what that means for interface layout. HN people share it as the simplest explanation of Fitts&apos;s law for programmers, and as evidence when arguing about desktop UI choices like thin scrollbars.</video:description>
<video:player_loc>https://www.youtube.com/embed/E3gS9tjACwU</video:player_loc>
<video:duration>507</video:duration>
<video:view_count>480033</video:view_count>
<video:tag>fitts&apos;s law</video:tag>
<video:publication_date>2015-07-10T14:02:44Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2018-03-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.47500000000000003</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/BGXtckqhEIk/fly-pie-10-a-new-clipboard-menu-proper-touch-support-and-much-more</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/BGXtckqhEIk/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>Fly-Pie 10: A new Clipboard Menu, proper touch support &amp; much more!</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/BGXtckqhEIk/hqdefault.jpg</video:thumbnail_loc>
<video:description>A release trailer for Fly-Pie 10, a pie and marking menu extension for GNOME Shell by Simon Schneegans. This version adds a clipboard menu and proper touch support. HN people post it in pie menu threads as an example of practical, customizable radial menus that are more than eye candy.</video:description>
<video:player_loc>https://www.youtube.com/embed/BGXtckqhEIk</video:player_loc>
<video:duration>136</video:duration>
<video:view_count>16042</video:view_count>
<video:tag>pie menus on gnome</video:tag>
<video:publication_date>2021-12-01T20:43:20Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2022-09-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.47500000000000003</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/FEnRpy9Xfes/basics-of-css-grid-the-big-picture</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/FEnRpy9Xfes/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>Basics of CSS Grid: The Big Picture</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/FEnRpy9Xfes/hqdefault.jpg</video:thumbnail_loc>
<video:description>Jen Simmons of Mozilla&apos;s Layout Land gives a big-picture introduction to CSS Grid, showing what it does and how it changes layout on the web. It is aimed at people who know older layout techniques such as floats. HN people call Jen Simmons&apos;s videos the best overviews of modern CSS layout, and say they helped back-end developers learn Grid.</video:description>
<video:player_loc>https://www.youtube.com/embed/FEnRpy9Xfes</video:player_loc>
<video:duration>925</video:duration>
<video:view_count>195095</video:view_count>
<video:tag>css grid basics</video:tag>
<video:publication_date>2018-02-13T05:30:01Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2020-07-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.47500000000000003</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/rwd4Lq0Xvgc/lecture-part-1-of-9</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/rwd4Lq0Xvgc/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>Lecture Part 1 of 9</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/rwd4Lq0Xvgc/hqdefault.jpg</video:thumbnail_loc>
<video:description>The first of nine parts of a 1991 lecture by the architect and planner Andrés Duany on New Urbanism. He criticizes car-oriented development and makes the case for walkable, traditionally patterned towns. HN people recommend it as a funny and informative argument about why car-centered places fail pedestrians, often alongside urban design discussions.</video:description>
<video:player_loc>https://www.youtube.com/embed/rwd4Lq0Xvgc</video:player_loc>
<video:duration>542</video:duration>
<video:view_count>86383</video:view_count>
<video:tag>new urbanism</video:tag>
<video:publication_date>2006-11-01T22:48:22Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2023-12-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.47500000000000003</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/7d59O6cfaM0/holoportation-virtual-3d-teleportation-in-real-time-microsoft-research</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/7d59O6cfaM0/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>holoportation: virtual 3D teleportation in real-time (Microsoft Research)</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/7d59O6cfaM0/hqdefault.jpg</video:thumbnail_loc>
<video:description>A Microsoft Research demo of holoportation, a system that captures people in 3D in real time and transmits them so a remote person appears in your room through a mixed-reality headset. It shows two people talking as if they were in the same space. HN people bring it up as the most compelling vision for VR and AR telepresence, especially in remote-work and VR threads.</video:description>
<video:player_loc>https://www.youtube.com/embed/7d59O6cfaM0</video:player_loc>
<video:duration>287</video:duration>
<video:view_count>3648018</video:view_count>
<video:tag>3d telepresence</video:tag>
<video:publication_date>2016-03-25T15:18:17Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2020-02-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.4625</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/qWFScmtiC44/talk-video-games-and-the-future-of-education</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/qWFScmtiC44/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>Talk: Video Games and the Future of Education</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/qWFScmtiC44/hqdefault.jpg</video:thumbnail_loc>
<video:description>Jonathan Blow, creator of Braid and The Witness, gives a talk on video games and the future of education. He considers what games could offer as a way of teaching and learning. HN people post it repeatedly and suggest it to anyone asking whether engaging games could replace parts of education.</video:description>
<video:player_loc>https://www.youtube.com/embed/qWFScmtiC44</video:player_loc>
<video:duration>9868</video:duration>
<video:view_count>130257</video:view_count>
<video:tag>games and education</video:tag>
<video:publication_date>2020-07-20T05:04:12Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2023-02-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.4625</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/jjNca1L6CUk/disney-s-animatronics-a-living-history</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/jjNca1L6CUk/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>Disney&apos;s Animatronics: A Living History</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/jjNca1L6CUk/hqdefault.jpg</video:thumbnail_loc>
<video:description>A Defunctland documentary on the history of Disney&apos;s animatronics, from early automata to the figures in the theme parks. It is split into chapters, including one on the Lincoln animatronic. HN people recommend it as a high-quality, entertaining history of animatronics and early robotics at Disney, often alongside news about new Disney robots.</video:description>
<video:player_loc>https://www.youtube.com/embed/jjNca1L6CUk</video:player_loc>
<video:duration>6335</video:duration>
<video:view_count>4024230</video:view_count>
<video:tag>disney animatronics history</video:tag>
<video:publication_date>2024-12-19T00:30:33Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2025-12-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.4625</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/CtnX1EJHbC0/internal-next-video-1991</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/CtnX1EJHbC0/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>Internal NeXT video (1991)</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/CtnX1EJHbC0/hqdefault.jpg</video:thumbnail_loc>
<video:description>An internal NeXT company video from 1991 in which Steve Jobs describes the company&apos;s market opportunity and where its computers fit. It is a period record of how NeXT pitched itself to its own people. HN people find it fascinating for showing Jobs&apos;s long-term product strategy, which they link to how he later ran Apple.</video:description>
<video:player_loc>https://www.youtube.com/embed/CtnX1EJHbC0</video:player_loc>
<video:duration>1129</video:duration>
<video:view_count>272703</video:view_count>
<video:tag>steve jobs next strategy</video:tag>
<video:publication_date>2012-09-25T23:06:15Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2024-06-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.4625</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/rZjbNWgsDt8/lisa-steve-jobs-sabotage-and-apple-s-secret-burial-full-documentary</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/rZjbNWgsDt8/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>Lisa: Steve Jobs’ sabotage and Apple’s secret burial | FULL DOCUMENTARY</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/rZjbNWgsDt8/hqdefault.jpg</video:thumbnail_loc>
<video:description>A documentary from The Verge on the Apple Lisa, covering how the computer was developed, how it was sidelined at Apple, and what became of the unsold machines. It also features the Sun Remarketing company that supported the leftover Lisas. HN people share it as a thorough story of the Lisa&apos;s fate, and single out the Sun Remarketing segment as especially interesting.</video:description>
<video:player_loc>https://www.youtube.com/embed/rZjbNWgsDt8</video:player_loc>
<video:duration>1802</video:duration>
<video:view_count>1449835</video:view_count>
<video:tag>apple lisa history</video:tag>
<video:publication_date>2023-05-30T14:00:40Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2025-10-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.4625</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/xOOWk5yCMMs/the-future-of-cities</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/xOOWk5yCMMs/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>THE FUTURE OF CITIES</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/xOOWk5yCMMs/hqdefault.jpg</video:thumbnail_loc>
<video:description>A short documentary by Oscar Boyson on the future of cities. HN people post it as a short documentary worth watching on where cities are headed, and one commenter says they really love it.</video:description>
<video:player_loc>https://www.youtube.com/embed/xOOWk5yCMMs</video:player_loc>
<video:duration>1093</video:duration>
<video:view_count>2343842</video:view_count>
<video:tag>future of cities</video:tag>
<video:publication_date>2016-12-09T03:59:22Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2019-04-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.4625</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/sclZDCjUVvI/how-classic-sierra-game-graphics-worked-and-an-attempt-to-upscale-them</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/sclZDCjUVvI/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>How classic Sierra game graphics worked (and an attempt to upscale them)</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/sclZDCjUVvI/hqdefault.jpg</video:thumbnail_loc>
<video:description>Robin Ward (eviltrout) explains how the background graphics in classic Sierra adventure games were stored and drawn, and shows his attempt to upscale them. The games used vector-style drawing rather than plain bitmaps, which makes higher resolutions possible. HN people share it as the explanation behind a tool that renders and upscales Sierra backgrounds, and cite it for the fact that the games used vector graphics.</video:description>
<video:player_loc>https://www.youtube.com/embed/sclZDCjUVvI</video:player_loc>
<video:duration>338</video:duration>
<video:view_count>569669</video:view_count>
<video:tag>sierra adventure game graphics</video:tag>
<video:publication_date>2022-05-24T11:17:21Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2025-05-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.4625</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/g7_mOdi3O5E/future-of-screen-technology</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/g7_mOdi3O5E/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>Future of Screen Technology</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/g7_mOdi3O5E/hqdefault.jpg</video:thumbnail_loc>
<video:description>A concept video from TAT, the Swedish mobile UI company later acquired by RIM, imagining how screen technology and interfaces might develop. The material here is thin, so only the general subject is clear from the title and channel. HN people submitted it in 2010 and 2012 as a look at where mobile screens and UIs might go, without much discussion.</video:description>
<video:player_loc>https://www.youtube.com/embed/g7_mOdi3O5E</video:player_loc>
<video:duration>138</video:duration>
<video:view_count>4251121</video:view_count>
<video:tag>future mobile screens</video:tag>
<video:publication_date>2010-09-01T11:21:59Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2012-01-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.4625</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/NfizT369g60/procedural-world-generation-of-ubisoft-s-far-cry-5-etienne-carrier-houdini-hive</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/NfizT369g60/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>Procedural World Generation of Ubisoft’s Far Cry 5 | Etienne Carrier | Houdini HIVE Utrecht</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/NfizT369g60/hqdefault.jpg</video:thumbnail_loc>
<video:description>Etienne Carrier of Ubisoft explains at Houdini HIVE Utrecht how much of Far Cry 5&apos;s world was generated procedurally. He shows tools that place terrain features, plants and other objects using rules such as slope, sun and elevation, so artists can focus on hand-crafting key locations. HN people list it among the best talks on modern procedural generation and on how large game worlds are built with tools.</video:description>
<video:player_loc>https://www.youtube.com/embed/NfizT369g60</video:player_loc>
<video:duration>3965</video:duration>
<video:view_count>99143</video:view_count>
<video:tag>procedural world generation far cry 5</video:tag>
<video:publication_date>2018-06-19T19:34:00Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2022-02-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.4625</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/Jv2JgzAl5yU/computational-physics-beyond-the-glass-by-sam-ritchie-strange-loop-2023</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/Jv2JgzAl5yU/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>&quot;Computational Physics, Beyond the Glass&quot; by Sam Ritchie (Strange Loop 2023)</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/Jv2JgzAl5yU/hqdefault.jpg</video:thumbnail_loc>
<video:description>Sam Ritchie&apos;s Strange Loop 2023 talk shows how he built an interactive, Lisp-based physics visualizer, starting from Structure and Interpretation of Classical Mechanics. He demonstrates animated simulations that you can poke at and change. HN people list it among the best talks of 2023 and recommend it as a neat way into physics for programmers.</video:description>
<video:player_loc>https://www.youtube.com/embed/Jv2JgzAl5yU</video:player_loc>
<video:duration>2351</video:duration>
<video:view_count>8634</video:view_count>
<video:tag>interactive computational physics</video:tag>
<video:publication_date>2023-10-12T17:18:23Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2024-07-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.4625</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/SN--t9jXQc0/some-reflections-on-early-history-by-j-c-r-licklider-vpri-0093</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/SN--t9jXQc0/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>Some Reflections on Early History by J.C.R. Licklider (VPRI 0093)</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/SN--t9jXQc0/hqdefault.jpg</video:thumbnail_loc>
<video:description>J.C.R. Licklider gives a talk at the 1986 ACM Conference on the History of Personal Workstations, reflecting on the early history of interactive computing. The video is the archived recording from the Viewpoints Research Institute collection. HN people send others to Licklider as a primary source on the origins of personal workstations and interactive computing.</video:description>
<video:player_loc>https://www.youtube.com/embed/SN--t9jXQc0</video:player_loc>
<video:duration>3327</video:duration>
<video:view_count>16620</video:view_count>
<video:tag>early history of interactive computing</video:tag>
<video:publication_date>2015-08-06T05:21:21Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2021-05-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.4625</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/c2J91UG6Fn8/old-car-headlights-were-all-the-same-which-was-a-fairly-bright-idea</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/c2J91UG6Fn8/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>Old car headlights were all the same — which was a fairly bright idea</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/c2J91UG6Fn8/hqdefault.jpg</video:thumbnail_loc>
<video:description>Alec Watson of Technology Connections explains why American cars had the same standardized headlights for decades, and how the rules of the time shaped what they looked like. It also covers what changed once the rules did. HN people cite it as the best example of mandating requirements versus mandating a specific solution, and as a story of standardization freezing design.</video:description>
<video:player_loc>https://www.youtube.com/embed/c2J91UG6Fn8</video:player_loc>
<video:duration>1521</video:duration>
<video:view_count>2498546</video:view_count>
<video:tag>standardized car headlights</video:tag>
<video:publication_date>2022-10-16T14:52:22Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2023-07-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.4625</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/07KHwjebf7k/immediate-railways-live-256-byte-intro-by-digimind-for-function-2015</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/07KHwjebf7k/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>Immediate Railways (live) - 256 byte intro by Digimind for Function 2015</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/07KHwjebf7k/hqdefault.jpg</video:thumbnail_loc>
<video:description>A live recording of Immediate Railways, a 256-byte intro by Digimind shown at the Function 2015 demoparty. It renders a moving 3D railway scene from a program smaller than a tweet. HN people offer it as proof that the minimalist demoscene is alive, with a crowd reaction worth watching.</video:description>
<video:player_loc>https://www.youtube.com/embed/07KHwjebf7k</video:player_loc>
<video:duration>78</video:duration>
<video:view_count>30437</video:view_count>
<video:tag>256 byte demoscene intro</video:tag>
<video:publication_date>2015-09-15T13:04:29Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2017-02-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.4625</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/jusWW2pPnA0/rendering-tiny-glades-with-entirely-too-much-ray-marching</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/jusWW2pPnA0/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>Rendering Tiny Glades With Entirely Too Much Ray Marching</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/jusWW2pPnA0/hqdefault.jpg</video:thumbnail_loc>
<video:description>A Graphics Programming Conference talk on how the indie game Tiny Glade is rendered, with a heavy use of ray marching. A developer of the game explains the rendering techniques and some of the tools behind it. HN people treat it as proof that there is still wizardry in game tech, and cite Tiny Glade as a small team&apos;s creative, technically inventive game.</video:description>
<video:player_loc>https://www.youtube.com/embed/jusWW2pPnA0</video:player_loc>
<video:duration>3560</video:duration>
<video:view_count>107936</video:view_count>
<video:tag>tiny glade rendering</video:tag>
<video:publication_date>2024-12-04T10:10:31Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2025-04-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.4625</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/DxfEbulyFcY/coding-adventure-atmosphere</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/DxfEbulyFcY/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>Coding Adventure: Atmosphere</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/DxfEbulyFcY/hqdefault.jpg</video:thumbnail_loc>
<video:description>Sebastian Lague builds a planet atmosphere from scratch in Unity, simulating how light scatters to produce blue skies and sunsets. He explains the approximations needed to make it run in real time. HN people recommend it as an entertaining look at real-time Rayleigh scattering, and for the pleasure of watching visuals take shape from nothing.</video:description>
<video:player_loc>https://www.youtube.com/embed/DxfEbulyFcY</video:player_loc>
<video:duration>1320</video:duration>
<video:view_count>1345048</video:view_count>
<video:tag>atmospheric scattering shader</video:tag>
<video:publication_date>2020-08-22T13:20:12Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2026-05-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.4625</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/LKJBND_IRdI/the-uncanny-valley-is-wrong</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/LKJBND_IRdI/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>The Uncanny Valley Is Wrong</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/LKJBND_IRdI/hqdefault.jpg</video:thumbnail_loc>
<video:description>A video essay arguing that the uncanny valley, the idea that near-human faces and robots feel creepy, does not hold up as usually described. It examines examples of human-like characters and machines to make its case. HN people offer it as an amazing, convincing counterpoint whenever the uncanny valley comes up as settled fact.</video:description>
<video:player_loc>https://www.youtube.com/embed/LKJBND_IRdI</video:player_loc>
<video:duration>1104</video:duration>
<video:view_count>235711</video:view_count>
<video:tag>uncanny valley critique</video:tag>
<video:publication_date>2020-07-27T13:51:20Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2021-11-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.4625</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/SYeeTvitvFU/why-this-british-crossroads-was-so-dangerous</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/SYeeTvitvFU/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>Why this British crossroads was so dangerous</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/SYeeTvitvFU/hqdefault.jpg</video:thumbnail_loc>
<video:description>Tom Scott explains why a rural English crossroads kept producing cyclist collisions even though visibility looked fine. The angle of the junction and the car&apos;s A-pillar can hide an approaching cyclist, because there is no relative motion against the background. HN people use it as the clearest visual of the blind-spot effect, and bring it up whenever junction or vehicle design and cyclist safety come up.</video:description>
<video:player_loc>https://www.youtube.com/embed/SYeeTvitvFU</video:player_loc>
<video:duration>252</video:duration>
<video:view_count>3897694</video:view_count>
<video:tag>dangerous junction design</video:tag>
<video:publication_date>2020-04-27T15:00:12Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2022-08-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.4625</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/JheGL6uSF-4/i-made-a-graph-of-wikipedia-this-is-what-i-found</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/JheGL6uSF-4/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>I Made a Graph of Wikipedia... This Is What I Found</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/JheGL6uSF-4/hqdefault.jpg</video:thumbnail_loc>
<video:description>The adumb channel builds a graph of Wikipedia articles and their links, then explores the clusters and structure that appear. It is a data visualization project explained as a story of what the network showed. HN people point to it as a source of ideas for network visualization and for reading clusters in large graphs.</video:description>
<video:player_loc>https://www.youtube.com/embed/JheGL6uSF-4</video:player_loc>
<video:duration>1184</video:duration>
<video:view_count>4417357</video:view_count>
<video:tag>wikipedia link graph</video:tag>
<video:publication_date>2024-03-30T16:00:23Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2025-06-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.4625</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/DeiATy-FfjI/why-do-maps-show-places-that-don-t-exist</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/DeiATy-FfjI/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>Why do maps show places that don&apos;t exist?</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/DeiATy-FfjI/hqdefault.jpg</video:thumbnail_loc>
<video:description>Map Men, with Jay Foreman, explains why maps contain places that do not exist, such as trap streets, fake alleys and invented towns. It looks at why mapmakers add them and what they say about copyright and map making. HN people recommend it as a fun take on fake map entries and trap streets, and praise the Map Men series as a whole.</video:description>
<video:player_loc>https://www.youtube.com/embed/DeiATy-FfjI</video:player_loc>
<video:duration>360</video:duration>
<video:view_count>3746059</video:view_count>
<video:tag>trap streets in maps</video:tag>
<video:publication_date>2019-05-13T18:50:17Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2025-04-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.4625</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/JFaOYYSxSEA/classic-game-postmortem-another-world</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/JFaOYYSxSEA/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>Classic Game Postmortem - Another World</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/JFaOYYSxSEA/hqdefault.jpg</video:thumbnail_loc>
<video:description>Eric Chahi gives a GDC Classic Game Postmortem on Another World, the 1991 game he created largely alone. He shows his rotoscoping setup and development tools, and explains his decision to use polygons. HN people call it one of the better GDC talks, valued for seeing Chahi&apos;s rotoscoping system and animation tools in action.</video:description>
<video:player_loc>https://www.youtube.com/embed/JFaOYYSxSEA</video:player_loc>
<video:duration>3945</video:duration>
<video:view_count>24527</video:view_count>
<video:tag>another world postmortem</video:tag>
<video:publication_date>2018-11-30T16:48:30Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2023-07-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.4625</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/k5eL_al_m7Q/google-maps-hacks-by-simon-weckert</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/k5eL_al_m7Q/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>Google Maps Hacks by Simon Weckert</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/k5eL_al_m7Q/hqdefault.jpg</video:thumbnail_loc>
<video:description>Artist Simon Weckert documents a piece in which he pulls a handcart carrying 99 smartphones, all running Google Maps, through Berlin streets. The phones register as heavy traffic, and Maps shows a traffic jam on empty roads. HN people share it as a simple, funny demonstration of how Google Maps reads traffic from phones, and bring it up in threads on spoofing and traffic systems.</video:description>
<video:player_loc>https://www.youtube.com/embed/k5eL_al_m7Q</video:player_loc>
<video:duration>103</video:duration>
<video:view_count>3625077</video:view_count>
<video:tag>google maps traffic art hack</video:tag>
<video:publication_date>2020-02-01T11:13:55Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2022-11-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.4625</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/FSy9G6bNuKA/wireless-high-resolution-scrolling-is-amazing</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/FSy9G6bNuKA/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>Wireless High Resolution Scrolling is Amazing</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/FSy9G6bNuKA/hqdefault.jpg</video:thumbnail_loc>
<video:description>Engineer Bo builds a wireless, high-resolution scroll knob from an encoder wheel and shows how smooth, fine-grained scrolling feels in use. It is a build log of a custom hardware input device. HN people point to it as a rare example of fresh input-device work and pair it with other DIY encoder and haptic knob projects.</video:description>
<video:player_loc>https://www.youtube.com/embed/FSy9G6bNuKA</video:player_loc>
<video:duration>1022</video:duration>
<video:view_count>1035369</video:view_count>
<video:tag>high resolution scroll wheel</video:tag>
<video:publication_date>2024-12-21T14:53:24Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2025-06-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.4625</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/FNVBK7-h9Fs/i-3d-printed-origami</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/FNVBK7-h9Fs/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>I 3D Printed Origami</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/FNVBK7-h9Fs/hqdefault.jpg</video:thumbnail_loc>
<video:description>Maker Matthew Lim shows his experiments in 3D printing origami, making printed objects that fold like paper. It is a build video about the printing and folding problem rather than a talk. HN people keep submitting it as a neat example of origami-style folding made with a 3D printer.</video:description>
<video:player_loc>https://www.youtube.com/embed/FNVBK7-h9Fs</video:player_loc>
<video:duration>589</video:duration>
<video:view_count>416563</video:view_count>
<video:tag>3d printed origami</video:tag>
<video:publication_date>2025-12-20T13:09:24Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2026-05-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.4625</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/ErMSHiQRnc8/animation-vs-physics</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/ErMSHiQRnc8/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>Animation vs. Physics</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/ErMSHiQRnc8/hqdefault.jpg</video:thumbnail_loc>
<video:description>Alan Becker&apos;s stick-figure animation in which a character moves through a world that plays with physics. It is part of his Animation vs. series alongside Animation vs. Math. HN people say it is a beautifully presented way into the Animation vs. series and Alan Becker&apos;s channel.</video:description>
<video:player_loc>https://www.youtube.com/embed/ErMSHiQRnc8</video:player_loc>
<video:duration>968</video:duration>
<video:view_count>49857484</video:view_count>
<video:tag>stick figure animation</video:tag>
<video:publication_date>2023-12-09T13:00:08Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2026-04-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.4625</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/UQuIVsNzqDk/this-invention-made-disney-millions-but-then-they-lost-it</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/UQuIVsNzqDk/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>This Invention Made Disney MILLIONS, but Then They LOST It!</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/UQuIVsNzqDk/hqdefault.jpg</video:thumbnail_loc>
<video:description>Corridor Crew recreates Disney&apos;s sodium vapor compositing, a pre-digital way of separating actors from backgrounds that Disney used into the early 1980s and then lost. They track down the special optics it needed and test whether it still beats a green screen. HN people call it a fantastic watch, and use it as the example of a superior technology that was lost to history.</video:description>
<video:player_loc>https://www.youtube.com/embed/UQuIVsNzqDk</video:player_loc>
<video:duration>745</video:duration>
<video:view_count>7302242</video:view_count>
<video:tag>Disney sodium vapor process</video:tag>
<video:publication_date>2024-04-07T16:00:31Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2025-12-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.4625</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/4f09VdXex3A/interactive-dynamic-video</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/4f09VdXex3A/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>Interactive Dynamic Video</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/4f09VdXex3A/hqdefault.jpg</video:thumbnail_loc>
<video:description>A research video from Abe Davis and colleagues on Interactive Dynamic Video. It shows how tiny vibrations in ordinary footage can be analysed so viewers can virtually poke and push objects in the video and watch them respond. HN people kept submitting it over a decade as a striking piece of interaction research that makes a plain video feel touchable.</video:description>
<video:player_loc>https://www.youtube.com/embed/4f09VdXex3A</video:player_loc>
<video:duration>351</video:duration>
<video:view_count>1174610</video:view_count>
<video:tag>interactive dynamic video research</video:tag>
<video:publication_date>2016-08-02T12:59:04Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2026-08-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.4625</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/ILNs1GChGDk/bsideslv-2013-3-2-7-sixteen-colors-archiving-the-evolution-of-ansi-and-ascii</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/ILNs1GChGDk/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>BSidesLV 2013   3 2 7 Sixteen Colors Archiving the Evolution of ANSI and ASCII Art   Doug Moore Bren</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/ILNs1GChGDk/hqdefault.jpg</video:thumbnail_loc>
<video:description>A BSides Las Vegas 2013 talk on Sixteen Colors, an archive of ANSI and ASCII art from the BBS era. It tells the history of the art scene and how the work was made and preserved. HN people recommend it as a good look at the 90s ANSI scene, usually in threads about BBS art archives and weird technical scenes.</video:description>
<video:player_loc>https://www.youtube.com/embed/ILNs1GChGDk</video:player_loc>
<video:duration>3457</video:duration>
<video:view_count>15825</video:view_count>
<video:tag>ansi and ascii art scene</video:tag>
<video:publication_date>2013-08-05T22:02:08Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2022-11-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.4625</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/LNidsMesxSE/animation-bootcamp-an-indie-approach-to-procedural-animation</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/LNidsMesxSE/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>Animation Bootcamp: An Indie Approach to Procedural Animation</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/LNidsMesxSE/hqdefault.jpg</video:thumbnail_loc>
<video:description>David Rosen of Wolfire Games presents at GDC 2014 how Overgrowth uses procedural animation, building character movement from a few keyframes and physics rather than many hand-made animations. He explains the priorities that guided the approach. HN people recommend it for its clever procedural techniques and for the principle that animation should do no harm to gameplay or player control.</video:description>
<video:player_loc>https://www.youtube.com/embed/LNidsMesxSE</video:player_loc>
<video:duration>1573</video:duration>
<video:view_count>786624</video:view_count>
<video:tag>procedural animation in games</video:tag>
<video:publication_date>2017-10-21T18:13:52Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2024-01-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.4625</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/z-Ng5ZvrDm4/dear-alice</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/z-Ng5ZvrDm4/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>Dear Alice</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/z-Ng5ZvrDm4/hqdefault.jpg</video:thumbnail_loc>
<video:description>Dear Alice is an animated advert for Chobani yoghurt from the studio THE LINE, in a solarpunk look often compared to Studio Ghibli. A longer cut of the commercial circulates on YouTube. HN people bring it up as a beautiful example of the solarpunk aesthetic, to the point that it appears in threads about solarpunk and as a reference for what a modern version could look like.</video:description>
<video:player_loc>https://www.youtube.com/embed/z-Ng5ZvrDm4</video:player_loc>
<video:duration>77</video:duration>
<video:view_count>1389376</video:view_count>
<video:tag>solarpunk aesthetic in an animated ad</video:tag>
<video:publication_date>2021-07-13T10:49:48Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2025-07-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.4625</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/mb3uK-_QkOo/we-are-the-art-brandon-sanderson-s-keynote-speech</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/mb3uK-_QkOo/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>We Are The Art | Brandon Sanderson’s Keynote Speech</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/mb3uK-_QkOo/hqdefault.jpg</video:thumbnail_loc>
<video:description>Fantasy author Brandon Sanderson&apos;s keynote on art in the age of AI, titled We Are the Art. He argues that the value of art lies in the process and the person who makes it, and explains why he rebels against AI-generated work. HN people share it as an eloquent case that AI output is not art, since the finished work is a receipt of the effort and self-transformation behind it.</video:description>
<video:player_loc>https://www.youtube.com/embed/mb3uK-_QkOo</video:player_loc>
<video:duration>1115</video:duration>
<video:view_count>579420</video:view_count>
<video:tag>art in the ai era</video:tag>
<video:publication_date>2026-01-30T18:01:10Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2026-04-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.4625</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/MZ2GuvUWaP8/everything-is-a-remix-part-1-2021</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/MZ2GuvUWaP8/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>Everything is a Remix Part 1 (2021)</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/MZ2GuvUWaP8/hqdefault.jpg</video:thumbnail_loc>
<video:description>Kirby Ferguson&apos;s refreshed Everything is a Remix, Part 1, shows how creative work is built by copying, transforming and combining earlier work. It is the first of a four-part series updated in 2021. HN people share it as a good short take on remixing in creative work, especially in threads about AI and authorship.</video:description>
<video:player_loc>https://www.youtube.com/embed/MZ2GuvUWaP8</video:player_loc>
<video:duration>1398</video:duration>
<video:view_count>185975</video:view_count>
<video:tag>remix in creativity</video:tag>
<video:publication_date>2021-09-07T06:29:16Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2023-03-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.4625</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/fxbCHn6gE3U/the-surprising-habits-of-original-thinkers-adam-grant-ted</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/fxbCHn6gE3U/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>The surprising habits of original thinkers | Adam Grant | TED</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/fxbCHn6gE3U/hqdefault.jpg</video:thumbnail_loc>
<video:description>Adam Grant&apos;s TED talk on the habits of original thinkers, drawn from his research on creativity and originality. It looks at what people who come up with new ideas actually do differently. HN people point to it for ideas on being more creative and original, and for the point that non-conforming people are not worthless.</video:description>
<video:player_loc>https://www.youtube.com/embed/fxbCHn6gE3U</video:player_loc>
<video:duration>925</video:duration>
<video:view_count>11969427</video:view_count>
<video:tag>originality and creativity habits</video:tag>
<video:publication_date>2016-04-26T15:28:18Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2021-09-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.4625</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/Bdh5I7F1oMs/how-the-demo-scene-works</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/Bdh5I7F1oMs/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>How the Demo Scene Works!</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/Bdh5I7F1oMs/hqdefault.jpg</video:thumbnail_loc>
<video:description>The 8-Bit Guy explains how the demo scene works, covering its history and culture and what demos and intros are. It&apos;s a general introduction to the community that builds real-time audiovisual programs to show off programming and art. HN people recommend it as a good, accessible history and explainer of the demo scene.</video:description>
<video:player_loc>https://www.youtube.com/embed/Bdh5I7F1oMs</video:player_loc>
<video:duration>1855</video:duration>
<video:view_count>516845</video:view_count>
<video:tag>history of the demo scene</video:tag>
<video:publication_date>2021-09-20T15:12:36Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2022-09-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.4625</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/QwXAqIaUahI/universal-mind-of-bill-evans-1966-documentary</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/QwXAqIaUahI/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>Universal Mind of Bill Evans (1966 Documentary)</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/QwXAqIaUahI/hqdefault.jpg</video:thumbnail_loc>
<video:description>A 1966 documentary on the jazz pianist Bill Evans, in which he talks about how he learned and developed his playing and how he thinks about creating music. It mixes performance with his own account of the process. HN recommends it as a rare long conversation with a master about creativity and self-teaching, and one that matters to people outside music.</video:description>
<video:player_loc>https://www.youtube.com/embed/QwXAqIaUahI</video:player_loc>
<video:duration>2656</video:duration>
<video:view_count>523282</video:view_count>
<video:tag>creative process and self-teaching</video:tag>
<video:publication_date>2016-02-28T22:36:06Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2024-03-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.4625</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/vK1tlLOavvM/leonie-watson-design-like-you-give-a-damn-practical-accessibility-for-web-pros</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/vK1tlLOavvM/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>Léonie Watson, &quot;Design like you give a damn: Practical accessibility for web pros&quot; at W3Conf 2013</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/vK1tlLOavvM/hqdefault.jpg</video:thumbnail_loc>
<video:description>Leonie Watson, an accessibility engineer who is herself a screen reader user, gives a W3Conf 2013 talk with practical accessibility advice for web professionals. She demonstrates how blind users navigate pages with a screen reader and why markup matters. HN recommends it as a crash course in web accessibility, with a screen reader demonstration that shows how real users read a page.</video:description>
<video:player_loc>https://www.youtube.com/embed/vK1tlLOavvM</video:player_loc>
<video:duration>2341</video:duration>
<video:view_count>7108</video:view_count>
<video:tag>practical web accessibility</video:tag>
<video:publication_date>2013-02-26T15:12:39Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2015-12-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.4625</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/ROP45rjvOHg/how-this-guy-builds-mesmerizing-kinetic-sculptures-obsessed-wired</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/ROP45rjvOHg/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>How This Guy Builds Mesmerizing Kinetic Sculptures | Obsessed | WIRED</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/ROP45rjvOHg/hqdefault.jpg</video:thumbnail_loc>
<video:description>A WIRED &quot;Obsessed&quot; episode profiling a maker who builds kinetic sculptures, mechanical pieces whose motion looks organic and hypnotic. It shows the sculptures moving and the hands-on work of making them. HN people submitted it simply as a mesmerizing piece of making, with no further comment.</video:description>
<video:player_loc>https://www.youtube.com/embed/ROP45rjvOHg</video:player_loc>
<video:duration>645</video:duration>
<video:view_count>10466434</video:view_count>
<video:tag>kinetic sculpture making</video:tag>
<video:publication_date>2020-02-20T19:25:04Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2022-11-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.4625</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/tu-Qe66AvtY/math-for-game-programmers-juicing-your-cameras-with-math</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/tu-Qe66AvtY/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>Math for Game Programmers: Juicing Your Cameras With Math</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/tu-Qe66AvtY/hqdefault.jpg</video:thumbnail_loc>
<video:description>A GDC talk in the Math for Game Programmers series on using math to improve game cameras. Commenters single out its use of noise for camera motion and Voronoi diagrams to run split-screen cameras for several players. HN people cite it as an excellent talk on the quality of noise and their favorite real-world use of Voronoi diagrams.</video:description>
<video:player_loc>https://www.youtube.com/embed/tu-Qe66AvtY</video:player_loc>
<video:duration>1894</video:duration>
<video:view_count>159034</video:view_count>
<video:tag>game camera math</video:tag>
<video:publication_date>2017-12-23T21:11:47Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2025-11-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.4625</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/TZJLtujW6FY/paperman-and-the-future-of-2d-animation</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/TZJLtujW6FY/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>Paperman and the Future of 2D Animation</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/TZJLtujW6FY/hqdefault.jpg</video:thumbnail_loc>
<video:description>A short video essay on Disney&apos;s 2012 short film Paperman and what its look means for the future of 2D animation. It looks at the way hand-drawn linework is combined with computer animation. HN people see it as a glimpse of where animation could go, and some want the same hand-drawn look in real time for VR.</video:description>
<video:player_loc>https://www.youtube.com/embed/TZJLtujW6FY</video:player_loc>
<video:duration>384</video:duration>
<video:view_count>2257153</video:view_count>
<video:tag>Paperman and hybrid 2D animation</video:tag>
<video:publication_date>2012-11-13T07:22:33Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2013-12-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.4625</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/bQECSInWVPY/steve-jobs-on-virtual-reality-d3-2005</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/bQECSInWVPY/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>Steve Jobs on Virtual Reality (D3, 2005)</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/bQECSInWVPY/hqdefault.jpg</video:thumbnail_loc>
<video:description>A clip of Steve Jobs on stage at the D3 conference in 2005, answering a question about virtual reality. He compares a video headset to headphones, as something personal and not shared. HN people bring it back whenever a new headset appears, as Jobs&apos;s 2005 case that VR gear would need to be as light and personal as headphones.</video:description>
<video:player_loc>https://www.youtube.com/embed/bQECSInWVPY</video:player_loc>
<video:duration>34</video:duration>
<video:view_count>133448</video:view_count>
<video:tag>Jobs on VR as headphones</video:tag>
<video:publication_date>2021-08-29T15:11:40Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2025-06-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.4625</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/4RWcWSN4HhI/globe-making-how-the-world-is-made-1955-british-pathe</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/4RWcWSN4HhI/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>Globe Making: How the World is Made (1955) | British Pathé</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/4RWcWSN4HhI/hqdefault.jpg</video:thumbnail_loc>
<video:description>A 1955 British Pathe film showing how globes were made at the time. It is archival footage of a craft and manufacturing process, with the film&apos;s own period narration. HN people submit it as a satisfying piece of archive footage on how a globe was made.</video:description>
<video:player_loc>https://www.youtube.com/embed/4RWcWSN4HhI</video:player_loc>
<video:duration>161</video:duration>
<video:view_count>5972800</video:view_count>
<video:tag>globe making 1955</video:tag>
<video:publication_date>2014-04-13T12:42:27Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2022-08-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.4625</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/WJzi9R_55Iw/alan-kay-computer-applications-a-dynamic-medium-for-creative-thought-1972-vpri</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/WJzi9R_55Iw/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>Alan Kay: Computer Applications: A Dynamic Medium for Creative Thought 1972 (VPRI 893)</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/WJzi9R_55Iw/hqdefault.jpg</video:thumbnail_loc>
<video:description>Alan Kay&apos;s 1972 talk on computer applications as a dynamic medium for creative thought, archived by VPRI. It comes from the early days of personal computing, when Kay was developing his ideas about computers as a medium for learning. HN people keep finding it for its vision of computing as a creative medium, and for a favourite passage about aiming for Sistine Chapel ceilings instead of test scores.</video:description>
<video:player_loc>https://www.youtube.com/embed/WJzi9R_55Iw</video:player_loc>
<video:duration>2982</video:duration>
<video:view_count>8668</video:view_count>
<video:tag>alan kay dynamic medium talk</video:tag>
<video:publication_date>2015-09-29T23:19:38Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2019-07-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.4625</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/AoWi10YVmfE/fairy-lights-in-femtoseconds-tangible-holographic-plasma-siggraph</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/AoWi10YVmfE/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>Fairy Lights in Femtoseconds: Tangible Holographic Plasma (SIGGRAPH)</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/AoWi10YVmfE/hqdefault.jpg</video:thumbnail_loc>
<video:description>A SIGGRAPH demo from Yoichi Ochiai and colleagues of &quot;Fairy Lights in Femtoseconds&quot;, where femtosecond lasers create tiny plasma points that float in mid-air and can be touched. The video shows interacting with these glowing 3D points as a display. HN people share it as a mind-bending mid-air display that you can touch, while noting the skin burns visible in the footage.</video:description>
<video:player_loc>https://www.youtube.com/embed/AoWi10YVmfE</video:player_loc>
<video:duration>200</video:duration>
<video:view_count>1142573</video:view_count>
<video:tag>tangible holographic plasma display</video:tag>
<video:publication_date>2015-06-22T15:40:23Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2015-08-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.4625</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/9U0XVdvQwAI/marble-marcher-a-fractal-physics-game</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/9U0XVdvQwAI/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>Marble Marcher - A Fractal Physics Game</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/9U0XVdvQwAI/hqdefault.jpg</video:thumbnail_loc>
<video:description>CodeParade presents Marble Marcher, a game in which you roll a marble across levels that are 3D fractals. The video explains how fractal geometry is rendered and used as playable physics terrain. HN people recommend it as a striking example of non-standard fractal rendering and how much detail it can produce.</video:description>
<video:player_loc>https://www.youtube.com/embed/9U0XVdvQwAI</video:player_loc>
<video:duration>238</video:duration>
<video:view_count>1748665</video:view_count>
<video:tag>fractal physics game</video:tag>
<video:publication_date>2018-12-31T01:24:44Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2022-10-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.4625</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/J0gv2bV9ok4/another-world-the-making-of-with-eric-chahi</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/J0gv2bV9ok4/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>Another World - The Making Of with Eric Chahi</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/J0gv2bV9ok4/hqdefault.jpg</video:thumbnail_loc>
<video:description>A making-of video with Eric Chahi, the creator of Another World, on how he built the 1991 game largely on his own. It touches on the game&apos;s polygon graphics and cinematic style. HN people keep resubmitting it as a first-hand account of how a landmark game was made.</video:description>
<video:player_loc>https://www.youtube.com/embed/J0gv2bV9ok4</video:player_loc>
<video:duration>1074</video:duration>
<video:view_count>114378</video:view_count>
<video:tag>making of another world</video:tag>
<video:publication_date>2013-03-17T10:31:43Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2022-01-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.4625</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/VO6XEQIsCoM/the-paradox-of-choice-barry-schwartz-ted</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/VO6XEQIsCoM/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>The paradox of choice | Barry Schwartz | TED</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/VO6XEQIsCoM/hqdefault.jpg</video:thumbnail_loc>
<video:description>Psychologist Barry Schwartz argues in this TED talk that more choice does not make people happier. In his account, too many options lead to paralysis, regret and higher expectations. HN people reach for it whenever a thread touches choice overload, burnout or product options.</video:description>
<video:player_loc>https://www.youtube.com/embed/VO6XEQIsCoM</video:player_loc>
<video:duration>1223</video:duration>
<video:view_count>6992256</video:view_count>
<video:tag>paradox of choice</video:tag>
<video:publication_date>2007-01-16T16:42:10Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2017-07-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.4625</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/824yVKUPFjU/glenn-vanderburg-clo-the-algorithms-of-tex-in-clojure</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/824yVKUPFjU/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>Glenn Vanderburg - Cló: The Algorithms of TeX in Clojure</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/824yVKUPFjU/hqdefault.jpg</video:thumbnail_loc>
<video:description>Glenn Vanderburg reimplements the algorithms of Donald Knuth&apos;s TeX in Clojure and uses the exercise to look back on thirty years of programming. He compares the original code with a modern functional version and talks about what has and hasn&apos;t changed. HN people recommend it for what it shows of the pains Knuth took in writing TeX and for its perspective on how far programming has come.</video:description>
<video:player_loc>https://www.youtube.com/embed/824yVKUPFjU</video:player_loc>
<video:duration>2545</video:duration>
<video:view_count>9391</video:view_count>
<video:tag>tex algorithms in clojure</video:tag>
<video:publication_date>2014-11-22T02:02:37Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2021-09-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.4625</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/ZaTuFB5QXHo/oscilloscope-music-pictures-from-sound</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/ZaTuFB5QXHo/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>Oscilloscope Music - Pictures from Sound</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/ZaTuFB5QXHo/hqdefault.jpg</video:thumbnail_loc>
<video:description>Techmoan shows oscilloscope music, where audio sent to an oscilloscope in XY mode draws pictures on the screen. The sound is made to produce the images, so you hear and see the same signal. HN people submitted it repeatedly as a neat example of art made directly from sound.</video:description>
<video:player_loc>https://www.youtube.com/embed/ZaTuFB5QXHo</video:player_loc>
<video:duration>732</video:duration>
<video:view_count>2081398</video:view_count>
<video:tag>oscilloscope music</video:tag>
<video:publication_date>2016-11-23T10:57:54Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2018-03-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.4625</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/n4M7e79XTYk/spaceballs-9-fingers-amiga-demo-hd-50fps</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/n4M7e79XTYk/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>Spaceballs - 9 Fingers - Amiga Demo (HD 50fps)</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/n4M7e79XTYk/hqdefault.jpg</video:thumbnail_loc>
<video:description>9 Fingers, the 1993 Amiga demo by Spaceballs, captured in HD at 50fps. It is a demoscene production known for its real-time visual tricks on stock Amiga hardware. HN people list it among the classic Amiga demos and call it mind-blowing for what it does on a stock machine that fits on one floppy.</video:description>
<video:player_loc>https://www.youtube.com/embed/n4M7e79XTYk</video:player_loc>
<video:duration>183</video:duration>
<video:view_count>82649</video:view_count>
<video:tag>amiga demoscene classic</video:tag>
<video:publication_date>2014-11-02T21:48:24Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2024-03-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.4625</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/aBBuoD9eL5k/cities-without-people</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/aBBuoD9eL5k/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>Cities Without People</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/aBBuoD9eL5k/hqdefault.jpg</video:thumbnail_loc>
<video:description>Jacob Geller&apos;s video essay on cities depicted without people, drawing on fiction such as Italo Calvino&apos;s Invisible Cities. It is a reflective essay on what empty cities suggest. HN people recommend it as an interesting philosophical essay on cities, and one credits it for introducing them to Invisible Cities.</video:description>
<video:player_loc>https://www.youtube.com/embed/aBBuoD9eL5k</video:player_loc>
<video:duration>1508</video:duration>
<video:view_count>1682316</video:view_count>
<video:tag>empty cities in fiction</video:tag>
<video:publication_date>2020-09-18T14:58:55Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2025-06-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.4625</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/t_yh_S31R9g/basic-beginners-freecad-v1-0-introduction-to-course</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/t_yh_S31R9g/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>Basic Beginners FreeCAD v1.0 : Introduction to Course</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/t_yh_S31R9g/hqdefault.jpg</video:thumbnail_loc>
<video:description>The introduction to MangoJelly&apos;s beginner course for FreeCAD 1.0, the open source parametric 3D CAD program. It opens a long tutorial series that teaches the software from the basics. HN people say MangoJelly&apos;s thorough tutorials are what make FreeCAD learnable, and suggest them to people moving away from Fusion 360.</video:description>
<video:player_loc>https://www.youtube.com/embed/t_yh_S31R9g</video:player_loc>
<video:duration>240</video:duration>
<video:view_count>265014</video:view_count>
<video:tag>freecad beginner course</video:tag>
<video:publication_date>2024-11-19T19:26:20Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2025-11-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.4625</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/SO83KQuuZvg/coding-adventure-rendering-text</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/SO83KQuuZvg/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>Coding Adventure: Rendering Text</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/SO83KQuuZvg/hqdefault.jpg</video:thumbnail_loc>
<video:description>Sebastian Lague&apos;s Coding Adventure on how text gets rendered. He builds it up from font glyph curves, trying different ways to rasterize them, on the CPU and the GPU, and checking how well each one works. HN people give it as the go-to explainer on font rendering techniques, and cite it as a source when they write about their own glyph rendering.</video:description>
<video:player_loc>https://www.youtube.com/embed/SO83KQuuZvg</video:player_loc>
<video:duration>4254</video:duration>
<video:view_count>1212903</video:view_count>
<video:tag>font rendering techniques</video:tag>
<video:publication_date>2024-04-13T09:44:13Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2026-02-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.4625</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/fWDxdoRTZPc/area-5150-by-crtc-and-hornet-party-version-ibm-pc-cga-demo-hardware-capture</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/fWDxdoRTZPc/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>Area 5150 by CRTC &amp; Hornet (Party Version) / IBM PC+CGA Demo, Hardware Capture</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/fWDxdoRTZPc/hqdefault.jpg</video:thumbnail_loc>
<video:description>A hardware capture of Area 5150, a demoscene production by CRTC and Hornet for the original IBM PC with CGA graphics and PC speaker sound. It is the sequel to the 8088 MPH demo and pushes a 4.77MHz 8088 far past what the machine was expected to do. HN people use it as the example of what CGA and the PC speaker can really do, and as the sequel to 8088 MPH.</video:description>
<video:player_loc>https://www.youtube.com/embed/fWDxdoRTZPc</video:player_loc>
<video:duration>612</video:duration>
<video:view_count>68930</video:view_count>
<video:tag>ibm pc cga demoscene</video:tag>
<video:publication_date>2022-08-14T07:11:17Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2024-01-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.4625</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/RPdB_zdyMbM/the-black-lotus-starstruck-amiga-demo-aga</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/RPdB_zdyMbM/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>The Black Lotus - Starstruck - Amiga Demo (AGA)</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/RPdB_zdyMbM/hqdefault.jpg</video:thumbnail_loc>
<video:description>&quot;Starstruck&quot; is a 2006 demoscene demo by The Black Lotus for the Amiga&apos;s AGA chipset, shown here as a video capture. It is real-time graphics and music from 1990s-era hardware. HN people share it as a favorite example of what the Amiga demoscene can do, and as proof that the scene is still making work like this.</video:description>
<video:player_loc>https://www.youtube.com/embed/RPdB_zdyMbM</video:player_loc>
<video:duration>378</video:duration>
<video:view_count>116229</video:view_count>
<video:tag>Amiga AGA demo</video:tag>
<video:publication_date>2013-01-06T20:40:17Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2025-09-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.4625</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/d6tp43wZqps/crafting-a-better-shader-for-pixel-art-upscaling</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/d6tp43wZqps/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>Crafting a Better Shader for Pixel Art Upscaling</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/d6tp43wZqps/hqdefault.jpg</video:thumbnail_loc>
<video:description>t3ssel8r works through how to render pixel art without shimmering and artifacts when it is moved or scaled on screen, and builds a better upscaling shader step by step. It is a technical demo for people who make pixel-art games. HN people submitted it as the way to get artifact-free pixel art rendering.</video:description>
<video:player_loc>https://www.youtube.com/embed/d6tp43wZqps</video:player_loc>
<video:duration>759</video:duration>
<video:view_count>205488</video:view_count>
<video:tag>pixel art upscaling shader</video:tag>
<video:publication_date>2023-05-26T14:19:10Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2025-01-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.4625</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/EsIo57pH-pA/the-making-of-neon-signs-neonsigns-hk</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/EsIo57pH-pA/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>霓虹的製作 The Making of Neon Signs | NEONSIGNS.HK 探索霓虹</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/EsIo57pH-pA/hqdefault.jpg</video:thumbnail_loc>
<video:description>A short documentary from the West Kowloon Cultural District on how neon signs are made by hand in Hong Kong. It follows the craft of bending glass tubes and building the signs. HN people list it among interesting short documentaries and keep resubmitting it as a look at a fading craft.</video:description>
<video:player_loc>https://www.youtube.com/embed/EsIo57pH-pA</video:player_loc>
<video:duration>701</video:duration>
<video:view_count>307353</video:view_count>
<video:tag>neon sign making</video:tag>
<video:publication_date>2014-03-23T16:48:35Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2022-09-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.4625</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/tpUI8uOsKTM/virtual-production-in-mandalorian-the-end-of-green-screen</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/tpUI8uOsKTM/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>Virtual production in Mandalorian - the end of green screen?</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/tpUI8uOsKTM/hqdefault.jpg</video:thumbnail_loc>
<video:description>VFX Geek explains the virtual production used on The Mandalorian. Real-time backgrounds from Unreal Engine are shown on large screens on set in place of green screen. HN people share it as a clear explanation of virtual sets and why they could replace green screen with more immersive results at lower cost.</video:description>
<video:player_loc>https://www.youtube.com/embed/tpUI8uOsKTM</video:player_loc>
<video:duration>423</video:duration>
<video:view_count>725262</video:view_count>
<video:tag>virtual production in the mandalorian</video:tag>
<video:publication_date>2020-02-09T16:27:40Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2020-07-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.4625</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/0bcZb-SsnrA/epc2018-wave-function-collapse-in-bad-north-oskar-stalberg</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/0bcZb-SsnrA/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>EPC2018 | Wave Function Collapse in Bad North | Oskar Stalberg</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/0bcZb-SsnrA/hqdefault.jpg</video:thumbnail_loc>
<video:description>Oskar Stalberg&apos;s 2018 talk at the EPC game conference on using the Wave Function Collapse algorithm for procedural generation in his game Bad North. He explains how tile-based constraint solving builds varied, believable island levels. HN treats it as the clearest explanation from the creator himself of how wave function collapse works in a shipped game, and cites it alongside his Townscaper work.</video:description>
<video:player_loc>https://www.youtube.com/embed/0bcZb-SsnrA</video:player_loc>
<video:duration>2261</video:duration>
<video:view_count>176213</video:view_count>
<video:tag>wave function collapse procedural generation</video:tag>
<video:publication_date>2018-07-11T09:58:43Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2023-09-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.4625</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/D43PlUr1x_E/is-software-engineering-still-an-oxymoron-alan-kay-goto-2021</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/D43PlUr1x_E/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>Is Software Engineering Still an Oxymoron? • Alan Kay • GOTO 2021</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/D43PlUr1x_E/hqdefault.jpg</video:thumbnail_loc>
<video:description>Alan Kay&apos;s GOTO 2021 talk asks whether software engineering deserves the name, comparing how software is built with engineering in other fields. He discusses large software failures and a CAD, simulation and fabrication approach to building systems. HN people bring it up in threads about failing software projects and outages as the thoughtful long view on how software should be made.</video:description>
<video:player_loc>https://www.youtube.com/embed/D43PlUr1x_E</video:player_loc>
<video:duration>3457</video:duration>
<video:view_count>365179</video:view_count>
<video:tag>software engineering critique</video:tag>
<video:publication_date>2021-11-25T13:00:06Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2025-11-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.4625</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/bsCN0Yx2Vbs/the-most-overused-game-graphic-you-never-noticed-texture-archaeology</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/bsCN0Yx2Vbs/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>The most overused game graphic you never noticed | Texture Archaeology</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/bsCN0Yx2Vbs/hqdefault.jpg</video:thumbnail_loc>
<video:description>Kid Leaves Stoop traces one cobblestone texture that turns up in a huge number of games, back to the texture CDs that studios once bought their surfaces from. It is a short investigation of where the look of old game worlds came from. HN people share it as the explanation of where old game textures came from, and use it to argue that reusing stock textures was normal practice and not theft.</video:description>
<video:player_loc>https://www.youtube.com/embed/bsCN0Yx2Vbs</video:player_loc>
<video:duration>495</video:duration>
<video:view_count>3140794</video:view_count>
<video:tag>origin of stock game textures</video:tag>
<video:publication_date>2021-03-19T17:22:32Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2023-05-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.4625</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/IZmaeC_Ma5A/developing-the-best-free-photo-editor-ivan-kuckir-web2day-2019</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/IZmaeC_Ma5A/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>Developing the best free photo editor - Ivan KUCKIR - Web2day 2019</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/IZmaeC_Ma5A/hqdefault.jpg</video:thumbnail_loc>
<video:description>Ivan Kuckir, the creator of Photopea, explains at Web2day 2019 how he built a browser-based photo editor that opens Photoshop files, largely on his own. He covers the technology choices and how he keeps it small and cheap to run. HN people share it as the first-hand story of how one developer built a free Photoshop alternative, and Kuckir himself links it in threads about Photopea.</video:description>
<video:player_loc>https://www.youtube.com/embed/IZmaeC_Ma5A</video:player_loc>
<video:duration>1646</video:duration>
<video:view_count>14965</video:view_count>
<video:tag>building photopea</video:tag>
<video:publication_date>2019-07-18T08:00:02Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2021-04-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.4625</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/Y7f0YtzWBG4/how-mind-control-saved-oddworld-abe-s-oddysee-war-stories-ars-technica</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/Y7f0YtzWBG4/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>How Mind Control Saved Oddworld: Abe&apos;s Oddysee | War Stories | Ars Technica</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/Y7f0YtzWBG4/hqdefault.jpg</video:thumbnail_loc>
<video:description>An episode of Ars Technica&apos;s War Stories on the making of Oddworld: Abe&apos;s Oddysee. Lorne Lanning of Oddworld Inhabitants tells how the studio nearly failed and how the game&apos;s mind-control mechanic helped it succeed. HN people recommend the War Stories series, and this episode in particular for Lorne Lanning&apos;s account of building the game.</video:description>
<video:player_loc>https://www.youtube.com/embed/Y7f0YtzWBG4</video:player_loc>
<video:duration>1400</video:duration>
<video:view_count>847647</video:view_count>
<video:tag>making of Oddworld</video:tag>
<video:publication_date>2019-12-03T16:00:05Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2021-12-01</lastmod>
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<priority>0.4625</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/2SdGkkp1aq8/robotic-liberation-by-pwp-vic-20</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/2SdGkkp1aq8/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>Robotic Liberation by PWP (VIC-20)</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/2SdGkkp1aq8/hqdefault.jpg</video:thumbnail_loc>
<video:description>Robotic Liberation is a demo for the Commodore VIC-20 by PWP, posted by viznut. It pushes the 8-bit machine to produce visual effects and sung, fake speech synthesis, wrapped in a story. HN people share it as a favourite example of demo effects serving a story, and as proof that even 8-bit systems can do this.</video:description>
<video:player_loc>https://www.youtube.com/embed/2SdGkkp1aq8</video:player_loc>
<video:duration>204</video:duration>
<video:view_count>139008</video:view_count>
<video:tag>vic-20 demoscene production</video:tag>
<video:publication_date>2006-06-09T09:37:44Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2015-11-01</lastmod>
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<priority>0.4625</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/s_L-fp8gDzY/what-makes-people-engage-with-math-grant-sanderson-tedxberkeley</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/s_L-fp8gDzY/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>What Makes People Engage With Math | Grant Sanderson | TEDxBerkeley</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/s_L-fp8gDzY/hqdefault.jpg</video:thumbnail_loc>
<video:description>Grant Sanderson, the creator of the 3Blue1Brown math videos, gives a TEDxBerkeley talk about what makes people engage with math. He draws on his experience making visual explanations of mathematics. HN people submit it as a look at what makes math explanations hold an audience&apos;s interest.</video:description>
<video:player_loc>https://www.youtube.com/embed/s_L-fp8gDzY</video:player_loc>
<video:duration>1142</video:duration>
<video:view_count>1637805</video:view_count>
<video:tag>engaging math explanations</video:tag>
<video:publication_date>2020-03-13T20:39:33Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2022-07-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.4625</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/yaa13eehgzo/how-i-make-science-animations</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/yaa13eehgzo/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>How I make science animations</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/yaa13eehgzo/hqdefault.jpg</video:thumbnail_loc>
<video:description>Neuroscience YouTuber Artem Kirsanov explains how he makes the animations in his science videos. Commenters describe the workflow as Python combined with After Effects. HN people submit it and praise it as a look at how to build science animations with Python and After Effects, especially for people who already code.</video:description>
<video:player_loc>https://www.youtube.com/embed/yaa13eehgzo</video:player_loc>
<video:duration>2619</video:duration>
<video:view_count>941267</video:view_count>
<video:tag>making science animations</video:tag>
<video:publication_date>2023-08-07T10:21:58Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2025-03-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.4625</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/0af00UcTO-c/where-good-ideas-come-from-steven-johnson</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/0af00UcTO-c/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>Where good ideas come from | Steven Johnson</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/0af00UcTO-c/hqdefault.jpg</video:thumbnail_loc>
<video:description>Steven Johnson&apos;s TED talk based on his book Where Good Ideas Come From. He argues that innovation comes less from lone flashes of insight than from connected, open environments where ideas can collide and combine. HN people share it as the short companion to Johnson&apos;s book and cite its idea of liquid networks.</video:description>
<video:player_loc>https://www.youtube.com/embed/0af00UcTO-c</video:player_loc>
<video:duration>1097</video:duration>
<video:view_count>1716084</video:view_count>
<video:tag>where good ideas come from</video:tag>
<video:publication_date>2010-09-21T13:55:04Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2010-12-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.4625</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/fXIeFJCqsPs/mihaly-csikszentmihalyi-flow-the-secret-to-happiness</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/fXIeFJCqsPs/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>Mihaly Csikszentmihalyi: Flow, the secret to happiness</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/fXIeFJCqsPs/hqdefault.jpg</video:thumbnail_loc>
<video:description>Mihaly Csikszentmihalyi&apos;s TED talk on flow, the state of absorbed engagement in a challenging activity, and why it is tied to a sense of happiness. He draws on his research into optimal experience. HN people link it as an accessible introduction to flow and as advice for finding more focus and satisfaction in work.</video:description>
<video:player_loc>https://www.youtube.com/embed/fXIeFJCqsPs</video:player_loc>
<video:duration>1136</video:duration>
<video:view_count>1100002</video:view_count>
<video:tag>flow and happiness</video:tag>
<video:publication_date>2008-10-24T22:03:11Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2022-08-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.4625</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/Lk0hSeQ5s_k/merlin-mann-scared-shitless-webstock-2011</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/Lk0hSeQ5s_k/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>Merlin Mann - Scared Shitless (Webstock 2011)</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/Lk0hSeQ5s_k/hqdefault.jpg</video:thumbnail_loc>
<video:description>Merlin Mann&apos;s Webstock 2011 talk about fear and how it holds people back from making and finishing things. He speaks to creative and tech workers about the anxiety that drives procrastination. HN people recommend it to anyone stuck, procrastinating or over-analyzing tools instead of doing the work.</video:description>
<video:player_loc>https://www.youtube.com/embed/Lk0hSeQ5s_k</video:player_loc>
<video:duration>1667</video:duration>
<video:view_count>91080</video:view_count>
<video:tag>fear and procrastination</video:tag>
<video:publication_date>2011-03-31T13:31:23Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2011-09-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.4625</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/s2bTQK6vbKI/the-story-of-super-mario-world</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/s2bTQK6vbKI/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>The Story of Super Mario World</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/s2bTQK6vbKI/hqdefault.jpg</video:thumbnail_loc>
<video:description>A Gaming Historian documentary of about 80 minutes on the making of Super Mario World for the Super Nintendo. It covers the game&apos;s development at Nintendo and the choices behind it. HN people list it among the sources on how Nintendo made its design decisions for its successful games.</video:description>
<video:player_loc>https://www.youtube.com/embed/s2bTQK6vbKI</video:player_loc>
<video:duration>4705</video:duration>
<video:view_count>8656811</video:view_count>
<video:tag>making of super mario world</video:tag>
<video:publication_date>2022-05-06T17:00:27Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2024-10-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.4625</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/vPnehDhGa14/chain-of-fools-upgrading-through-every-version-of-windows-hq</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/vPnehDhGa14/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>Chain of Fools : Upgrading through every version of windows (HQ)</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/vPnehDhGa14/hqdefault.jpg</video:thumbnail_loc>
<video:description>Chain of Fools shows a Windows installation upgraded in place through successive versions, starting from Windows 1.0 and going up to Windows 7. Data and programs carry along the way, though the user&apos;s theme gets overwritten by defaults. HN people hold it up as a sight to behold and as proof of Microsoft&apos;s backward compatibility, while also noting what each upgrade resets.</video:description>
<video:player_loc>https://www.youtube.com/embed/vPnehDhGa14</video:player_loc>
<video:duration>590</video:duration>
<video:view_count>2795056</video:view_count>
<video:tag>upgrading through every windows version</video:tag>
<video:publication_date>2011-03-02T11:32:05Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2013-01-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.4625</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/dzN2pgL0zeg/pixel-pioneers-a-brief-history-of-graphics-part-one</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/dzN2pgL0zeg/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>Pixel Pioneers: A Brief History of Graphics, Part One</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/dzN2pgL0zeg/hqdefault.jpg</video:thumbnail_loc>
<video:description>The first part of Ahoy&apos;s documentary series on the history of computer graphics, told largely through video games. It traces how game visuals developed from early hardware limits toward more advanced rendering. HN people use it as their go-to recommendation for the history of graphics, noting that despite the name it is really about video games.</video:description>
<video:player_loc>https://www.youtube.com/embed/dzN2pgL0zeg</video:player_loc>
<video:duration>497</video:duration>
<video:view_count>753502</video:view_count>
<video:tag>history of game graphics</video:tag>
<video:publication_date>2014-11-17T16:00:07Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2017-10-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.4625</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/ev3vENli7wQ/autechre-gantz-graf-official-music-video-1080p-hd</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/ev3vENli7wQ/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>Autechre - Gantz Graf (Official Music Video) 1080p HD</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/ev3vENli7wQ/hqdefault.jpg</video:thumbnail_loc>
<video:description>The official music video for Autechre&apos;s Gantz Graf, made by Alex Rutterford in 2002. Dense, angular 3D forms are animated in sync with the track. HN people hold it up as a favourite music clip that looks computer-generated but was synchronised by hand, and cite it as an influence on later visual work.</video:description>
<video:player_loc>https://www.youtube.com/embed/ev3vENli7wQ</video:player_loc>
<video:duration>236</video:duration>
<video:view_count>501646</video:view_count>
<video:tag>abstract 3d music video</video:tag>
<video:publication_date>2012-10-27T00:25:10Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2022-11-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.4625</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/ygcGfnVM6Ho/joe-freedman-s-amazing-cycloid-drawing-machine</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/ygcGfnVM6Ho/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>Joe Freedman&apos;s Amazing Cycloid Drawing Machine</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/ygcGfnVM6Ho/hqdefault.jpg</video:thumbnail_loc>
<video:description>A video of Freedman&apos;s cycloid drawing machine, a mechanical device that draws spirograph-like curves. HN also shared a laser-cut version of the machine. HN people submit it as an amazing machine for making cycloid drawings, and link it next to spirograph simulators.</video:description>
<video:player_loc>https://www.youtube.com/embed/ygcGfnVM6Ho</video:player_loc>
<video:duration>889</video:duration>
<video:view_count>1248309</video:view_count>
<video:tag>cycloid drawing machine</video:tag>
<video:publication_date>2015-11-01T08:34:07Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2016-07-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.4625</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/wq5D43qAsVg/everything-is-a-remix-part-3-original-series-2011</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/wq5D43qAsVg/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>Everything is a Remix Part 3 (Original Series, 2011)</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/wq5D43qAsVg/hqdefault.jpg</video:thumbnail_loc>
<video:description>Part 3 of Kirby Ferguson&apos;s Everything is a Remix series, arguing that creativity builds on copying and recombining existing ideas. It draws examples from music, film and technology. HN people send it to anyone arguing about copying, IP and competition, as the clearest account of how inventions evolve from earlier ones for everyone&apos;s benefit.</video:description>
<video:player_loc>https://www.youtube.com/embed/wq5D43qAsVg</video:player_loc>
<video:duration>677</video:duration>
<video:view_count>500814</video:view_count>
<video:tag>creativity as remixing</video:tag>
<video:publication_date>2011-06-22T19:02:34Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2012-12-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.4625</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/EMKLeS-Uq_8/hyperbolica-a-non-euclidean-adventure-old-trailer</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/EMKLeS-Uq_8/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>Hyperbolica: A Non-Euclidean Adventure [Old Trailer]</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/EMKLeS-Uq_8/hqdefault.jpg</video:thumbnail_loc>
<video:description>CodeParade&apos;s devlog trailer for Hyperbolica, a game set in non-Euclidean space where hyperbolic geometry changes how movement and distance work. It shows early footage of how the game renders and lets you walk through these spaces. HN people recommend it to anyone curious about hyperbolic geometry, praising the developer&apos;s process videos and the game built around the concept.</video:description>
<video:player_loc>https://www.youtube.com/embed/EMKLeS-Uq_8</video:player_loc>
<video:duration>51</video:duration>
<video:view_count>661834</video:view_count>
<video:tag>hyperbolic geometry game</video:tag>
<video:publication_date>2020-05-02T19:00:17Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2023-06-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.4625</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/N_rildi0Izs/bliss-the-story-of-windows-xp-s-famous-default-wallpaper</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/N_rildi0Izs/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>Bliss - The Story of Windows XP’s Famous Default Wallpaper</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/N_rildi0Izs/hqdefault.jpg</video:thumbnail_loc>
<video:description>Michael MJD tells the story of Bliss, the photograph of a green hill and blue sky used as the default wallpaper in Windows XP. He covers where the image came from and how it ended up on so many screens. HN people keep submitting it as a short history of one of the most-seen images in computing.</video:description>
<video:player_loc>https://www.youtube.com/embed/N_rildi0Izs</video:player_loc>
<video:duration>2258</video:duration>
<video:view_count>1175179</video:view_count>
<video:tag>windows xp bliss wallpaper</video:tag>
<video:publication_date>2021-12-31T22:15:09Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2024-08-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.4625</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/eGEQ_UuQtYs/illuminating-hyperbolic-geometry</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/eGEQ_UuQtYs/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>Illuminating hyperbolic geometry</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/eGEQ_UuQtYs/hqdefault.jpg</video:thumbnail_loc>
<video:description>Mathematician Henry Segerman shows ways of visualizing hyperbolic geometry, using animation and physical models to make a space that is hard to picture more tangible. HN people keep resubmitting it as a striking visual explanation of hyperbolic geometry.</video:description>
<video:player_loc>https://www.youtube.com/embed/eGEQ_UuQtYs</video:player_loc>
<video:duration>266</video:duration>
<video:view_count>266485</video:view_count>
<video:tag>visualizing hyperbolic geometry</video:tag>
<video:publication_date>2015-12-14T17:25:05Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2022-10-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.4625</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/MnyeRlMsTgI/america-always-gets-this-wrong-when-building-transit</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/MnyeRlMsTgI/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>America Always Gets This Wrong (when building transit)</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/MnyeRlMsTgI/hqdefault.jpg</video:thumbnail_loc>
<video:description>Not Just Bikes argues that North American cities repeatedly build transit that is doomed to underperform, by treating it as a standalone line instead of part of a walkable, dense place. It uses examples such as a new rail line in London, Ontario, and answers the claim that the continent is too spread out for rail. HN people share it as the great video essay on what North America gets wrong when building transit, usually in threads about zoning, density and trains.</video:description>
<video:player_loc>https://www.youtube.com/embed/MnyeRlMsTgI</video:player_loc>
<video:duration>927</video:duration>
<video:view_count>2159033</video:view_count>
<video:tag>transit and urban form</video:tag>
<video:publication_date>2022-06-20T18:59:47Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2023-08-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.4625</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/JbiJqTBCQuw/casey-neistat-what-you-don-t-see</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/JbiJqTBCQuw/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>CASEY NEISTAT: WHAT YOU DON&apos;T SEE</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/JbiJqTBCQuw/hqdefault.jpg</video:thumbnail_loc>
<video:description>Nerdwriter1&apos;s video essay on Casey Neistat&apos;s vlogging style and what makes his videos work. It looks at how his editing, pacing and filming choices shape what viewers see. HN people recommend it as a good analysis of Neistat&apos;s style when the talk turns to vlogs and video making.</video:description>
<video:player_loc>https://www.youtube.com/embed/JbiJqTBCQuw</video:player_loc>
<video:duration>404</video:duration>
<video:view_count>4640075</video:view_count>
<video:tag>casey neistat video style</video:tag>
<video:publication_date>2016-08-03T14:00:00Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2021-12-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.4625</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/eRfXcWT_oFs/charlie-kaufman-bafta-screenwriters-lecture-series</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/eRfXcWT_oFs/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>Charlie Kaufman | BAFTA Screenwriters’ Lecture Series</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/eRfXcWT_oFs/hqdefault.jpg</video:thumbnail_loc>
<video:description>Charlie Kaufman gives a lecture in the BAFTA Screenwriters&apos; Lecture Series (2011) on writing and the creative process. It is aimed at screenwriters but is largely about how to work and what to say as a creator. HN people list it among the non-technical talks they want to rewatch, and share it as writing advice from a distinctive creator.</video:description>
<video:player_loc>https://www.youtube.com/embed/eRfXcWT_oFs</video:player_loc>
<video:duration>2469</video:duration>
<video:view_count>543986</video:view_count>
<video:tag>creative process in screenwriting</video:tag>
<video:publication_date>2017-01-06T17:00:04Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2023-12-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.4625</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/7jPKEyM44GU/tron-smart-house</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/7jPKEyM44GU/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>TRON Smart House</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/7jPKEyM44GU/hqdefault.jpg</video:thumbnail_loc>
<video:description>A video tour of the TRON Intelligent House, a Tokyo smart-home demonstration built in 1989 as part of Japan&apos;s TRON project. It shows a house in which many networked computers handle everyday functions. HN people share it as a more informative window into the TRON project than written articles, proving it was a whole integrated system.</video:description>
<video:player_loc>https://www.youtube.com/embed/7jPKEyM44GU</video:player_loc>
<video:duration>565</video:duration>
<video:view_count>41700</video:view_count>
<video:tag>tron intelligent house</video:tag>
<video:publication_date>2010-06-21T09:50:44Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2023-10-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.4625</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/-qgreAUpPwM/pure-fourier-series-animation-montage</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/-qgreAUpPwM/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>Pure Fourier series animation montage</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/-qgreAUpPwM/hqdefault.jpg</video:thumbnail_loc>
<video:description>A roughly 12-minute montage by 3Blue1Brown of Fourier series animations, in which chains of rotating circles trace out drawings. It is a visual piece to watch rather than a lesson. HN people share it as the hypnotic, oddly satisfying version of Fourier epicycles, often next to their own epicycle projects.</video:description>
<video:player_loc>https://www.youtube.com/embed/-qgreAUpPwM</video:player_loc>
<video:duration>749</video:duration>
<video:view_count>690842</video:view_count>
<video:tag>fourier series animation</video:tag>
<video:publication_date>2019-07-03T04:05:19Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2020-08-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.4625</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/vYLEuQrvND0/ross-s-game-dungeon-deus-ex-human-revolution</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/vYLEuQrvND0/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>Ross&apos;s Game Dungeon: Deus Ex - Human Revolution</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/vYLEuQrvND0/hqdefault.jpg</video:thumbnail_loc>
<video:description>Ross Scott&apos;s Game Dungeon review of Deus Ex: Human Revolution, from the Accursed Farms channel. Commenters remember it for the critique of the game&apos;s heavy gold color filter. HN people recommend it as a delightful critique of the game, and cite it as an example of the piss filter look in games and film.</video:description>
<video:player_loc>https://www.youtube.com/embed/vYLEuQrvND0</video:player_loc>
<video:duration>2573</video:duration>
<video:view_count>1015873</video:view_count>
<video:tag>deus ex human revolution review</video:tag>
<video:publication_date>2016-09-11T15:13:44Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2022-11-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.4625</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/U_X5uR7VC4M/you-suck-at-photoshop-distort-warp-and-layer-effects</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/U_X5uR7VC4M/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>You Suck at Photoshop - Distort, Warp, &amp; Layer Effects</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/U_X5uR7VC4M/hqdefault.jpg</video:thumbnail_loc>
<video:description>The first episode of the comedy series You Suck at Photoshop, in which the character Donnie Hoyle teaches distort, warp and layer effects while his personal troubles keep intruding. The Photoshop techniques are real and the delivery is deadpan. HN people remember it fondly as the funniest Photoshop tutorial, and point to it as a starting place for faking images.</video:description>
<video:player_loc>https://www.youtube.com/embed/U_X5uR7VC4M</video:player_loc>
<video:duration>227</video:duration>
<video:view_count>4969966</video:view_count>
<video:tag>comedy Photoshop tutorial</video:tag>
<video:publication_date>2007-12-21T12:11:02Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2024-08-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.4625</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/6C8OJsHfmpI/sparked-a-live-interaction-between-humans-and-quadcopters-cirque-du-soleil</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/6C8OJsHfmpI/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>SPARKED: A Live Interaction Between Humans and Quadcopters | Cirque du Soleil</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/6C8OJsHfmpI/hqdefault.jpg</video:thumbnail_loc>
<video:description>A short film from Cirque du Soleil, made with ETH Zurich and Verity Studios, in which performers interact live with a swarm of quadcopters. The drones move like characters in a choreographed piece. HN people share it as an eye-catching use of drone swarms in live performance, in threads about robot swarms and Cirque adopting new tech.</video:description>
<video:player_loc>https://www.youtube.com/embed/6C8OJsHfmpI</video:player_loc>
<video:duration>325</video:duration>
<video:view_count>956563</video:view_count>
<video:tag>human and quadcopter performance</video:tag>
<video:publication_date>2014-09-22T14:00:21Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2015-07-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.4625</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/f6U7YFPrz6Y/the-new-york-city-evolution-animation</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/f6U7YFPrz6Y/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>The New York City Evolution Animation</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/f6U7YFPrz6Y/hqdefault.jpg</video:thumbnail_loc>
<video:description>An animated map by Myles Zhang showing how New York City grew over time, from the first Dutch settlement to the present day. It lets viewers watch the city&apos;s street grid and built-up area expand through the centuries. HN people share it as an enjoyable way to see the expansion of NYC over time, usually in threads about the city&apos;s rail and street history.</video:description>
<video:player_loc>https://www.youtube.com/embed/f6U7YFPrz6Y</video:player_loc>
<video:duration>538</video:duration>
<video:view_count>5161972</video:view_count>
<video:tag>nyc urban growth animation</video:tag>
<video:publication_date>2018-10-26T06:15:29Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2025-06-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.4625</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/LVWTQcZbLgY/the-sound-illusion-that-makes-dunkirk-so-intense</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/LVWTQcZbLgY/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>The sound illusion that makes Dunkirk so intense</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/LVWTQcZbLgY/hqdefault.jpg</video:thumbnail_loc>
<video:description>A Vox explainer on the Shepard tone, an auditory illusion of a pitch that keeps rising, and how Hans Zimmer and Christopher Nolan used it in Dunkirk. It shows how the effect builds tension in the film. HN people point to it as the clearest example of Shepard tones in use and how they create suspense and anxiety.</video:description>
<video:player_loc>https://www.youtube.com/embed/LVWTQcZbLgY</video:player_loc>
<video:duration>182</video:duration>
<video:view_count>8204965</video:view_count>
<video:tag>shepard tone in dunkirk</video:tag>
<video:publication_date>2017-07-26T12:00:23Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2022-06-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.4625</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/DFWxvQn4cf8/rubyconf-2018-building-a-memex-with-ruby-by-andrew-louis</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/DFWxvQn4cf8/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>RubyConf 2018 - Building a Memex (with Ruby!) by Andrew Louis</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/DFWxvQn4cf8/hqdefault.jpg</video:thumbnail_loc>
<video:description>Andrew Louis shows how he built a personal Memex in Ruby, pulling his own data from many apps and services into one archive. The talk draws on Vannevar Bush&apos;s idea of a Memex as a way to explore your own digital history. HN people list it among the few resources for gathering and exploring personal data, in the spirit of a Memex.</video:description>
<video:player_loc>https://www.youtube.com/embed/DFWxvQn4cf8</video:player_loc>
<video:duration>2275</video:duration>
<video:view_count>4412</video:view_count>
<video:tag>personal memex</video:tag>
<video:publication_date>2018-12-06T16:55:28Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2025-03-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.4625</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/KSEoHLnIXYk/tom-mullaney-the-chinese-typewriter-a-history</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/KSEoHLnIXYk/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>Tom Mullaney: The Chinese Typewriter: A History</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/KSEoHLnIXYk/hqdefault.jpg</video:thumbnail_loc>
<video:description>Tom Mullaney, a historian at Stanford, gives a Letterform Archive lecture on the history of the Chinese typewriter. He explains how a script with thousands of characters was made to work on a machine and what that meant for later input methods. HN people recommend the lecture as the fuller, more serious version of the story that podcasts and articles only skim.</video:description>
<video:player_loc>https://www.youtube.com/embed/KSEoHLnIXYk</video:player_loc>
<video:duration>5134</video:duration>
<video:view_count>50629</video:view_count>
<video:tag>chinese typewriter history</video:tag>
<video:publication_date>2019-08-06T20:58:11Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2023-09-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.4625</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/tNYfqklRehM/max-cooper-aleph-2-official-video-by-martin-krzywinski</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/tNYfqklRehM/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>Max Cooper - Aleph 2 (Official Video by Martin Krzywinski)</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/tNYfqklRehM/hqdefault.jpg</video:thumbnail_loc>
<video:description>The official music video for Max Cooper&apos;s track Aleph 2, with visuals by Martin Krzywinski. The visuals illustrate ideas about infinity and set theory in time with the music. HN people recommend it as a splendid visualization of cardinality and proofs about infinity, set to music.</video:description>
<video:player_loc>https://www.youtube.com/embed/tNYfqklRehM</video:player_loc>
<video:duration>395</video:duration>
<video:view_count>308558</video:view_count>
<video:tag>visualizing infinity in music video</video:tag>
<video:publication_date>2019-10-30T14:11:59Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2023-05-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.4625</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/xm7BwEsdVbQ/disney-animator-reacts-to-ai-animation</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/xm7BwEsdVbQ/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>Disney Animator REACTS to AI Animation!</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/xm7BwEsdVbQ/hqdefault.jpg</video:thumbnail_loc>
<video:description>Animator Aaron Blaise, who worked on Beauty and the Beast and Aladdin and directed Brother Bear, reacts to Corridor Crew&apos;s AI animation video. He gives his view on what AI means for working animators. HN people recommend it as a good, informed take from a veteran animator, one who argues the biggest threat to the industry is not the AI itself.</video:description>
<video:player_loc>https://www.youtube.com/embed/xm7BwEsdVbQ</video:player_loc>
<video:duration>1294</video:duration>
<video:view_count>2291795</video:view_count>
<video:tag>animator&apos;s reaction to ai animation</video:tag>
<video:publication_date>2023-03-09T22:48:34Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2024-01-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.4625</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/uQwQRFLFDd8/se7en-and-how-35mm-scans-lie-to-you</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/uQwQRFLFDd8/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>SE7EN &amp; How 35mm Scans Lie to You</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/uQwQRFLFDd8/hqdefault.jpg</video:thumbnail_loc>
<video:description>A video essay on Se7en and how 35mm film scans can mislead. It argues that comparisons between fan-made scans and official restorations can prey on nostalgia, especially over color. HN people recommend it as an excellent pushback on the supposed superiority of fan-scanned 4K film transfers.</video:description>
<video:player_loc>https://www.youtube.com/embed/uQwQRFLFDd8</video:player_loc>
<video:duration>901</video:duration>
<video:view_count>511474</video:view_count>
<video:tag>35mm film scans and color</video:tag>
<video:publication_date>2025-02-24T15:13:25Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2025-11-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.4625</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/kkGeOWYOFoA/nature-by-numbers</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/kkGeOWYOFoA/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>Nature by Numbers</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/kkGeOWYOFoA/hqdefault.jpg</video:thumbnail_loc>
<video:description>A short animated film by Cristobal Vila of Etérea Estudios that shows mathematical patterns found in nature, such as the Fibonacci sequence and the golden ratio. It is about four minutes long and set to music. HN people share it as a visually stunning example of math made beautiful, best watched with the music on.</video:description>
<video:player_loc>https://www.youtube.com/embed/kkGeOWYOFoA</video:player_loc>
<video:duration>224</video:duration>
<video:view_count>6631671</video:view_count>
<video:tag>math in nature animation</video:tag>
<video:publication_date>2010-03-12T03:54:49Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2014-04-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.4625</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/o4YyI6_y6kw/oscillofun</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/o4YyI6_y6kw/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>Oscillofun</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/o4YyI6_y6kw/hqdefault.jpg</video:thumbnail_loc>
<video:description>Oscillofun is a piece of audio that is both music and a vector animation. Played through an oscilloscope in X-Y mode, the stereo signal draws images in real time. HN people keep coming back to it as the first and still favorite example of oscilloscope music, a stereo stream that doubles as vector animation.</video:description>
<video:player_loc>https://www.youtube.com/embed/o4YyI6_y6kw</video:player_loc>
<video:duration>147</video:duration>
<video:view_count>129474</video:view_count>
<video:tag>oscilloscope music animation</video:tag>
<video:publication_date>2008-05-11T20:24:11Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2024-12-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.4625</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/FFpG3yf3Rxk/tokyo-has-built-the-world-s-best-subway</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/FFpG3yf3Rxk/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>Tokyo Has Built The World&apos;s Best Subway</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/FFpG3yf3Rxk/hqdefault.jpg</video:thumbnail_loc>
<video:description>The B1M explains how Tokyo built its subway network, covering the engineering of the system and its stations. It looks at why the city&apos;s underground transit is held up as a model. HN people share it as a great explainer when Japan&apos;s train and subway systems come up, and as a good rabbit hole after visiting Tokyo.</video:description>
<video:player_loc>https://www.youtube.com/embed/FFpG3yf3Rxk</video:player_loc>
<video:duration>448</video:duration>
<video:view_count>1509852</video:view_count>
<video:tag>tokyo subway system</video:tag>
<video:publication_date>2021-05-12T10:52:31Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2023-11-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.4625</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/u5HAYVHsasc/shadertoy-for-absolute-beginners</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/u5HAYVHsasc/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>Shadertoy for absolute beginners</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/u5HAYVHsasc/hqdefault.jpg</video:thumbnail_loc>
<video:description>An introduction to Shadertoy from The Art of Code channel, aimed at people who have never written a shader. It shows how to start making images with code in the browser. HN people recommend it as the video that made shader programming click, and found it a fun first look at what a shader is.</video:description>
<video:player_loc>https://www.youtube.com/embed/u5HAYVHsasc</video:player_loc>
<video:duration>1288</video:duration>
<video:view_count>236607</video:view_count>
<video:tag>shadertoy for beginners</video:tag>
<video:publication_date>2016-12-05T04:18:49Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2023-09-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.4625</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/4YBxeDN4tbk/your-business-card-is-crap</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/4YBxeDN4tbk/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>Your business card is CRAP!</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/4YBxeDN4tbk/hqdefault.jpg</video:thumbnail_loc>
<video:description>A loud, over-the-top rant by Joel Bauer, as identified in HN comments, about why ordinary business cards fail and what a memorable one should be. It has become a long-running internet meme. HN people treat it as a classic, quoting it and using it as a joke reference in threads about business cards and design excess.</video:description>
<video:player_loc>https://www.youtube.com/embed/4YBxeDN4tbk</video:player_loc>
<video:duration>130</video:duration>
<video:view_count>2763512</video:view_count>
<video:tag>business card rant</video:tag>
<video:publication_date>2008-12-17T08:38:22Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2022-08-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.4625</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/wVp5koAOu9M/new-earthships-capture-more-energy-water-and-food-at-lower-cost</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/wVp5koAOu9M/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>New Earthships capture more energy, water &amp; food at lower cost</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/wVp5koAOu9M/hqdefault.jpg</video:thumbnail_loc>
<video:description>Kirsten Dirksen visits newer Earthships, off-grid homes built to capture their own energy, water and food. Commenters recall a water cycle in which shower water feeds indoor plants, then the toilet, then outdoor plants. HN people recommend it as a fun look at net-zero desert housing and a good entry into Dirksen&apos;s channel on alternative ways of living.</video:description>
<video:player_loc>https://www.youtube.com/embed/wVp5koAOu9M</video:player_loc>
<video:duration>1458</video:duration>
<video:view_count>2325455</video:view_count>
<video:tag>earthship off-grid homes</video:tag>
<video:publication_date>2020-07-12T23:26:00Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2026-07-01</lastmod>
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<priority>0.4625</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/upzKj-1HaKw/steve-jobs-on-microsoft</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/upzKj-1HaKw/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>Steve Jobs on Microsoft</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/upzKj-1HaKw/hqdefault.jpg</video:thumbnail_loc>
<video:description>A short clip from a 1996 interview with Steve Jobs, made before his return to Apple, in which he says Microsoft has no taste. He says the company brings little original thinking or culture to its products. HN people reach for it whenever taste and vision in products come up, as Jobs&apos;s own statement of what he thought Microsoft lacked.</video:description>
<video:player_loc>https://www.youtube.com/embed/upzKj-1HaKw</video:player_loc>
<video:duration>55</video:duration>
<video:view_count>3116436</video:view_count>
<video:tag>jobs on taste and microsoft</video:tag>
<video:publication_date>2006-01-26T08:53:50Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2022-07-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.4625</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/Q8PdffUfoF0/papyrus-2-snl</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/Q8PdffUfoF0/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>Papyrus 2 - SNL</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/Q8PdffUfoF0/hqdefault.jpg</video:thumbnail_loc>
<video:description>A Saturday Night Live sketch, the sequel to the 2017 original, about the Papyrus typeface and the fixation it provokes. It is comedy rather than instruction, and works only if you already know what Papyrus stands for. HN brings it up whenever a font thread turns to Papyrus, as the funny follow-up to a sketch they already count as a classic.</video:description>
<video:player_loc>https://www.youtube.com/embed/Q8PdffUfoF0</video:player_loc>
<video:duration>414</video:duration>
<video:view_count>8554177</video:view_count>
<video:tag>papyrus font sketch</video:tag>
<video:publication_date>2024-04-14T08:07:04Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2026-07-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.4625</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/tjSxFAGP9Ss/the-end-of-art-an-argument-against-image-ais</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/tjSxFAGP9Ss/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>The End of Art: An Argument Against Image AIs</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/tjSxFAGP9Ss/hqdefault.jpg</video:thumbnail_loc>
<video:description>Concept artist Steven Zapata makes a long video argument against image-generating AIs, from the point of view of working artists. He considers what these tools mean for art and for the people who make it. HN people submit it as the artists&apos; side of the image-AI debate, which they see as the first AI battle fought by artists.</video:description>
<video:player_loc>https://www.youtube.com/embed/tjSxFAGP9Ss</video:player_loc>
<video:duration>2851</video:duration>
<video:view_count>695409</video:view_count>
<video:tag>argument against image ai</video:tag>
<video:publication_date>2022-10-17T22:06:42Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2022-12-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.4625</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/e3SwbHIPnfo/the-timeless-beauty-of-pre-rendered-graphics</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/e3SwbHIPnfo/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>The Timeless Beauty of Pre Rendered Graphics</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/e3SwbHIPnfo/hqdefault.jpg</video:thumbnail_loc>
<video:description>A video essay on pre-rendered graphics, the technique that dominated games from the 1990s into the early 2000s before real-time 3D rendering replaced it. It looks at why the visuals of that era still hold up. HN people share it as a good look at how pre-rendered graphics dominated the 90s and early 2000s, usually when a thread touches on isometric or pixel-art game worlds.</video:description>
<video:player_loc>https://www.youtube.com/embed/e3SwbHIPnfo</video:player_loc>
<video:duration>321</video:duration>
<video:view_count>2349746</video:view_count>
<video:tag>pre-rendered game graphics</video:tag>
<video:publication_date>2024-04-24T15:38:19Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2025-10-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.4625</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/jg4OCeSTL08/jodorowsky-s-dune-2014-hd-trailer</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/jg4OCeSTL08/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>Jodorowsky&apos;s Dune (2014) - HD Trailer</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/jg4OCeSTL08/hqdefault.jpg</video:thumbnail_loc>
<video:description>The trailer for the 2014 documentary Jodorowsky&apos;s Dune, about director Alejandro Jodorowsky&apos;s unmade 1970s adaptation of Dune. It shows the artists he gathered for the project and how their work spread into later science fiction films. HN people recommend the documentary as the story of an epic failure that still influenced the look of later sci-fi, aimed at fans of 70s and 80s science fiction.</video:description>
<video:player_loc>https://www.youtube.com/embed/jg4OCeSTL08</video:player_loc>
<video:duration>123</video:duration>
<video:view_count>1234851</video:view_count>
<video:tag>jodorowsky&apos;s dune documentary</video:tag>
<video:publication_date>2014-02-14T11:02:22Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2017-04-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.4625</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/l4w6808wJcU/there-s-no-crying-in-flag-design</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/l4w6808wJcU/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>There&apos;s No Crying in Flag Design</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/l4w6808wJcU/hqdefault.jpg</video:thumbnail_loc>
<video:description>CGP Grey grades the flags of the US states against a few basic principles of good flag design. He explains why most of them fail and which ones succeed. HN treats it as the definitive popular case for good flag design, credited with more influence on flag redesigns than any written editorial.</video:description>
<video:player_loc>https://www.youtube.com/embed/l4w6808wJcU</video:player_loc>
<video:duration>1133</video:duration>
<video:view_count>20651436</video:view_count>
<video:tag>flag design</video:tag>
<video:publication_date>2023-04-02T19:30:08Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2026-06-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.4625</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/NlBjNmXvqIM/steve-jobs-on-why-xerox-failed</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/NlBjNmXvqIM/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>Steve jobs on why xerox failed</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/NlBjNmXvqIM/hqdefault.jpg</video:thumbnail_loc>
<video:description>A short clip of Steve Jobs explaining why Xerox failed to capitalize on its own innovations. He argues that once sales and marketing people take over from product people, a dominant company loses its ability to make great products. HN people use it as the shortest explanation of why dominant companies decline, citing it in threads on Intel, Google, Blizzard and iRobot.</video:description>
<video:player_loc>https://www.youtube.com/embed/NlBjNmXvqIM</video:player_loc>
<video:duration>175</video:duration>
<video:view_count>137404</video:view_count>
<video:tag>why xerox failed</video:tag>
<video:publication_date>2017-03-14T09:12:59Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2026-08-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.4625</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/CVxeuwlvf8w/the-great-202-jailbreak-computerphile</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/CVxeuwlvf8w/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>The Great 202 Jailbreak - Computerphile</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/CVxeuwlvf8w/hqdefault.jpg</video:thumbnail_loc>
<video:description>Computerphile with Professor David Brailsford on how a 1970s Bell Labs memo was recovered from a Linotron 202 phototypesetter. The story involves reverse engineering the machine&apos;s typesetting codes and files. HN people offer it as an excellent side trip whenever phototypesetters, early Unix or Bell Labs documents come up.</video:description>
<video:player_loc>https://www.youtube.com/embed/CVxeuwlvf8w</video:player_loc>
<video:duration>1195</video:duration>
<video:view_count>531685</video:view_count>
<video:tag>linotron 202 typesetter</video:tag>
<video:publication_date>2013-12-12T20:34:34Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2019-10-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.4625</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/H2ZBSFiuWIo/the-world-s-last-turntable-ferry-has-a-really-clever-design</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/H2ZBSFiuWIo/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>The world&apos;s last turntable ferry has a really clever design</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/H2ZBSFiuWIo/hqdefault.jpg</video:thumbnail_loc>
<video:description>Tom Scott visits a turntable ferry in Scotland, where the whole deck rotates so vehicles can drive on and off without reversing. He explains why that is a clever solution for a small slipway. HN people keep submitting it as a neat example of a simple mechanical design that solves a real constraint.</video:description>
<video:player_loc>https://www.youtube.com/embed/H2ZBSFiuWIo</video:player_loc>
<video:duration>257</video:duration>
<video:view_count>2982970</video:view_count>
<video:tag>turntable ferry design</video:tag>
<video:publication_date>2021-06-07T14:59:59Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2024-10-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.4625</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/ob3VwY4JyzE/reinventing-minecraft-world-generation-by-henrik-kniberg</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/ob3VwY4JyzE/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>Reinventing Minecraft world generation by Henrik Kniberg</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/ob3VwY4JyzE/hqdefault.jpg</video:thumbnail_loc>
<video:description>Henrik Kniberg, who worked at Mojang, talks at Jfokus about how Minecraft&apos;s world generation was reworked. He walks through how terrain is built procedurally, from noise functions to the shapes of mountains and caves. HN people point to it as a great talk on procedural generation from someone who built it inside Minecraft.</video:description>
<video:player_loc>https://www.youtube.com/embed/ob3VwY4JyzE</video:player_loc>
<video:duration>2981</video:duration>
<video:view_count>913949</video:view_count>
<video:tag>procedural world generation</video:tag>
<video:publication_date>2022-05-09T05:57:59Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2025-03-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.4625</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/iueVZJVEmEs/rory-sutherland-perspective-is-everything</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/iueVZJVEmEs/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>Rory Sutherland: Perspective is everything</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/iueVZJVEmEs/hqdefault.jpg</video:thumbnail_loc>
<video:description>Rory Sutherland, the advertising executive, gives a TED talk arguing that perception shapes the value of things as much as their material properties. He uses examples from marketing and everyday life to show how reframing changes how people respond. HN people link it as a short introduction to Sutherland&apos;s ideas on perception and psychology in advertising.</video:description>
<video:player_loc>https://www.youtube.com/embed/iueVZJVEmEs</video:player_loc>
<video:duration>1105</video:duration>
<video:view_count>1853866</video:view_count>
<video:tag>perception and advertising</video:tag>
<video:publication_date>2012-05-04T17:23:06Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2024-07-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.4625</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/7vWSi44ZTSw/grand-theft-auto-1996-making-of-gta-retro-gaming-bbc-archive</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/7vWSi44ZTSw/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>GRAND THEFT AUTO 1996 Making Of - GTA - | Retro Gaming | BBC Archive</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/7vWSi44ZTSw/hqdefault.jpg</video:thumbnail_loc>
<video:description>A BBC Archive segment from 1996 on the making of the original Grand Theft Auto, filmed with the small Scottish team behind it. It shows the developers at work on the game. HN people post it as a charming period record of a small team of nerds having fun making a game that became huge.</video:description>
<video:player_loc>https://www.youtube.com/embed/7vWSi44ZTSw</video:player_loc>
<video:duration>377</video:duration>
<video:view_count>1068722</video:view_count>
<video:tag>making of grand theft auto 1996</video:tag>
<video:publication_date>2021-12-16T00:00:02Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2025-11-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.4625</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/vqt94b8bNVc/the-rise-of-microsoft-windows-part-1-windows-1-0</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/vqt94b8bNVc/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>The Rise of Microsoft Windows Part 1: Windows 1.0</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/vqt94b8bNVc/hqdefault.jpg</video:thumbnail_loc>
<video:description>The first part of a documentary series on the rise of Microsoft Windows, covering the development of Windows 1.0 from 1981 to 1985. It follows the effort and false starts behind the first release. HN people share it as an excellent computer history video on the highs and lows of Windows&apos;s difficult early development.</video:description>
<video:player_loc>https://www.youtube.com/embed/vqt94b8bNVc</video:player_loc>
<video:duration>3733</video:duration>
<video:view_count>380468</video:view_count>
<video:tag>development of windows 1.0</video:tag>
<video:publication_date>2022-03-06T01:16:38Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2024-11-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.4625</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/_cMxraX_5RE/sprite-fright-blender-open-movie</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/_cMxraX_5RE/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>Sprite Fright - Blender Open Movie</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/_cMxraX_5RE/hqdefault.jpg</video:thumbnail_loc>
<video:description>Sprite Fright is a roughly ten-minute 3D animated short film made by Blender Studio and released as an open movie. It was made to push Blender development in the direction of real artists&apos; needs. HN people mention it as a fun short and a favorite Blender Studio film, and as an example of dogfooding the software.</video:description>
<video:player_loc>https://www.youtube.com/embed/_cMxraX_5RE</video:player_loc>
<video:duration>630</video:duration>
<video:view_count>9511155</video:view_count>
<video:tag>Blender open movie</video:tag>
<video:publication_date>2021-10-29T15:00:10Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2024-02-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.4625</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/VVUeqxXwCA0/how-suburban-development-makes-american-cities-poorer-st02</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/VVUeqxXwCA0/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>How Suburban Development Makes American Cities Poorer [ST02]</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/VVUeqxXwCA0/hqdefault.jpg</video:thumbnail_loc>
<video:description>An episode of Not Just Bikes&apos; series on the ideas of Strong Towns. It argues that low-density suburban development brings in too little tax to pay for the roads and infrastructure it requires, leaving American cities poorer. HN people link it as the short answer to why suburbia is costly and not sustainable, and as a reply to people who defend it.</video:description>
<video:player_loc>https://www.youtube.com/embed/VVUeqxXwCA0</video:player_loc>
<video:duration>493</video:duration>
<video:view_count>1237216</video:view_count>
<video:tag>cost of suburban development</video:tag>
<video:publication_date>2020-11-16T18:59:47Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2024-07-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.4625</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/d-53tzx69fM/brian-eno-message-don-t-get-a-job</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/d-53tzx69fM/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>Brian Eno message - Don&apos;t get a job</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/d-53tzx69fM/hqdefault.jpg</video:thumbnail_loc>
<video:description>A short message from Brian Eno urging people not to get a job. He talks about creative communities, which he calls scenius, and mentions universal basic income. HN people share it as Eno&apos;s case for scenius and for making room for creative work, and drop it into threads about jobs and midlife.</video:description>
<video:player_loc>https://www.youtube.com/embed/d-53tzx69fM</video:player_loc>
<video:duration>182</video:duration>
<video:view_count>1481260</video:view_count>
<video:tag>Eno on scenius and work</video:tag>
<video:publication_date>2016-08-31T15:14:57Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2023-08-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.4625</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/aHUtMbJw8iA/why-is-css-so-weird</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/aHUtMbJw8iA/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>Why Is CSS So Weird?</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/aHUtMbJw8iA/hqdefault.jpg</video:thumbnail_loc>
<video:description>A Mozilla Developer video explaining why CSS feels so different from a programming language. It frames CSS as a declarative language for describing layouts that must work in unknown conditions. HN people share it as the explanation of why CSS cannot be approached as code.</video:description>
<video:player_loc>https://www.youtube.com/embed/aHUtMbJw8iA</video:player_loc>
<video:duration>907</video:duration>
<video:view_count>65902</video:view_count>
<video:tag>why CSS works differently</video:tag>
<video:publication_date>2019-10-02T10:00:01Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2024-01-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.4625</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/RUwS1uAdUcI/hans-rosling-debunking-third-world-myths-with-the-best-stats-you-ve-ever-seen</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/RUwS1uAdUcI/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>Hans Rosling: Debunking third-world myths with the best stats you&apos;ve ever seen</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/RUwS1uAdUcI/hqdefault.jpg</video:thumbnail_loc>
<video:description>Hans Rosling&apos;s TED talk, in which he uses Gapminder&apos;s animated charts of income and life expectancy to show that the old split between rich and poor countries no longer describes the world. It is a data talk in which the presentation of the data is part of the argument. HN cites it to explain how the First/Third World split has faded, and treats Rosling&apos;s animated charts and energy as the model for presenting statistics.</video:description>
<video:player_loc>https://www.youtube.com/embed/RUwS1uAdUcI</video:player_loc>
<video:duration>1236</video:duration>
<video:view_count>2202106</video:view_count>
<video:tag>Gapminder and global statistics</video:tag>
<video:publication_date>2007-01-14T20:27:13Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2017-11-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.4625</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/6SL6zs2bDks/closed-captioning-more-ingenious-than-you-know</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/6SL6zs2bDks/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>Closed Captioning: More Ingenious than You Know</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/6SL6zs2bDks/hqdefault.jpg</video:thumbnail_loc>
<video:description>Technology Connections explains how closed captioning works in analog television, and why the way captions were encoded in the broadcast signal was clever. It walks through the technique with equipment and examples. HN people recommend it, alongside his other analog TV videos, as a clear explanation of how closed captioning works.</video:description>
<video:player_loc>https://www.youtube.com/embed/6SL6zs2bDks</video:player_loc>
<video:duration>1188</video:duration>
<video:view_count>1444922</video:view_count>
<video:tag>how closed captioning works</video:tag>
<video:publication_date>2018-12-12T15:57:53Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2021-11-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.4625</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/su9EVeHqizY/if-rockets-were-transparent</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/su9EVeHqizY/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>If Rockets were Transparent</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/su9EVeHqizY/hqdefault.jpg</video:thumbnail_loc>
<video:description>A CGI animation by Hazegrayart of a multi-stage rocket launch with the hulls rendered transparent. Viewers can see the stages, engines and payload working inside the vehicle. HN people submit it as a clear visual explanation of how a rocket works, made possible by seeing inside it.</video:description>
<video:player_loc>https://www.youtube.com/embed/su9EVeHqizY</video:player_loc>
<video:duration>553</video:duration>
<video:view_count>8834282</video:view_count>
<video:tag>transparent rocket animation</video:tag>
<video:publication_date>2020-05-14T14:43:11Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2022-05-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.4625</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/cVaDY0ChvOQ/gophercon-2018-writing-accessible-go-julia-ferraioli</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/cVaDY0ChvOQ/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>GopherCon 2018: Writing Accessible Go - Julia Ferraioli</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/cVaDY0ChvOQ/hqdefault.jpg</video:thumbnail_loc>
<video:description>At GopherCon 2018, Julia Ferraioli talks about being a programmer with a vision impairment and what makes source code easy or hard to read for developers with disabilities. She shows how to write Go that is accessible to them. HN people send it to anyone asking how code and languages should accommodate disabled programmers, as it applies well beyond Go.</video:description>
<video:player_loc>https://www.youtube.com/embed/cVaDY0ChvOQ</video:player_loc>
<video:duration>1405</video:duration>
<video:view_count>4177</video:view_count>
<video:tag>accessible source code</video:tag>
<video:publication_date>2018-09-14T14:46:02Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2019-12-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.4625</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/1GXv2C7vwX0/f-for-fake-1973-how-to-structure-a-video-essay</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/1GXv2C7vwX0/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>F for Fake (1973) - How to Structure a Video Essay</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/1GXv2C7vwX0/hqdefault.jpg</video:thumbnail_loc>
<video:description>An Every Frame a Painting video essay on Orson Welles&apos; 1973 film F for Fake, using it to show how a video essay can be structured. It looks at how Welles&apos; editing and narration build an argument about fakery and originality. HN uses it as a companion to the Welles film and as a model of how to tell a story well, recommending the whole Every Frame a Painting series for that reason.</video:description>
<video:player_loc>https://www.youtube.com/embed/1GXv2C7vwX0</video:player_loc>
<video:duration>271</video:duration>
<video:view_count>1156222</video:view_count>
<video:tag>video essay structure</video:tag>
<video:publication_date>2015-03-31T18:11:16Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2023-01-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.4625</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/PS6SBnccxMA/doom-documentary-part-1-to-hell-and-back</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/PS6SBnccxMA/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>DOOM Documentary: Part 1 - To Hell &amp; Back</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/PS6SBnccxMA/hqdefault.jpg</video:thumbnail_loc>
<video:description>Part 1 of NoClip&apos;s three-part DOOM Resurrected documentary on the making of the 2016 DOOM at id Software. It follows the team through the project&apos;s rough start and its rebuild. HN programmers recommend it, along with the rest of NoClip&apos;s documentaries, as an honest look at what it takes to make and finish a game.</video:description>
<video:player_loc>https://www.youtube.com/embed/PS6SBnccxMA</video:player_loc>
<video:duration>1708</video:duration>
<video:view_count>2945431</video:view_count>
<video:tag>making of DOOM (2016)</video:tag>
<video:publication_date>2016-12-12T17:00:04Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2020-06-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.4625</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/8nIB7e_eds4/coding-adventure-planetary-fluid-sim</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/8nIB7e_eds4/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>Coding Adventure: Planetary Fluid Sim</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/8nIB7e_eds4/hqdefault.jpg</video:thumbnail_loc>
<video:description>In his Coding Adventure series, Sebastian Lague takes his particle-based fluid simulation and wraps it onto a planet with its own gravity. The video follows the experiments and the resulting visuals. HN people point to it as a fun, visual follow-up on fluid simulation for anyone who liked the earlier Coding Adventures.</video:description>
<video:player_loc>https://www.youtube.com/embed/8nIB7e_eds4</video:player_loc>
<video:duration>1643</video:duration>
<video:view_count>905014</video:view_count>
<video:tag>planetary fluid simulation</video:tag>
<video:publication_date>2025-01-29T11:04:09Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2025-09-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.4625</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/tokaUo_m39M/the-making-of-goldeneye-007-n64-documentary</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/tokaUo_m39M/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>The Making of GoldenEye 007 (N64) | Documentary</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/tokaUo_m39M/hqdefault.jpg</video:thumbnail_loc>
<video:description>A fan-made documentary on the making of GoldenEye 007 for the Nintendo 64. It follows how the game was developed. HN people point to it as the ready-made, if long, answer to how GoldenEye came to be, and it resurfaced when the game was re-released.</video:description>
<video:player_loc>https://www.youtube.com/embed/tokaUo_m39M</video:player_loc>
<video:duration>6082</video:duration>
<video:view_count>691822</video:view_count>
<video:tag>making of goldeneye 007</video:tag>
<video:publication_date>2021-05-15T19:00:15Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2023-02-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.4625</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/CjE4JyfMVLc/classic-game-post-mortem-prince-of-persia</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/CjE4JyfMVLc/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>Classic Game Post Mortem: Prince of Persia</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/CjE4JyfMVLc/hqdefault.jpg</video:thumbnail_loc>
<video:description>Jordan Mechner looks back on making Prince of Persia in a GDC postmortem. He covers how the classic platformer was designed and built in the late 1980s. HN people point to it as a favorite among game postmortems whenever Prince of Persia or Mechner&apos;s journals come up.</video:description>
<video:player_loc>https://www.youtube.com/embed/CjE4JyfMVLc</video:player_loc>
<video:duration>3105</video:duration>
<video:view_count>59027</video:view_count>
<video:tag>prince of persia postmortem</video:tag>
<video:publication_date>2016-08-04T16:28:24Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2024-05-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.4625</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/N4UFC0y1tY0/put-your-name-on-your-game-a-talk-by-bennett-foddy-and-zach-gage</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/N4UFC0y1tY0/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>Put Your Name on Your Game, a Talk by Bennett Foddy and Zach Gage</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/N4UFC0y1tY0/hqdefault.jpg</video:thumbnail_loc>
<video:description>Bennett Foddy and Zach Gage, both known for small, distinctive games, give a GDC talk urging developers to put their own name on their games. They argue for authorship and a personal voice in how games are made and presented. HN people recommend it in threads on freelancing, portfolios and why games are not marketed like films by their director.</video:description>
<video:player_loc>https://www.youtube.com/embed/N4UFC0y1tY0</video:player_loc>
<video:duration>3664</video:duration>
<video:view_count>150430</video:view_count>
<video:tag>authorship in games</video:tag>
<video:publication_date>2019-04-24T16:21:51Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2025-02-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.4625</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/xMzojQFyMo0/seymour-papert</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/xMzojQFyMo0/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>Seymour Papert</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/xMzojQFyMo0/hqdefault.jpg</video:thumbnail_loc>
<video:description>A video of Seymour Papert, the MIT educator associated with the Logo programming language, on learning with computers. Commenters describe him arguing for programming for everyone and for learning that stays physical. HN people link it for Papert&apos;s ideas, wishing he had been the one to bring computers to ordinary people.</video:description>
<video:player_loc>https://www.youtube.com/embed/xMzojQFyMo0</video:player_loc>
<video:duration>383</video:duration>
<video:view_count>43678</video:view_count>
<video:tag>seymour papert on learning with computers</video:tag>
<video:publication_date>2009-06-18T20:25:55Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2017-01-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.4625</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/kfM-yu0iQBk/shader-basics-blending-and-textures-shaders-for-game-devs-part-1</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/kfM-yu0iQBk/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>Shader Basics, Blending &amp; Textures • Shaders for Game Devs [Part 1]</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/kfM-yu0iQBk/hqdefault.jpg</video:thumbnail_loc>
<video:description>Part 1 of Freya Holmér&apos;s Shaders for Game Devs series, covering shader basics, blending and textures. It is a hands-on tutorial in a game engine that teaches graphics concepts along the way. HN people recommend it as a good first-steps shader tutorial that also teaches a lot about graphics in general.</video:description>
<video:player_loc>https://www.youtube.com/embed/kfM-yu0iQBk</video:player_loc>
<video:duration>13991</video:duration>
<video:view_count>1909416</video:view_count>
<video:tag>shader basics for games</video:tag>
<video:publication_date>2021-02-26T16:03:04Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2025-04-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.4625</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/odF4GSX1y3c/how-highways-wrecked-american-cities</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/odF4GSX1y3c/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>How highways wrecked American cities</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/odF4GSX1y3c/hqdefault.jpg</video:thumbnail_loc>
<video:description>A Vox explainer on how the US interstate highway program carved up American cities. It covers how highways were routed through dense, often Black and poor neighborhoods, and what that did to urban life. HN people submit it as a short, clear account of how highway building reshaped cities, and cite it as a source in arguments about car dependence.</video:description>
<video:player_loc>https://www.youtube.com/embed/odF4GSX1y3c</video:player_loc>
<video:duration>279</video:duration>
<video:view_count>3814181</video:view_count>
<video:tag>highways and city planning</video:tag>
<video:publication_date>2016-05-11T13:03:22Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2018-12-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.4625</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/EVQHeowMdjI/the-pixel-painter</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/EVQHeowMdjI/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>The Pixel Painter</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/EVQHeowMdjI/hqdefault.jpg</video:thumbnail_loc>
<video:description>A short documentary about Hal Lasko, a partially blind retired man who made detailed pixel artwork in Microsoft Paint well into his nineties. It shows his method and his late-life turn to digital art. HN people suggest it to fans of unusual tool-bound art, such as the Excel spreadsheet artist Tatsuo Horiuchi.</video:description>
<video:player_loc>https://www.youtube.com/embed/EVQHeowMdjI</video:player_loc>
<video:duration>509</video:duration>
<video:view_count>978350</video:view_count>
<video:tag>ms paint pixel art</video:tag>
<video:publication_date>2013-07-23T05:03:52Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2016-01-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.4625</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/3FOzD4Sfgag/edgar-wright-how-to-do-visual-comedy</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/3FOzD4Sfgag/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>Edgar Wright - How to Do Visual Comedy</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/3FOzD4Sfgag/hqdefault.jpg</video:thumbnail_loc>
<video:description>An Every Frame a Painting video essay on how director Edgar Wright stages visual comedy. It breaks down his use of framing, cutting and props, with clips from his films and others. HN brings it up whenever physical or visual comedy comes up, as a well-explained example of showing rather than telling in film.</video:description>
<video:player_loc>https://www.youtube.com/embed/3FOzD4Sfgag</video:player_loc>
<video:duration>480</video:duration>
<video:view_count>11361516</video:view_count>
<video:tag>visual comedy in film</video:tag>
<video:publication_date>2014-05-27T06:53:43Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2022-07-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.4625</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/swCy6pQSEpk/graphical-quadratic-formula-solver-from-1915-nomogram</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/swCy6pQSEpk/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>Graphical quadratic formula solver from 1915 (nomogram)</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/swCy6pQSEpk/hqdefault.jpg</video:thumbnail_loc>
<video:description>Math professor Chris Staecker demonstrates a 1915 nomogram, a printed graphical device for solving the quadratic formula without calculating. It is one of his short videos on old calculating tools. HN people recommend Staecker&apos;s channel for its short, funny, enjoyable looks at nomograms and old calculators, and this one is the example they point to.</video:description>
<video:player_loc>https://www.youtube.com/embed/swCy6pQSEpk</video:player_loc>
<video:duration>496</video:duration>
<video:view_count>25512</video:view_count>
<video:tag>nomogram quadratic solver</video:tag>
<video:publication_date>2022-03-02T11:27:08Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2023-01-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.4625</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/by9lQvpvMIc/how-clay-s-ui-layout-algorithm-works</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/by9lQvpvMIc/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>How Clay&apos;s UI Layout Algorithm Works</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/by9lQvpvMIc/hqdefault.jpg</video:thumbnail_loc>
<video:description>Nic Barker explains how the layout algorithm in Clay, his UI layout library written in C, works. He covers how it sizes and positions elements, and why it needs so little overhead. HN developers recommend it to people building their own UI layout, and discuss it as an elegant alternative to HTML for app interfaces.</video:description>
<video:player_loc>https://www.youtube.com/embed/by9lQvpvMIc</video:player_loc>
<video:duration>2605</video:duration>
<video:view_count>262055</video:view_count>
<video:tag>UI layout algorithm</video:tag>
<video:publication_date>2025-03-02T06:59:21Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2026-08-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.4625</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/-hj1haLcdI0/errant-signal-social-spaces-and-payload-races</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/-hj1haLcdI0/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>Errant Signal: Social Spaces &amp; Payload Races</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/-hj1haLcdI0/hqdefault.jpg</video:thumbnail_loc>
<video:description>A video essay from Errant Signal on how online game spaces shape communities. It contrasts old community-run Team Fortress 2 servers with the matchmaking in newer games like Overwatch. HN people recommend it as an interesting take on how the structure of game servers helps or prevents lasting online social spaces.</video:description>
<video:player_loc>https://www.youtube.com/embed/-hj1haLcdI0</video:player_loc>
<video:duration>699</video:duration>
<video:view_count>130553</video:view_count>
<video:tag>social spaces in online games</video:tag>
<video:publication_date>2016-07-11T00:26:48Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2019-04-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.4625</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/dopu3ZtdCsg/plan9-acme-intro-part-1</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/dopu3ZtdCsg/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>Plan9 Acme Intro - Part 1</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/dopu3ZtdCsg/hqdefault.jpg</video:thumbnail_loc>
<video:description>A screencast introduction to Acme, the text editor and user interface from Plan 9, shown in use. It demonstrates how Acme leans on mouse clicks for cut, copy, paste, search and running commands instead of menus and keyboard shortcuts. HN people point to it as the quickest way to see Acme&apos;s mouse-driven workflow, which commenters say is hard to explain and easier to watch.</video:description>
<video:player_loc>https://www.youtube.com/embed/dopu3ZtdCsg</video:player_loc>
<video:duration>457</video:duration>
<video:view_count>22150</video:view_count>
<video:tag>plan 9 acme editor</video:tag>
<video:publication_date>2010-01-15T00:27:02Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2012-09-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.4625</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/hVDN2mjJpb8/how-to-break-bad-habits-hooked-how-to-build-habit-forming-products-by-nir-eyal</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/hVDN2mjJpb8/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>How to Break Bad Habits - Hooked: How to Build Habit-Forming Products by Nir Eyal</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/hVDN2mjJpb8/hqdefault.jpg</video:thumbnail_loc>
<video:description>A video on breaking bad habits drawn from Nir Eyal&apos;s book Hooked: How to Build Habit-Forming Products. It describes how products are designed to create habits, which also explains how people can unpick them. HN people recommend it, along with the book, as an explanation of how social media and apps are designed to hook people.</video:description>
<video:player_loc>https://www.youtube.com/embed/hVDN2mjJpb8</video:player_loc>
<video:duration>781</video:duration>
<video:view_count>434486</video:view_count>
<video:tag>habit-forming product design</video:tag>
<video:publication_date>2015-10-04T16:09:38Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2018-03-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.4625</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/TrScy1icWjI/simcity-30-years-later-a-retrospective</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/TrScy1icWjI/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>SimCity 30 Years Later: A Retrospective</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/TrScy1icWjI/hqdefault.jpg</video:thumbnail_loc>
<video:description>LGR&apos;s Clint Basinger looks back at SimCity on its 30th anniversary, covering the game, its history and its legacy. It is a long-form retrospective in the style of the Lazy Game Reviews channel. HN people treat LGR as the reliable source on Maxis games and share this as the most recent word on SimCity&apos;s history.</video:description>
<video:player_loc>https://www.youtube.com/embed/TrScy1icWjI</video:player_loc>
<video:duration>1201</video:duration>
<video:view_count>1189032</video:view_count>
<video:tag>SimCity retrospective</video:tag>
<video:publication_date>2019-02-01T17:16:32Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2022-11-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.4625</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/UVlBmdvIC6s/solarpunk-cities-our-last-hope</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/UVlBmdvIC6s/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>SolarPunk Cities: Our Last Hope?</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/UVlBmdvIC6s/hqdefault.jpg</video:thumbnail_loc>
<video:description>A video essay from DamiLee on solarpunk as a picture of how cities could look and work, set against the cyberpunk future. It is about the vision and aesthetics of sustainable urban living. HN people submitted it and recommended it in solarpunk threads as a good introduction to the idea.</video:description>
<video:player_loc>https://www.youtube.com/embed/UVlBmdvIC6s</video:player_loc>
<video:duration>1115</video:duration>
<video:view_count>1722518</video:view_count>
<video:tag>solarpunk cities</video:tag>
<video:publication_date>2023-11-04T16:00:22Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2024-06-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.4625</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/9X68dm92HVI/are-we-in-control-of-our-decisions-dan-ariely</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/9X68dm92HVI/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>Are we in control of our decisions? | Dan Ariely</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/9X68dm92HVI/hqdefault.jpg</video:thumbnail_loc>
<video:description>Dan Ariely&apos;s TED talk on why people make predictable mistakes in their decisions. He uses visual illusions as a metaphor and examples such as opt-in versus opt-out organ donation to show how defaults and choice framing steer behaviour. HN people cite it as the standard reference for default effects and pricing psychology in product and signup design.</video:description>
<video:player_loc>https://www.youtube.com/embed/9X68dm92HVI</video:player_loc>
<video:duration>1047</video:duration>
<video:view_count>2218790</video:view_count>
<video:tag>decision illusions and defaults</video:tag>
<video:publication_date>2009-05-19T16:09:11Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2017-04-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.4625</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/ts4BD8AqD9g/the-story-of-rollercoaster-tycoon-noclip-greatest-hits</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/ts4BD8AqD9g/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>The Story of RollerCoaster Tycoon | Noclip Greatest Hits</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/ts4BD8AqD9g/hqdefault.jpg</video:thumbnail_loc>
<video:description>A noclip documentary on RollerCoaster Tycoon and the games that followed it. It covers the creation of the game, what happened after RCT2, and the legacy kept alive by the OpenRCT2 community. HN people recommend it as the more detailed history of RCT, going beyond the original game to its aftermath and community.</video:description>
<video:player_loc>https://www.youtube.com/embed/ts4BD8AqD9g</video:player_loc>
<video:duration>2224</video:duration>
<video:view_count>592177</video:view_count>
<video:tag>story of rollercoaster tycoon</video:tag>
<video:publication_date>2021-05-02T16:20:17Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2026-03-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.4625</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/1ftJhDBZqss/multi-touch-new-touchscreen-technology-2006</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/1ftJhDBZqss/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>Multi Touch - New Touchscreen Technology (2006)</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/1ftJhDBZqss/hqdefault.jpg</video:thumbnail_loc>
<video:description>A 2006 demo of multi-touch screen technology, in which images and objects on a large display are manipulated directly with several fingers at once. It shows what multi-touch looked like before it reached phones. HN called it the coolest demo in years in 2007 and later resurfaced it as a look at what multi-touch screens were like in 2006.</video:description>
<video:player_loc>https://www.youtube.com/embed/1ftJhDBZqss</video:player_loc>
<video:duration>211</video:duration>
<video:view_count>249146</video:view_count>
<video:tag>early multi-touch demo</video:tag>
<video:publication_date>2006-03-18T06:47:20Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2013-09-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.4625</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/UHbQmqmmIFk/2advanced-studios-v2-flash-website-in-2001</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/UHbQmqmmIFk/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>2Advanced Studios v2 flash website in 2001</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/UHbQmqmmIFk/hqdefault.jpg</video:thumbnail_loc>
<video:description>A Web Design Museum recording of the 2Advanced Studios version 2 website from 2001, a Flash site with a futuristic interface. It is a record of the heavily animated, art-rich style of web design in the Flash era. HN people hold it up as the high point of weird, ambitious web UIs, with commenters who say 2Advanced changed how they thought about media and interaction.</video:description>
<video:player_loc>https://www.youtube.com/embed/UHbQmqmmIFk</video:player_loc>
<video:duration>84</video:duration>
<video:view_count>29193</video:view_count>
<video:tag>2advanced flash website</video:tag>
<video:publication_date>2018-12-23T10:59:34Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2022-06-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.4625</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/L7SJVBX7jxo/map-making-1961</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/L7SJVBX7jxo/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>Map Making (1961)</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/L7SJVBX7jxo/hqdefault.jpg</video:thumbnail_loc>
<video:description>A 1961 British Pathe newsreel film on how maps were made, showing the survey and drawing methods of the time. It is a record of mid-century cartographic work before digital mapping. HN people share it for the amazing ingenuity of 1960s Ordnance Survey methods.</video:description>
<video:player_loc>https://www.youtube.com/embed/L7SJVBX7jxo</video:player_loc>
<video:duration>216</video:duration>
<video:view_count>2266951</video:view_count>
<video:tag>1960s map making</video:tag>
<video:publication_date>2014-04-13T12:17:02Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2021-11-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.4625</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/4aw9uyj9MAE/procedurally-crafting-manhattan-for-marvel-s-spider-man</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/4aw9uyj9MAE/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>Procedurally Crafting Manhattan for Marvel&apos;s Spider-Man</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/4aw9uyj9MAE/hqdefault.jpg</video:thumbnail_loc>
<video:description>A GDC talk by developers at Insomniac Games on how they procedurally built Manhattan for Marvel&apos;s Spider-Man. It covers the tools and procedural methods used to generate a large, detailed city. HN people list it among the best talks on modern procedural generation, and cite it for how much proc gen went into a big-budget game.</video:description>
<video:player_loc>https://www.youtube.com/embed/4aw9uyj9MAE</video:player_loc>
<video:duration>4046</video:duration>
<video:view_count>88792</video:view_count>
<video:tag>procedural city generation for games</video:tag>
<video:publication_date>2019-04-15T16:56:12Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2022-02-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.4625</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/wqzihgR_-SI/hbo-intro-behind-the-scenes</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/wqzihgR_-SI/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>HBO Intro Behind The Scenes</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/wqzihgR_-SI/hqdefault.jpg</video:thumbnail_loc>
<video:description>A making-of video about the classic HBO intro from the early 1980s, made before computer graphics took over. It shows how the starburst, the chrome logo and the camera moves were built with physical models and motion control. HN loves it as a record of brilliant pre-CG motion graphics, including a chrome logo literally built out of brass.</video:description>
<video:player_loc>https://www.youtube.com/embed/wqzihgR_-SI</video:player_loc>
<video:duration>638</video:duration>
<video:view_count>36559</video:view_count>
<video:tag>hbo intro making-of</video:tag>
<video:publication_date>2012-09-29T19:50:49Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2018-11-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.4625</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/RCh3Q08HMfs/cdak-by-quite-and-orange-final-version-4k-intro-fullhd-1080p-hq-demoscene-demo</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/RCh3Q08HMfs/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>cdak by Quite &amp; orange (Final version) | 4k intro (FullHD 1080p HQ demoscene demo)</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/RCh3Q08HMfs/hqdefault.jpg</video:thumbnail_loc>
<video:description>A screen capture of &quot;cdak&quot; by Quite and orange, a demoscene 4k intro in which the whole real-time audiovisual piece fits in 4096 bytes of executable. This is the final version, at 1080p. HN calls it possibly the best 4k demo ever made and the standard example of surprising creativity under tight size limits.</video:description>
<video:player_loc>https://www.youtube.com/embed/RCh3Q08HMfs</video:player_loc>
<video:duration>250</video:duration>
<video:view_count>126852</video:view_count>
<video:tag>4k demoscene intro</video:tag>
<video:publication_date>2011-06-22T20:19:58Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2025-07-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.4625</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/HmL2l-bcuUQ/oldest-us-mall-blends-old-modern-with-225-sq-ft-micro-lofts</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/HmL2l-bcuUQ/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>Oldest US mall blends old/modern with 225-sq-ft micro-lofts</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/HmL2l-bcuUQ/hqdefault.jpg</video:thumbnail_loc>
<video:description>Kirsten Dirksen tours the oldest enclosed mall in the US in Providence, converted into micro-lofts of about 225 square feet with retail kept on the ground floor. Developers and residents explain how the old building and new apartments fit together. HN people use it as a concrete example of how dead malls can be repurposed as small apartments, and for how the economics were weighed.</video:description>
<video:player_loc>https://www.youtube.com/embed/HmL2l-bcuUQ</video:player_loc>
<video:duration>911</video:duration>
<video:view_count>7248015</video:view_count>
<video:tag>mall to micro-apartments</video:tag>
<video:publication_date>2015-01-26T15:40:57Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2020-07-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.4625</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/zwoyfH7TgEQ/revision-2019-compo-amiga-demo</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/zwoyfH7TgEQ/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>Revision 2019 - Compo - Amiga Demo</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/zwoyfH7TgEQ/hqdefault.jpg</video:thumbnail_loc>
<video:description>A recording of the Amiga demo competition at the Revision 2019 demoparty. Commenters point to Eon by TBL in the stream as the standout, running on a stock Amiga 500. HN people recommend it as a showcase of what an Amiga 500 can do in the right hands, with the crowd reaction adding to the experience.</video:description>
<video:player_loc>https://www.youtube.com/embed/zwoyfH7TgEQ</video:player_loc>
<video:duration>3678</video:duration>
<video:view_count>62948</video:view_count>
<video:tag>amiga demoscene competition</video:tag>
<video:publication_date>2019-04-21T23:40:21Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2020-11-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.4625</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/AmUPhEVWu_E/importance-of-html-headings-for-accessibility</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/AmUPhEVWu_E/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>Importance of HTML Headings for Accessibility</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/AmUPhEVWu_E/hqdefault.jpg</video:thumbnail_loc>
<video:description>Aaron Cannon, a blind web developer, demonstrates how a screen reader user moves through web pages that do and do not use HTML headings properly. It shows concretely how heading structure shapes navigation for people using assistive technology. HN people recommend it as an eye-opening demonstration of what flat or missing heading structure does to screen reader users.</video:description>
<video:player_loc>https://www.youtube.com/embed/AmUPhEVWu_E</video:player_loc>
<video:duration>522</video:duration>
<video:view_count>41520</video:view_count>
<video:tag>html headings and screen readers</video:tag>
<video:publication_date>2008-07-28T21:47:48Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2013-08-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.4625</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/rmsIZUuBoQs/alan-kay-on-linux</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/rmsIZUuBoQs/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>Alan Kay on Linux</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/rmsIZUuBoQs/hqdefault.jpg</video:thumbnail_loc>
<video:description>A short clip of Alan Kay, the personal computing pioneer, giving his opinion of Linux. As HN commenters quote it, he calls it a budget of bad ideas and a distraction from rethinking computing. HN people pass it around as Kay&apos;s blunt take on Linux and Unix, used to argue that computing should be rethought rather than copied.</video:description>
<video:player_loc>https://www.youtube.com/embed/rmsIZUuBoQs</video:player_loc>
<video:duration>38</video:duration>
<video:view_count>19698</video:view_count>
<video:tag>alan kay on linux</video:tag>
<video:publication_date>2014-04-08T09:02:37Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2018-04-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.4625</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/5R-6WvAihms/screen-reader-basics-voiceover-a11ycasts-07</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/5R-6WvAihms/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>Screen Reader Basics: VoiceOver -- A11ycasts #07</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/5R-6WvAihms/hqdefault.jpg</video:thumbnail_loc>
<video:description>An episode of the A11ycasts series from Chrome for Developers introducing the macOS screen reader VoiceOver. It shows the basics of turning it on and navigating a page so developers can test how their sites sound. HN people recommend it as a quick starting point for learning how screen readers work and for finding the vocabulary to look up shortcuts on other systems.</video:description>
<video:player_loc>https://www.youtube.com/embed/5R-6WvAihms</video:player_loc>
<video:duration>731</video:duration>
<video:view_count>126538</video:view_count>
<video:tag>learning to use voiceover</video:tag>
<video:publication_date>2016-10-14T17:03:00Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2023-08-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.4625</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/1rfwKuXIhcE/all-about-riso-olivia-and-pindot-risograph</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/1rfwKuXIhcE/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>ALL ABOUT RISO | olivia and pindot | risograph</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/1rfwKuXIhcE/hqdefault.jpg</video:thumbnail_loc>
<video:description>A video from the Olivia and Pindot channel introducing risograph printing, the duplicator-based print process used for zines and art prints. It explains how riso works and shows what the prints look like. HN people call it the best video on riso printing and share it to show how good the prints look.</video:description>
<video:player_loc>https://www.youtube.com/embed/1rfwKuXIhcE</video:player_loc>
<video:duration>789</video:duration>
<video:view_count>269586</video:view_count>
<video:tag>risograph printing</video:tag>
<video:publication_date>2018-08-24T19:53:09Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2023-09-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.4625</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/iq5JaG53dho/one-year-of-work-for-ten-seconds-of-film</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/iq5JaG53dho/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>ONE YEAR of Work for TEN SECONDS of Film</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/iq5JaG53dho/hqdefault.jpg</video:thumbnail_loc>
<video:description>A Corridor Crew video about how much work goes into a few seconds of finished film. The material here is thin, so the exact project is not clear from the title alone. HN people cite Corridor Crew&apos;s videos, this one included, as proof that working VFX artists are experimenting with AI tools and teaching others how.</video:description>
<video:player_loc>https://www.youtube.com/embed/iq5JaG53dho</video:player_loc>
<video:duration>1825</video:duration>
<video:view_count>1677887</video:view_count>
<video:tag>vfx production effort</video:tag>
<video:publication_date>2025-10-05T16:01:20Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2026-08-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.4625</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/fUtdFbK4YG4/can-one-street-solve-silicon-valley-s-housing-and-transportation-woes-peter</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/fUtdFbK4YG4/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>Can one street solve Silicon Valley’s housing and transportation woes? | Peter Calthorpe</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/fUtdFbK4YG4/hqdefault.jpg</video:thumbnail_loc>
<video:description>Urban planner Peter Calthorpe, known for coining transit-oriented development, talks about how redevelopment around existing streets and corridors could ease Silicon Valley&apos;s housing and transportation problems. He draws on projection modeling done for California. HN people cite it in housing, transit and cost-of-living threads as a detailed, numbers-backed case for denser mixed-use development.</video:description>
<video:player_loc>https://www.youtube.com/embed/fUtdFbK4YG4</video:player_loc>
<video:duration>1740</video:duration>
<video:view_count>1339</video:view_count>
<video:tag>transit-oriented development</video:tag>
<video:publication_date>2020-02-28T20:04:22Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2022-12-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.4625</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/OK2y4Z5IkZ0/a-real-life-haptic-glove-ready-player-one-technology-today-smarter-every-day-190</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/OK2y4Z5IkZ0/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>A Real Life Haptic Glove (Ready Player One Technology Today) - Smarter Every Day 190</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/OK2y4Z5IkZ0/hqdefault.jpg</video:thumbnail_loc>
<video:description>Destin Sandlin of Smarter Every Day tries a HaptX haptic glove, a VR glove that pushes back on the hand to simulate touch. He tests how convincing the tactile feedback is and what the hardware does. HN points to it as the best demonstration that tactile feedback could finally make VR convincing, such as the spider legs felt on the palm.</video:description>
<video:player_loc>https://www.youtube.com/embed/OK2y4Z5IkZ0</video:player_loc>
<video:duration>665</video:duration>
<video:view_count>3223910</video:view_count>
<video:tag>haptic VR gloves</video:tag>
<video:publication_date>2018-03-01T15:18:15Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2021-08-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.4625</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/HmStJQzclHc/alex-sexton-peachpuffs-and-lemonchiffons-cssconfus2014</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/HmStJQzclHc/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>Alex Sexton: Peachpuffs and Lemonchiffons [CSSConfUS2014]</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/HmStJQzclHc/hqdefault.jpg</video:thumbnail_loc>
<video:description>Alex Sexton&apos;s CSSConf US 2014 talk traces the odd history of named colors in CSS, from X11 names to oddities like peachpuff and lemonchiffon. It is a funny tour of how these names ended up in the web&apos;s color vocabulary. HN people recommend it as the entertaining full history of CSS color names, usually alongside color-picker and color-naming projects.</video:description>
<video:player_loc>https://www.youtube.com/embed/HmStJQzclHc</video:player_loc>
<video:duration>1561</video:duration>
<video:view_count>8628</video:view_count>
<video:tag>history of css color names</video:tag>
<video:publication_date>2014-07-16T22:48:44Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2022-11-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.4625</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/Gz7oJjWg8_Y/james-kunstler-at-ted-talk-2004</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/Gz7oJjWg8_Y/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>James Kunstler at TED talk 2004</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/Gz7oJjWg8_Y/hqdefault.jpg</video:thumbnail_loc>
<video:description>James Howard Kunstler&apos;s 2004 TED talk, posted by the Design Hedron channel, criticising the built environment of American suburbs and the state of modern architecture. He makes the argument in a blunt, entertaining style. HN people treat it as the most compelling statement of the case against ugly, soulless modern building, even while calling Kunstler a bit of a kook.</video:description>
<video:player_loc>https://www.youtube.com/embed/Gz7oJjWg8_Y</video:player_loc>
<video:duration>1174</video:duration>
<video:view_count>5763</video:view_count>
<video:tag>critique of american built environment</video:tag>
<video:publication_date>2018-04-05T11:44:46Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2022-12-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.4625</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/zCLCIw-HSJc/ted-nelson-and-doug-engelbart-come-to-dinner</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/zCLCIw-HSJc/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>Ted Nelson and Doug Engelbart come to dinner</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/zCLCIw-HSJc/hqdefault.jpg</video:thumbnail_loc>
<video:description>Howard Rheingold films an informal dinner conversation with computing visionaries Ted Nelson, who coined hypertext, and Doug Engelbart, who led the Mother of All Demos. The two talk casually about their ideas and careers. HN treats it as a rare, warm glimpse of two pioneers just talking, and recommends it to anyone interested in Nelson and Engelbart.</video:description>
<video:player_loc>https://www.youtube.com/embed/zCLCIw-HSJc</video:player_loc>
<video:duration>842</video:duration>
<video:view_count>2523</video:view_count>
<video:tag>ted nelson and doug engelbart dinner</video:tag>
<video:publication_date>2013-09-18T19:58:34Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2020-06-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.4625</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/2kfIFDX9kE4/at-and-t-you-will</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/2kfIFDX9kE4/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>AT&amp;T &quot;You Will&quot;</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/2kfIFDX9kE4/hqdefault.jpg</video:thumbnail_loc>
<video:description>A 1993 AT&amp;T television commercial from the &quot;You Will&quot; campaign, imagining everyday connected technology of the near future. It is a short advertising piece, uploaded by a pop-culture archive. HN people submit it as a prophetic ad that predicted how connected everyday life would become.</video:description>
<video:player_loc>https://www.youtube.com/embed/2kfIFDX9kE4</video:player_loc>
<video:duration>32</video:duration>
<video:view_count>104180</video:view_count>
<video:tag>att you will ad 1993</video:tag>
<video:publication_date>2009-09-14T22:32:14Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2015-09-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.4625</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/Bqx6li5dbEY/ted-nelson-in-herzog-s-lo-and-behold</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/Bqx6li5dbEY/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>Ted Nelson in Herzog&apos;s &quot;Lo and Behold&quot;</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/Bqx6li5dbEY/hqdefault.jpg</video:thumbnail_loc>
<video:description>Ted Nelson, the hypertext pioneer behind Project Xanadu, is interviewed by Werner Herzog for the documentary Lo and Behold. He explains his vision for linked, connected documents and his criticism of how the web and copy and paste work. HN people share it as the place where Nelson explains his vision, and one calls it incomprehensible at first but now almost magical.</video:description>
<video:player_loc>https://www.youtube.com/embed/Bqx6li5dbEY</video:player_loc>
<video:duration>232</video:duration>
<video:view_count>41609</video:view_count>
<video:tag>ted nelson on hypertext vision</video:tag>
<video:publication_date>2016-12-29T19:46:27Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2019-10-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.4625</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/XFTcA4QLHw0/black-sails-opening-credits-starz</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/XFTcA4QLHw0/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>Black Sails | Opening Credits | STARZ</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/XFTcA4QLHw0/hqdefault.jpg</video:thumbnail_loc>
<video:description>The opening title sequence of the STARZ pirate drama Black Sails. It is a short piece of motion design set to the show&apos;s theme music, with a hurdy-gurdy in the soundtrack. HN commenters bring it up as an example of a title sequence they consider hard to beat.</video:description>
<video:player_loc>https://www.youtube.com/embed/XFTcA4QLHw0</video:player_loc>
<video:duration>91</video:duration>
<video:view_count>3354367</video:view_count>
<video:tag>title sequence</video:tag>
<video:publication_date>2014-01-29T19:49:46Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2022-10-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.4625</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/xNqs_S-zEBY/the-future-of-design</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/xNqs_S-zEBY/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>The Future of Design</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/xNqs_S-zEBY/hqdefault.jpg</video:thumbnail_loc>
<video:description>A 2013 SpaceX demo in which engineers design a rocket part in 3D using hand gestures, with the design shown in a holographic-style display and sent on toward 3D printing. It was presented as a vision of how engineering design could work without a mouse and keyboard. HN people submitted it many times as a striking glimpse of gesture-controlled 3D design going straight to fabrication.</video:description>
<video:player_loc>https://www.youtube.com/embed/xNqs_S-zEBY</video:player_loc>
<video:duration>229</video:duration>
<video:view_count>6695656</video:view_count>
<video:tag>gesture-controlled 3d design</video:tag>
<video:publication_date>2013-09-05T21:19:58Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2014-05-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.45</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/1fZTOjd_bOQ/are-we-stuck-with-the-same-desktop-ux-forever-ubuntu-summit-25-10</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/1fZTOjd_bOQ/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>Are we stuck with the same Desktop UX forever? | Ubuntu Summit 25.10</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/1fZTOjd_bOQ/hqdefault.jpg</video:thumbnail_loc>
<video:description>Scott Jenson, who worked on the classic Mac at Apple and on Android at Google, asks at Ubuntu Summit 25.10 whether desktop UX is stuck. He covers why interface patterns were copied across platforms and what that means for open source desktops. HN treats it as the thoughtful explanation of what Apple lost in interface design and a source of optimism that the desktop is open to real experimentation again.</video:description>
<video:player_loc>https://www.youtube.com/embed/1fZTOjd_bOQ</video:player_loc>
<video:duration>2610</video:duration>
<video:view_count>509539</video:view_count>
<video:tag>future of desktop ux</video:tag>
<video:publication_date>2025-12-11T17:31:08Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2026-01-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.45</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/OiY1cheLpmI/full-length-event-building-paper</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/OiY1cheLpmI/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>Full Length Event - Building Paper</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/OiY1cheLpmI/hqdefault.jpg</video:thumbnail_loc>
<video:description>Facebook&apos;s full event on building Paper, its 2014 iOS app. Several team members talk about the design and engineering of the app, including how it handles continuous touch gestures and animation, and the animation engine behind it. HN people point to it for the detailed discussion of continuous touch gestures and animation, and for the author of Pop explaining the animation engine.</video:description>
<video:player_loc>https://www.youtube.com/embed/OiY1cheLpmI</video:player_loc>
<video:duration>5456</video:duration>
<video:view_count>39262</video:view_count>
<video:tag>building facebook paper</video:tag>
<video:publication_date>2014-04-18T19:29:20Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2014-11-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.45</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/CGRtyxEpoGg/why-western-designs-fail-in-developing-countries</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/CGRtyxEpoGg/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>Why Western Designs Fail in Developing Countries</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/CGRtyxEpoGg/hqdefault.jpg</video:thumbnail_loc>
<video:description>A Design Theory video essay on why designs made by Western teams so often fail when applied in developing countries. It discusses designing from within your own cultural context, and the One Laptop Per Child project as a case, starting around the nine-minute mark. HN people repeatedly submit it and cite it as an explanation of why outside solutions fail, from OLPC to malaria nets, and of expert blindness.</video:description>
<video:player_loc>https://www.youtube.com/embed/CGRtyxEpoGg</video:player_loc>
<video:duration>1656</video:duration>
<video:view_count>1764969</video:view_count>
<video:tag>why western designs fail abroad</video:tag>
<video:publication_date>2024-06-30T14:06:27Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2024-08-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.45</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/NxsaHxON350/i-m-re-imagining-the-command-line-interpreter</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/NxsaHxON350/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>I&apos;m Re-Imagining the Command Line Interpreter</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/NxsaHxON350/hqdefault.jpg</video:thumbnail_loc>
<video:description>James (DrMiaow) shows his attempt to rethink the command line interpreter, a new design for how a shell and terminal interface behave. The video walks through the ideas and demonstrates the prototype. Submitted five times in 2023 as a serious rethink of the shell, and later linked by a developer who picked up the terminal&apos;s synchronized output mode from it.</video:description>
<video:player_loc>https://www.youtube.com/embed/NxsaHxON350</video:player_loc>
<video:duration>714</video:duration>
<video:view_count>171617</video:view_count>
<video:tag>reimagining the command line</video:tag>
<video:publication_date>2023-08-31T07:00:44Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2023-10-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.45</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/VckU9UXI_XE/dots</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/VckU9UXI_XE/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>Dots</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/VckU9UXI_XE/hqdefault.jpg</video:thumbnail_loc>
<video:description>Posy&apos;s Dots is a hyperzoom video into color halftone printing. It zooms into printed dots to show how CMYK images are built. HN people keep posting it as a mesmerising look at how CMYK halftone dots make up a printed image.</video:description>
<video:player_loc>https://www.youtube.com/embed/VckU9UXI_XE</video:player_loc>
<video:duration>658</video:duration>
<video:view_count>548715</video:view_count>
<video:tag>color halftone dots</video:tag>
<video:publication_date>2023-07-16T08:18:40Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2024-12-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.45</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/kxkrdLI6e6M/how-dark-patterns-trick-you-online</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/kxkrdLI6e6M/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>How Dark Patterns Trick You Online</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/kxkrdLI6e6M/hqdefault.jpg</video:thumbnail_loc>
<video:description>Nerdwriter1 explains dark patterns, interface tricks that steer users into choices that benefit the company, such as hard-to-cancel subscriptions and sneaky contact-list grabs. It draws on examples collected at darkpatterns.org, including the LinkedIn contact-list lawsuit. HN&apos;s go-to short introduction to dark patterns, used to put a name on things like easy sign-up and hard opt-out.</video:description>
<video:player_loc>https://www.youtube.com/embed/kxkrdLI6e6M</video:player_loc>
<video:duration>417</video:duration>
<video:view_count>1812714</video:view_count>
<video:tag>dark patterns</video:tag>
<video:publication_date>2018-03-28T22:19:29Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2018-04-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.45</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/N4t3-__3MA0/fresh-impressions-on-brandmarks-from-my-5-year-old</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/N4t3-__3MA0/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>Fresh Impressions on Brandmarks (from my 5-year-old)</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/N4t3-__3MA0/hqdefault.jpg</video:thumbnail_loc>
<video:description>A father, Adam Ladd, records his 5-year-old child reacting to well-known company logos and brandmarks. The child&apos;s plain, unfiltered reactions show which brands register with a young viewer. HN people enjoy it as a charming test of logo recognition, and one holds it up as a model of a human, low-key pitch.</video:description>
<video:player_loc>https://www.youtube.com/embed/N4t3-__3MA0</video:player_loc>
<video:duration>155</video:duration>
<video:view_count>1663138</video:view_count>
<video:tag>children and brand recognition</video:tag>
<video:publication_date>2012-01-30T04:53:57Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2012-02-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.45</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/HsOKwUwL1bE/pixel-art-animation-reinvented-astortion-devlog</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/HsOKwUwL1bE/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>Pixel Art Animation. Reinvented - Astortion Devlog</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/HsOKwUwL1bE/hqdefault.jpg</video:thumbnail_loc>
<video:description>A devlog by aarthificial on Astortion, a technique for pixel art animation that applies skeletal animation and texture mapping to pixel art. The video shows how it works and what it looks like in motion. HN people recommend it as a convincing recent innovation in pixel art animation.</video:description>
<video:player_loc>https://www.youtube.com/embed/HsOKwUwL1bE</video:player_loc>
<video:duration>281</video:duration>
<video:view_count>2578787</video:view_count>
<video:tag>pixel art skeletal animation</video:tag>
<video:publication_date>2022-04-26T15:36:26Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2022-06-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.45</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/RMWNvwLiXIQ/the-story-behind-audacity</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/RMWNvwLiXIQ/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>The Story Behind Audacity</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/RMWNvwLiXIQ/hqdefault.jpg</video:thumbnail_loc>
<video:description>Tantacrul (Martin Keary) explains that he is now in charge of Audacity, the open-source audio editor, after its acquisition by Muse Group. He tells the program&apos;s story, includes an interview with its original developers, and discusses plans to improve its interface and usability. HN people praise his funny, pragmatic take on software usability, and cite the video when discussing Audacity&apos;s redesign and telemetry.</video:description>
<video:player_loc>https://www.youtube.com/embed/RMWNvwLiXIQ</video:player_loc>
<video:duration>921</video:duration>
<video:view_count>516531</video:view_count>
<video:tag>audacity ux redesign</video:tag>
<video:publication_date>2021-04-30T13:00:09Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2021-05-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.45</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/OCkO8mNK3Gg/dark-patterns-are-your-games-playing-you</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/OCkO8mNK3Gg/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>Dark Patterns: Are Your Games Playing You?</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/OCkO8mNK3Gg/hqdefault.jpg</video:thumbnail_loc>
<video:description>A talk by Chris Wilson on dark patterns in games. It goes through the manipulative design techniques that make games keep players spending time and money. HN people share it as a helpful, easy-to-digest reminder of how games use dark patterns.</video:description>
<video:player_loc>https://www.youtube.com/embed/OCkO8mNK3Gg</video:player_loc>
<video:duration>1013</video:duration>
<video:view_count>249725</video:view_count>
<video:tag>dark patterns in games</video:tag>
<video:publication_date>2025-11-15T20:06:12Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2026-01-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.45</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/9MqVfzxAp6A/keynote-making-progress-alan-kay</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/9MqVfzxAp6A/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>Keynote: Making Progress — Alan Kay</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/9MqVfzxAp6A/hqdefault.jpg</video:thumbnail_loc>
<video:description>Alan Kay, the computer scientist behind Smalltalk and the Dynabook vision, gives a keynote titled Making Progress. It is a wide-ranging talk from one of the people who shaped personal computing about what real progress in computing and thinking looks like. HN people repeatedly submit it as a keynote worth everyone&apos;s time from one of computing&apos;s great thinkers.</video:description>
<video:player_loc>https://www.youtube.com/embed/9MqVfzxAp6A</video:player_loc>
<video:duration>3487</video:duration>
<video:view_count>20293</video:view_count>
<video:tag>alan kay on progress in computing</video:tag>
<video:publication_date>2021-08-01T23:18:30Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2021-11-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.45</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/-80VsIdAHZw/communal-computing-for-21st-century-science-apr-2023</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/-80VsIdAHZw/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>Communal computing for 21st century science, Apr 2023</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/-80VsIdAHZw/hqdefault.jpg</video:thumbnail_loc>
<video:description>A Dynamicland talk from April 2023, with Bret Victor, on communal computing for 21st-century science. It presents a way of doing computing in shared physical space, with people working together in a room rather than alone at screens. HN people submitted it several times as the current update on Dynamicland and Bret Victor&apos;s vision of communal computing.</video:description>
<video:player_loc>https://www.youtube.com/embed/-80VsIdAHZw</video:player_loc>
<video:duration>575</video:duration>
<video:view_count>5162</video:view_count>
<video:tag>communal computing for science</video:tag>
<video:publication_date>2024-10-10T23:46:41Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2024-10-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.45</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/uI7J3II59lc/hypercard-in-the-world-may-2016</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/uI7J3II59lc/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>Hypercard in the World, May 2016</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/uI7J3II59lc/hqdefault.jpg</video:thumbnail_loc>
<video:description>A Dynamicland demo from May 2016 that carries HyperCard&apos;s idea of programmable cards into physical space. Paper cards in a room are recognised by cameras, linked together and given live, projected behaviour, with no screen or mouse. HN keeps resubmitting it as a striking glimpse of a physical, communal alternative to screen-based computing, and it is the thing newer spatial-computing projects get compared to.</video:description>
<video:player_loc>https://www.youtube.com/embed/uI7J3II59lc</video:player_loc>
<video:duration>2821</video:duration>
<video:view_count>11788</video:view_count>
<video:tag>hypercard in physical space</video:tag>
<video:publication_date>2024-08-29T17:43:38Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2024-09-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.45</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/TIUMgiQ7rQs/ui-lit-by-the-lights-in-your-room</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/TIUMgiQ7rQs/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>UI lit by the lights in your room</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/TIUMgiQ7rQs/hqdefault.jpg</video:thumbnail_loc>
<video:description>Bob Burrough, a former Apple engineer, demos a user interface that is lit by the lights in the room. The interface chrome reacts to the real ambient light and the device&apos;s orientation, giving it a physical, 3D look. HN people use it as the counterexample to boring flat UI, a working demo of interfaces that respond to real light, and cite it when Apple moves toward glassy designs.</video:description>
<video:player_loc>https://www.youtube.com/embed/TIUMgiQ7rQs</video:player_loc>
<video:duration>236</video:duration>
<video:view_count>193306</video:view_count>
<video:tag>ambient-lit ui</video:tag>
<video:publication_date>2019-01-01T19:18:24Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2020-10-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.45</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/QyMsF31NdNc/breaking-conventions-with-the-legend-of-zelda-breath-of-the-wild</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/QyMsF31NdNc/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>Breaking Conventions with The Legend of Zelda: Breath of the Wild</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/QyMsF31NdNc/hqdefault.jpg</video:thumbnail_loc>
<video:description>The Legend of Zelda: Breath of the Wild team (Hidemaro Fujibayashi, Satoru Takizawa and Takuhiro Dohta) explain at GDC 2017 how the game was designed. They show the original top-down 2D prototype and cover ideas such as multiplicative gameplay and the chemistry engine behind how objects interact. HN people treat it as Nintendo explaining its own design decisions, and cite it for the chemistry engine and for how fun showed up in a simple prototype.</video:description>
<video:player_loc>https://www.youtube.com/embed/QyMsF31NdNc</video:player_loc>
<video:duration>5310</video:duration>
<video:view_count>564937</video:view_count>
<video:tag>breath of the wild design</video:tag>
<video:publication_date>2017-03-10T18:01:52Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2023-05-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.45</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/b9ifQvQCO7Y/longhorn-concept</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/b9ifQvQCO7Y/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>Longhorn concept</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/b9ifQvQCO7Y/hqdefault.jpg</video:thumbnail_loc>
<video:description>A 2003 concept video for Microsoft&apos;s Longhorn, the project that became Windows Vista. It shows an ambitious vision of the desktop, with rich visuals and new ways of organizing files and information. HN people use it as the benchmark of what Longhorn promised, and as the reason Vista disappointed when the product was not executed to match.</video:description>
<video:player_loc>https://www.youtube.com/embed/b9ifQvQCO7Y</video:player_loc>
<video:duration>169</video:duration>
<video:view_count>1246532</video:view_count>
<video:tag>longhorn concept video</video:tag>
<video:publication_date>2006-10-24T14:09:13Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2019-11-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.45</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/S6mUFrXexAk/the-genius-of-2x4-framing</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/S6mUFrXexAk/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>The Genius of 2x4 Framing</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/S6mUFrXexAk/hqdefault.jpg</video:thumbnail_loc>
<video:description>Architect Stewart Hicks explains why the 2x4 and light wood framing became the dominant way of building houses in North America. He covers the history behind balloon and platform framing and why the system works so well. HN people recommend it as an architect&apos;s take on the 2x4 and balloon framing, alongside the argument that light wood framing is the hamburger of construction.</video:description>
<video:player_loc>https://www.youtube.com/embed/S6mUFrXexAk</video:player_loc>
<video:duration>744</video:duration>
<video:view_count>2724536</video:view_count>
<video:tag>2x4 wood framing</video:tag>
<video:publication_date>2022-07-28T13:00:25Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2022-12-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.45</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/ifYuvgXZ108/programmable-ink-by-szymon-kaliski-strange-loop-2022</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/ifYuvgXZ108/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>&quot;Programmable Ink&quot; by Szymon Kaliski (Strange Loop 2022)</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/ifYuvgXZ108/hqdefault.jpg</video:thumbnail_loc>
<video:description>Szymon Kaliski&apos;s Strange Loop 2022 talk on Programmable Ink, work from Ink and Switch that explores programming with pen and paper. Handwritten ink on a tablet becomes live and responds to code. HN people recommend it strongly as the best modern take on early tablet visions of computing with diagrams and handwriting.</video:description>
<video:player_loc>https://www.youtube.com/embed/ifYuvgXZ108</video:player_loc>
<video:duration>2133</video:duration>
<video:view_count>14797</video:view_count>
<video:tag>programmable ink</video:tag>
<video:publication_date>2022-10-05T13:41:31Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2022-11-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.45</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/TMe0WnkF1Lc/pasquale-d-silva-designing-with-animation</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/TMe0WnkF1Lc/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>Pasquale D&apos;Silva - Designing with animation</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/TMe0WnkF1Lc/hqdefault.jpg</video:thumbnail_loc>
<video:description>Pasquale D&apos;Silva speaks at Web Directions on designing with animation, about using animation principles to add meaning to user interfaces. The talk runs about fifty minutes and goes with his essay on transitional interfaces. HN people name it a favourite talk on using animation to make UI transitions carry meaning rather than just decorate.</video:description>
<video:player_loc>https://www.youtube.com/embed/TMe0WnkF1Lc</video:player_loc>
<video:duration>3015</video:duration>
<video:view_count>49726</video:view_count>
<video:tag>animation in interface design</video:tag>
<video:publication_date>2013-11-19T03:52:50Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2016-11-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.45</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/ipVFRH6TQfM/i-made-a-lamp-you-can-make-yourself</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/ipVFRH6TQfM/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>I made a lamp you can make yourself</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/ipVFRH6TQfM/hqdefault.jpg</video:thumbnail_loc>
<video:description>Steven Bennett&apos;s video on the Open Task Light, a lamp he designed that anyone can build themselves. It sums up the project, which he has also documented in a series of build logs. HN people recommend it as a good summary of the open lamp project, which has a great series of build logs behind it.</video:description>
<video:player_loc>https://www.youtube.com/embed/ipVFRH6TQfM</video:player_loc>
<video:duration>1205</video:duration>
<video:view_count>586008</video:view_count>
<video:tag>open task light diy lamp</video:tag>
<video:publication_date>2026-08-31T15:55:31Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2026-09-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.45</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/TZUhobpe6XA/oral-history-of-larry-tesler-part-1-of-3</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/TZUhobpe6XA/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>Oral History of Larry Tesler, part 1 of 3</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/TZUhobpe6XA/hqdefault.jpg</video:thumbnail_loc>
<video:description>Part one of three of the Computer History Museum&apos;s oral history of Larry Tesler, the interface designer who worked at Xerox PARC and Apple. It is a first-person account of his career and the work around early graphical interfaces. HN people list it among the few good first-hand sources on how the Lisa, the Star and later Apple came together.</video:description>
<video:player_loc>https://www.youtube.com/embed/TZUhobpe6XA</video:player_loc>
<video:duration>10823</video:duration>
<video:view_count>2641</video:view_count>
<video:tag>larry tesler oral history</video:tag>
<video:publication_date>2020-02-24T22:03:21Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2026-04-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.45</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/14VYnFhBKcY/shut-up-about-the-y-axis-it-shouldn-t-always-start-at-zero</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/14VYnFhBKcY/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>Shut up about the y-axis. It shouldn’t always start at zero.</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/14VYnFhBKcY/hqdefault.jpg</video:thumbnail_loc>
<video:description>Vox argues in this short video that a chart&apos;s y-axis does not always have to start at zero. It explains when a truncated axis is reasonable and when it misleads. HN resubmits it and uses it in chart-honesty arguments, as backing for the point that shifting the y-axis can be misleading but is not always wrong.</video:description>
<video:player_loc>https://www.youtube.com/embed/14VYnFhBKcY</video:player_loc>
<video:duration>154</video:duration>
<video:view_count>1026443</video:view_count>
<video:tag>y-axis baseline in charts</video:tag>
<video:publication_date>2015-11-19T13:35:11Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2017-05-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.45</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/NH0aEp1oDOI/adobe-photoshop-cs5-content-aware-fill-sneak-peek</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/NH0aEp1oDOI/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>Adobe Photoshop CS5: Content-Aware Fill Sneak Peek</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/NH0aEp1oDOI/hqdefault.jpg</video:thumbnail_loc>
<video:description>An Adobe sneak peek of Content-Aware Fill, a feature in Photoshop CS5. The demo shows an object being selected and removed from a photo, with the program filling the gap with matching background. HN treats it as the demo that blew everyone&apos;s mind, and keeps linking it as the standard example of content-aware object removal.</video:description>
<video:player_loc>https://www.youtube.com/embed/NH0aEp1oDOI</video:player_loc>
<video:duration>307</video:duration>
<video:view_count>5211309</video:view_count>
<video:tag>photoshop content-aware fill</video:tag>
<video:publication_date>2010-03-23T20:38:34Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2010-08-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.45</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/WumyfLEa6bU/practical-procedural-generation-for-everyone</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/WumyfLEa6bU/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>Practical Procedural Generation for Everyone</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/WumyfLEa6bU/hqdefault.jpg</video:thumbnail_loc>
<video:description>Kate Compton&apos;s GDC talk introduces procedural generation to a general game-development audience. It walks through practical techniques for generating content, with many examples and links to interesting work. HN people treat it as the accessible starting point, saying everybody should understand procedural generation.</video:description>
<video:player_loc>https://www.youtube.com/embed/WumyfLEa6bU</video:player_loc>
<video:duration>1890</video:duration>
<video:view_count>443745</video:view_count>
<video:tag>procedural generation</video:tag>
<video:publication_date>2017-05-31T18:36:45Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2018-04-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.45</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/CwrePe4-ID4/the-lost-art-of-paste-up</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/CwrePe4-ID4/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>The Lost Art of Paste-Up</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/CwrePe4-ID4/hqdefault.jpg</video:thumbnail_loc>
<video:description>A short film from the London Review of Books about paste-up, the analogue method of assembling magazine and newspaper pages by hand before desktop publishing. It shows how text and images were laid out on boards and prepared for printing. HN people submit it as a look at how print layout worked before DTP, and cite it to explain the paste-up and stat camera workflow.</video:description>
<video:player_loc>https://www.youtube.com/embed/CwrePe4-ID4</video:player_loc>
<video:duration>497</video:duration>
<video:view_count>161355</video:view_count>
<video:tag>analogue magazine paste-up</video:tag>
<video:publication_date>2019-10-14T11:30:32Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2023-06-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.45</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/ygp4-kmjpzI/devs-play-s01e05-doom-part-1-intro-60fps-1-10</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/ygp4-kmjpzI/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>&quot;Devs Play&quot; S01E05 - Doom (Part 1 - Intro) 60fps [1/10]</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/ygp4-kmjpzI/hqdefault.jpg</video:thumbnail_loc>
<video:description>The first part of a ten-part Double Fine Devs Play episode in which John Romero and Bioshock level designer Jean-Paul LeBreton play through Doom&apos;s first episode. They talk about Doom&apos;s level design and how the game was developed. HN recommends the series for hearing Romero and LeBreton analyse Doom&apos;s level design in depth.</video:description>
<video:player_loc>https://www.youtube.com/embed/ygp4-kmjpzI</video:player_loc>
<video:duration>685</video:duration>
<video:view_count>258839</video:view_count>
<video:tag>doom level design</video:tag>
<video:publication_date>2015-01-21T06:31:31Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2015-02-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.45</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/_qa5iWdfNKg/talk-practical-pigment-mixing-for-digital-painting</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/_qa5iWdfNKg/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>Talk - Practical Pigment Mixing for Digital Painting</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/_qa5iWdfNKg/hqdefault.jpg</video:thumbnail_loc>
<video:description>A 17-minute SIGGRAPH Asia 2021 presentation on mixing digital paint the way physical pigments mix, rather than with RGB blending. It demonstrates how simulated pigments produce more natural, vivid mixes, such as blue and yellow giving green. HN people call it absolutely fascinating and recommend it to anyone working with both digital and physical color.</video:description>
<video:player_loc>https://www.youtube.com/embed/_qa5iWdfNKg</video:player_loc>
<video:duration>1065</video:duration>
<video:view_count>29513</video:view_count>
<video:tag>pigment mixing for digital painting</video:tag>
<video:publication_date>2021-12-09T21:52:51Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2024-12-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.45</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/72M5kcnAL-4/new-game-in-town</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/72M5kcnAL-4/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>New Game in Town</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/72M5kcnAL-4/hqdefault.jpg</video:thumbnail_loc>
<video:description>Ted Nelson demonstrates a working prototype of Xanadu in 2016, presenting what he calls usable and open Xanadocuments: documents with parallel, side-by-side connections and transclusion rather than one-way web links. It is Nelson&apos;s own pitch for his long-running alternative to the web&apos;s document model. HN submits it as the latest look at Xanadu, though one commenter reads the demo&apos;s focus on issues like paying for remixed copyrighted content as a sign it is far from real-world use.</video:description>
<video:player_loc>https://www.youtube.com/embed/72M5kcnAL-4</video:player_loc>
<video:duration>600</video:duration>
<video:view_count>25029</video:view_count>
<video:tag>xanadu hypertext demo</video:tag>
<video:publication_date>2016-08-29T22:46:02Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2016-09-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.45</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/4NGe4dzlukc/making-games-better-for-the-deaf-and-hard-of-hearing-designing-for-disability</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/4NGe4dzlukc/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>Making Games Better for the Deaf and Hard of Hearing | Designing for Disability</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/4NGe4dzlukc/hqdefault.jpg</video:thumbnail_loc>
<video:description>Game Maker&apos;s Toolkit looks at how games fail deaf and hard of hearing players and what developers can do about it, such as better subtitles and visual cues for sound. It is part of the Designing for Disability series on game accessibility. HN people recommend the series as a very good, concrete illustration of what accessible game design actually looks like, and surface it in threads on game accessibility guidelines.</video:description>
<video:player_loc>https://www.youtube.com/embed/4NGe4dzlukc</video:player_loc>
<video:duration>775</video:duration>
<video:view_count>380712</video:view_count>
<video:tag>game accessibility for deaf players</video:tag>
<video:publication_date>2018-07-16T15:02:19Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2021-04-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.45</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/8FpigqfcvlM/sequelitis-mega-man-classic-vs-mega-man-x</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/8FpigqfcvlM/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>Sequelitis - Mega Man Classic vs. Mega Man X</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/8FpigqfcvlM/hqdefault.jpg</video:thumbnail_loc>
<video:description>Egoraptor&apos;s Sequelitis episode compares the original Mega Man with Mega Man X, arguing that X teaches players its mechanics through level design instead of text. It uses the opening stage as a worked example, with a comic voice throughout. HN treats it as the classic funny but sharp example of teaching through design, invisible onboarding and tutorial levels.</video:description>
<video:player_loc>https://www.youtube.com/embed/8FpigqfcvlM</video:player_loc>
<video:duration>1193</video:duration>
<video:view_count>15652627</video:view_count>
<video:tag>mega man x level design teaching</video:tag>
<video:publication_date>2011-11-01T01:10:12Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2020-02-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.45</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/R2mC-NUAmMk/seeing-ai-2016-prototype-a-microsoft-research-project</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/R2mC-NUAmMk/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>Seeing AI 2016 Prototype - A Microsoft research project</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/R2mC-NUAmMk/hqdefault.jpg</video:thumbnail_loc>
<video:description>A Microsoft research video of the 2016 prototype of Seeing AI, a smartphone app that describes the surrounding world to people who are blind or have low vision. It shows the app recognizing scenes, people and objects and speaking the results aloud. HN people keep it as the reference for AI-assisted sight for the blind, citing it whenever new vision models or accessibility tools arrive.</video:description>
<video:player_loc>https://www.youtube.com/embed/R2mC-NUAmMk</video:player_loc>
<video:duration>165</video:duration>
<video:view_count>440230</video:view_count>
<video:tag>seeing ai prototype</video:tag>
<video:publication_date>2016-03-30T17:51:49Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2016-04-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.45</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/5qxg0ykOcgM/myst-co-creator-rand-miller-extended-interview-ars-technica</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/5qxg0ykOcgM/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>Myst Co-Creator Rand Miller: Extended Interview | Ars Technica</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/5qxg0ykOcgM/hqdefault.jpg</video:thumbnail_loc>
<video:description>An extended Ars Technica War Stories interview with Rand Miller, co-creator of the game Myst. He recounts how Myst was made and released. HN people send it to anyone who wants the story of Myst from its creator, and point to the extended cut for more on its development.</video:description>
<video:player_loc>https://www.youtube.com/embed/5qxg0ykOcgM</video:player_loc>
<video:duration>6426</video:duration>
<video:view_count>142264</video:view_count>
<video:tag>myst development story</video:tag>
<video:publication_date>2020-02-21T16:04:39Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2023-01-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.45</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/Zu91meda2I8/why-this-font-is-everywhere</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/Zu91meda2I8/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>Why this font is everywhere</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/Zu91meda2I8/hqdefault.jpg</video:thumbnail_loc>
<video:description>A Vox video on why Helvetica and fonts like it show up on so many logos, signs and interfaces. It traces how the typeface came to dominate and what that says about design. HN people repeatedly submit it as an accessible answer to why one typeface is everywhere.</video:description>
<video:player_loc>https://www.youtube.com/embed/Zu91meda2I8</video:player_loc>
<video:duration>621</video:duration>
<video:view_count>2543748</video:view_count>
<video:tag>helvetica ubiquity</video:tag>
<video:publication_date>2020-06-16T12:30:03Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2021-07-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.45</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/9sKKan_Q9VU/the-man-who-invented-more-than-800-iconic-toys-eddy-s-world-the-new-yorker</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/9sKKan_Q9VU/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>The Man Who Invented More Than 800 Iconic Toys | Eddy&apos;s World | The New Yorker</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/9sKKan_Q9VU/hqdefault.jpg</video:thumbnail_loc>
<video:description>A New Yorker documentary short on Eddy Goldfarb, the toy inventor behind more than 800 toys, including Ker-Plunk and Chattering Teeth. It follows him through his work and his approach to inventing playthings. HN people submit it as a charming profile of a prolific inventor of everyday toys.</video:description>
<video:player_loc>https://www.youtube.com/embed/9sKKan_Q9VU</video:player_loc>
<video:duration>1117</video:duration>
<video:view_count>971055</video:view_count>
<video:tag>toy inventor eddy goldfarb</video:tag>
<video:publication_date>2020-12-14T17:00:02Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2026-01-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.45</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/42oQN7fy_eM/stop-signs-suck-and-we-should-get-rid-of-them</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/42oQN7fy_eM/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>Stop Signs Suck and We Should Get Rid of Them</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/42oQN7fy_eM/hqdefault.jpg</video:thumbnail_loc>
<video:description>Not Just Bikes argues that stop signs are a symptom of poor street design and shows how Dutch intersections work without them. It contrasts North American stop-controlled junctions with designs that make traffic slow down and negotiate the crossing naturally. HN people cite it as the clearest explainer of why full stops make little sense and why a stop sign signals an unsafe intersection design, especially in threads on cyclist safety and the Idaho stop.</video:description>
<video:player_loc>https://www.youtube.com/embed/42oQN7fy_eM</video:player_loc>
<video:duration>364</video:duration>
<video:view_count>905871</video:view_count>
<video:tag>stop signs and intersection design</video:tag>
<video:publication_date>2020-01-13T09:00:00Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2022-08-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.45</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/mGTV8qLbBWE/jonathan-blow-conflicts-in-game-design-2008-talk</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/mGTV8qLbBWE/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>Jonathan Blow: Conflicts in Game Design 2008 talk</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/mGTV8qLbBWE/hqdefault.jpg</video:thumbnail_loc>
<video:description>Jonathan Blow&apos;s 2008 talk on conflicts in game design, focusing on how a game&apos;s story and its gameplay work against each other. He argues that even acclaimed games such as Grand Theft Auto and Half-Life align them poorly. HN sends people here for the deepest treatment of story versus gameplay, long but worth it for anyone interested in the problem.</video:description>
<video:player_loc>https://www.youtube.com/embed/mGTV8qLbBWE</video:player_loc>
<video:duration>3898</video:duration>
<video:view_count>77685</video:view_count>
<video:tag>story and gameplay conflict in games</video:tag>
<video:publication_date>2011-04-07T18:48:35Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2015-12-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.45</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/9Yomqk0C6kE/valve-s-secret-weapon</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/9Yomqk0C6kE/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>Valve&apos;s &quot;Secret Weapon&quot;</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/9Yomqk0C6kE/hqdefault.jpg</video:thumbnail_loc>
<video:description>Game Maker&apos;s Toolkit looks at how Valve uses playtesting to make its games polished and intuitive. The video shows how watching real players, rather than relying on developer assumptions, shapes level layout, tutorials and design decisions. HN people share it as a clear case for playtesting as the practice behind Valve&apos;s polish.</video:description>
<video:player_loc>https://www.youtube.com/embed/9Yomqk0C6kE</video:player_loc>
<video:duration>1052</video:duration>
<video:view_count>1927821</video:view_count>
<video:tag>playtesting at valve</video:tag>
<video:publication_date>2023-05-24T16:16:23Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2023-08-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.45</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/tffX3VljTtI/classic-game-postmortem-deus-ex</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/tffX3VljTtI/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>Classic Game Postmortem: Deus Ex</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/tffX3VljTtI/hqdefault.jpg</video:thumbnail_loc>
<video:description>Warren Spector gives a GDC Classic Game Postmortem of Deus Ex, the 2000 immersive sim from Ion Storm. He talks about how the team was organised, the questions he asks before starting a game project, and how the game got made. HN points to it for Spector&apos;s practical framework for starting a game project and for his case that a linear story can still give players freedom.</video:description>
<video:player_loc>https://www.youtube.com/embed/tffX3VljTtI</video:player_loc>
<video:duration>3685</video:duration>
<video:view_count>218463</video:view_count>
<video:tag>deus ex postmortem</video:tag>
<video:publication_date>2017-04-19T16:25:01Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2025-09-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.45</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/zH2dFXDMwe4/y-oslo-how-to-draw-an-orange-mike-monteiro</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/zH2dFXDMwe4/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>Y Oslo - How to draw an orange, Mike Monteiro</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/zH2dFXDMwe4/hqdefault.jpg</video:thumbnail_loc>
<video:description>Designer Mike Monteiro of Mule Design gives a talk at the Y Oslo conference built around how to draw an orange. He uses it to talk about the practice of design. HN people submitted it as a design talk worth everyone&apos;s time, with little commentary beyond that.</video:description>
<video:player_loc>https://www.youtube.com/embed/zH2dFXDMwe4</video:player_loc>
<video:duration>3214</video:duration>
<video:view_count>11130</video:view_count>
<video:tag>mike monteiro design talk</video:tag>
<video:publication_date>2025-10-28T13:55:52Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2026-02-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.45</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/g3CyRZY90M4/why-most-japanese-clip-art-looks-like-this</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/g3CyRZY90M4/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>Why Most Japanese Clip Art Looks Like This</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/g3CyRZY90M4/hqdefault.jpg</video:thumbnail_loc>
<video:description>A video from the channel Life Where I&apos;m From that explains why so much Japanese clip art has the same recognizable look. It looks at where the style comes from and what makes it feel familiar. HN people submitted it several times as a worthwhile look at a distinctive illustration style.</video:description>
<video:player_loc>https://www.youtube.com/embed/g3CyRZY90M4</video:player_loc>
<video:duration>447</video:duration>
<video:view_count>349330</video:view_count>
<video:tag>japanese clip art style</video:tag>
<video:publication_date>2021-12-14T20:43:53Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2022-01-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.45</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/huPF3Gid7DE/how-one-gameplay-decision-changed-diablo-forever-war-stories-ars-technica</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/huPF3Gid7DE/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>How One Gameplay Decision Changed Diablo Forever | War Stories | Ars Technica</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/huPF3Gid7DE/hqdefault.jpg</video:thumbnail_loc>
<video:description>An Ars Technica War Stories episode on the making of the first Diablo, built around the gameplay decision that changed it. It tells how the game moved from a turn-based design to real-time combat. HN people share it as a behind-the-scenes account of a single design call that reshaped a classic game, including the show-of-hands vote to go real-time.</video:description>
<video:player_loc>https://www.youtube.com/embed/huPF3Gid7DE</video:player_loc>
<video:duration>1398</video:duration>
<video:view_count>1147951</video:view_count>
<video:tag>diablo real-time decision</video:tag>
<video:publication_date>2020-08-18T15:00:02Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2021-04-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.45</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/HtKmLciKO30/dwarf-fortress-what-happens-when-it-becomes-a-game-the-zach-and-tarn-adams</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/HtKmLciKO30/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>Dwarf Fortress: What Happens When It Becomes A Game? The Zach and Tarn Adams Interviews</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/HtKmLciKO30/hqdefault.jpg</video:thumbnail_loc>
<video:description>An interview documentary from On Doubt with Zach and Tarn Adams, the brothers behind Dwarf Fortress. It looks at what happens to their famously deep, text-based simulation game when it becomes a commercial game. HN people submit it repeatedly as the interview documentary on the Dwarf Fortress brothers, and cite it among talks by both of them.</video:description>
<video:player_loc>https://www.youtube.com/embed/HtKmLciKO30</video:player_loc>
<video:duration>1728</video:duration>
<video:view_count>215283</video:view_count>
<video:tag>dwarf fortress creators interview</video:tag>
<video:publication_date>2018-04-05T09:23:38Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2020-03-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.45</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/2b7uMJkvS0o/this-city-concept-breaks-architecture-the-line</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/2b7uMJkvS0o/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>This city concept breaks architecture (THE LINE)</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/2b7uMJkvS0o/hqdefault.jpg</video:thumbnail_loc>
<video:description>An architect on the DamiLee channel looks at The Line, the proposed linear megacity in Saudi Arabia, and explains why she thinks the concept fails as architecture and city planning. It is a skeptical critique of the design. HN points to it as a sober, reasonable architect&apos;s analysis of The Line, one that makes sense even to people who are not architects.</video:description>
<video:player_loc>https://www.youtube.com/embed/2b7uMJkvS0o</video:player_loc>
<video:duration>1043</video:duration>
<video:view_count>5402556</video:view_count>
<video:tag>the line megacity critique</video:tag>
<video:publication_date>2022-08-22T14:07:35Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2022-10-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.45</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/d8UJ6cIkLUI/the-palm-pre-is-the-reason-you-love-your-phone</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/d8UJ6cIkLUI/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>The Palm Pre Is The Reason You Love Your Phone</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/d8UJ6cIkLUI/hqdefault.jpg</video:thumbnail_loc>
<video:description>MrMobile (Michael Fisher) looks back at the Palm Pre and its webOS, arguing that it shaped the phones people use today. The video revisits what the Pre introduced to smartphone interfaces. HN people submitted it as a retrospective on how webOS and the Palm Pre influenced modern phone design.</video:description>
<video:player_loc>https://www.youtube.com/embed/d8UJ6cIkLUI</video:player_loc>
<video:duration>1733</video:duration>
<video:view_count>531310</video:view_count>
<video:tag>palm pre and webos</video:tag>
<video:publication_date>2024-02-24T23:45:11Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2026-09-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.45</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/AuRTS35ouTs/introducing-project-bloks</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/AuRTS35ouTs/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>Introducing Project Bloks</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/AuRTS35ouTs/hqdefault.jpg</video:thumbnail_loc>
<video:description>Google introduces Project Bloks, a research project on tangible programming for kids using physical blocks that connect to teach coding concepts. The video shows the hardware pieces and how children use them. HN people submit it as Google&apos;s take on tangible programming for children.</video:description>
<video:player_loc>https://www.youtube.com/embed/AuRTS35ouTs</video:player_loc>
<video:duration>213</video:duration>
<video:view_count>916906</video:view_count>
<video:tag>tangible programming for kids</video:tag>
<video:publication_date>2016-06-27T15:00:08Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2016-07-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.45</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/AG_791Y-vs4/the-ai-purple-problem</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/AG_791Y-vs4/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>The AI Purple Problem</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/AG_791Y-vs4/hqdefault.jpg</video:thumbnail_loc>
<video:description>Syntax looks at why AI-generated websites so often end up with a purple or blue-purple gradient look. The video treats it as a visible tell of AI-made design and discusses what causes the default. HN people cite it as the explanation for why a blue-purple gradient has become a giveaway of AI-generated design.</video:description>
<video:player_loc>https://www.youtube.com/embed/AG_791Y-vs4</video:player_loc>
<video:duration>686</video:duration>
<video:view_count>67528</video:view_count>
<video:tag>ai purple website problem</video:tag>
<video:publication_date>2025-10-03T12:00:19Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2026-01-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.45</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/SDI8ubVZi7w/config-2024-in-defense-of-an-old-pixel-marcin-wichary-director-of-design-figma</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/SDI8ubVZi7w/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>Config 2024: In defense of an old pixel (Marcin Wichary, Director of Design, Figma) | Figma</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/SDI8ubVZi7w/hqdefault.jpg</video:thumbnail_loc>
<video:description>Marcin Wichary, Director of Design at Figma, gives a Config 2024 talk defending the old pixel. It is a design-history look at pixels and pixel fonts on screens. HN people call it a brilliant presentation on pixel fonts and treat it as the thing to watch if the pixel and bitmap type interest you.</video:description>
<video:player_loc>https://www.youtube.com/embed/SDI8ubVZi7w</video:player_loc>
<video:duration>1604</video:duration>
<video:view_count>39059</video:view_count>
<video:tag>pixel fonts and the old pixel</video:tag>
<video:publication_date>2024-06-29T00:57:49Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2025-02-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.45</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/d8-b6QEN-rk/light-table-watches-preview</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/d8-b6QEN-rk/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>Light Table watches preview</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/d8-b6QEN-rk/hqdefault.jpg</video:thumbnail_loc>
<video:description>A preview of Light Table&apos;s watches feature, from its creator Chris Granger. It shows values inside running code being displayed live in the editor as you work. HN people share it as a prime example of live interaction with code, and the coolest feature of Light Table.</video:description>
<video:player_loc>https://www.youtube.com/embed/d8-b6QEN-rk</video:player_loc>
<video:duration>62</video:duration>
<video:view_count>15355</video:view_count>
<video:tag>light table live watches</video:tag>
<video:publication_date>2014-01-10T02:16:11Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2014-01-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.45</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/2lFzqBt3z0w/the-dangerous-feature-in-tesla-s-doors</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/2lFzqBt3z0w/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>The Dangerous Feature in Tesla&apos;s Doors</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/2lFzqBt3z0w/hqdefault.jpg</video:thumbnail_loc>
<video:description>A Bloomberg Originals video about the electronic door-release design on Tesla vehicles and the safety concerns it raises. It looks at what happens when a convenience-driven redesign of a basic physical control becomes hard to operate in an emergency. HN people post it as a watch-worthy look at the safety problem with Tesla&apos;s door handles, and cite it in threads about how car door handles have evolved.</video:description>
<video:player_loc>https://www.youtube.com/embed/2lFzqBt3z0w</video:player_loc>
<video:duration>1122</video:duration>
<video:view_count>934970</video:view_count>
<video:tag>tesla door handle safety</video:tag>
<video:publication_date>2025-12-29T09:00:08Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2026-01-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.45</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/YOZi-7V11k8/when-phones-were-fun-and-nokia-was-crazy</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/YOZi-7V11k8/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>When Phones Were Fun – And Nokia Was Crazy</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/YOZi-7V11k8/hqdefault.jpg</video:thumbnail_loc>
<video:description>MrMobile (Michael Fisher) looks back at the era when phone makers, Nokia above all, tried wildly different shapes, keypads and form factors. The video tours the odd and experimental handsets of that period. HN people link it as the reminder of a time when phone design was varied and playful, before every phone became a slab.</video:description>
<video:player_loc>https://www.youtube.com/embed/YOZi-7V11k8</video:player_loc>
<video:duration>694</video:duration>
<video:view_count>3702762</video:view_count>
<video:tag>nokia phone design</video:tag>
<video:publication_date>2020-06-13T15:00:12Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2022-08-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.45</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/2fl3Ifv9yGQ/apple-ads-1997-2001</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/2fl3Ifv9yGQ/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>Apple Ads 1997-2001</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/2fl3Ifv9yGQ/hqdefault.jpg</video:thumbnail_loc>
<video:description>A compilation of Apple television ads from 1997 to 2001, the years after Steve Jobs returned to the company. It collects the commercials from that period in one video. HN people submitted it as a record of Apple&apos;s advertising and brand revival in those years.</video:description>
<video:player_loc>https://www.youtube.com/embed/2fl3Ifv9yGQ</video:player_loc>
<video:duration>494</video:duration>
<video:view_count>253620</video:view_count>
<video:tag>apple advertising 1997-2001</video:tag>
<video:publication_date>2008-01-13T18:19:25Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2010-05-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.45</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/5b6g8eT0uuc/unexpected-baskerville-the-story-of-lovefrom-serif-with-the-letterform-archive</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/5b6g8eT0uuc/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>Unexpected Baskerville: The Story of LoveFrom Serif with the Letterform Archive</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/5b6g8eT0uuc/hqdefault.jpg</video:thumbnail_loc>
<video:description>A San Francisco Public Library talk with the Letterform Archive on the story of LoveFrom Serif, a typeface by the LoveFrom design studio that is inspired by Baskerville. It tells how the typeface came about. HN people submitted it as a talk for those who like type history and the making of a new typeface.</video:description>
<video:player_loc>https://www.youtube.com/embed/5b6g8eT0uuc</video:player_loc>
<video:duration>4140</video:duration>
<video:view_count>17800</video:view_count>
<video:tag>lovefrom serif baskerville</video:tag>
<video:publication_date>2023-10-09T00:32:22Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2023-11-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.45</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/K-NBcP0YUQI/how-the-inventor-of-mario-designs-a-game</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/K-NBcP0YUQI/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>How the inventor of Mario designs a game</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/K-NBcP0YUQI/hqdefault.jpg</video:thumbnail_loc>
<video:description>A Vox video on how Shigeru Miyamoto, the creator of Mario, approaches designing a game. It looks at the thinking behind his games and what makes them feel the way they do. HN people submit it as a short look at the design approach of the creator of Mario.</video:description>
<video:player_loc>https://www.youtube.com/embed/K-NBcP0YUQI</video:player_loc>
<video:duration>355</video:duration>
<video:view_count>5721390</video:view_count>
<video:tag>miyamoto&apos;s game design approach</video:tag>
<video:publication_date>2017-01-12T13:00:17Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2020-06-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.45</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/ODZBL80JPqw/xerox-star-user-interface-1982-2-of-2</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/ODZBL80JPqw/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>Xerox Star User Interface (1982) 2 of 2</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/ODZBL80JPqw/hqdefault.jpg</video:thumbnail_loc>
<video:description>The second part of a 1982 demonstration of the Xerox Star user interface, posted by VintageCG. It shows the Star&apos;s document and text editing, with its icons, windows and mouse-driven commands. HN people use it as a primary source on early GUI design and point to its text editor as far ahead of its time.</video:description>
<video:player_loc>https://www.youtube.com/embed/ODZBL80JPqw</video:player_loc>
<video:duration>481</video:duration>
<video:view_count>57246</video:view_count>
<video:tag>xerox star interface</video:tag>
<video:publication_date>2009-08-28T20:31:52Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2022-01-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.45</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/9ElrcTtAxzA/the-secret-science-of-perfect-spacing</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/9ElrcTtAxzA/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>The Secret Science of Perfect Spacing</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/9ElrcTtAxzA/hqdefault.jpg</video:thumbnail_loc>
<video:description>Chainlift, the creator behind the LiftKit UI project, explains how spacing works in interface design and shows examples of consistent versus off spacing. It covers why spacing scales and proportion make layouts look right. HN people recommend it to developers who cannot make a decent-looking GUI, as a good set of spacing examples.</video:description>
<video:player_loc>https://www.youtube.com/embed/9ElrcTtAxzA</video:player_loc>
<video:duration>580</video:duration>
<video:view_count>676918</video:view_count>
<video:tag>spacing in ui design</video:tag>
<video:publication_date>2024-03-01T01:28:46Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2026-02-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.45</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/QKc54z5SsEs/design-crit-business-cards-from-american-psycho</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/QKc54z5SsEs/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>Design Crit: Business cards from American Psycho</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/QKc54z5SsEs/hqdefault.jpg</video:thumbnail_loc>
<video:description>Linus Boman critiques the business cards from American Psycho, looking at the typography and paper choices of the famous scene. HN people point typography lovers to it as a great analysis of the American Psycho business card scene.</video:description>
<video:player_loc>https://www.youtube.com/embed/QKc54z5SsEs</video:player_loc>
<video:duration>897</video:duration>
<video:view_count>2629433</video:view_count>
<video:tag>american psycho business cards</video:tag>
<video:publication_date>2020-07-09T17:00:05Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2023-05-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.45</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/cTLCfl01zuE/the-tube-map-nearly-looked-very-different</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/cTLCfl01zuE/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>The Tube Map nearly looked very different</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/cTLCfl01zuE/hqdefault.jpg</video:thumbnail_loc>
<video:description>Map Men, with Jay Foreman, tell the story of the London Tube map and how it nearly looked very different. The video centers on Harry Beck&apos;s diagrammatic design and how it came to replace geographically accurate maps. HN people recommend it as the great history of this style of transit map, and as the account of how Beck&apos;s design was not wanted by the operator at first.</video:description>
<video:player_loc>https://www.youtube.com/embed/cTLCfl01zuE</video:player_loc>
<video:duration>684</video:duration>
<video:view_count>2602778</video:view_count>
<video:tag>history of the tube map</video:tag>
<video:publication_date>2022-09-26T15:02:32Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2024-06-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.45</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/3dA60D-j290/the-mirror-tarkovsky-s-long-take</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/3dA60D-j290/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>The Mirror: Tarkovsky&apos;s Long Take</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/3dA60D-j290/hqdefault.jpg</video:thumbnail_loc>
<video:description>A video presenting a long take from Andrei Tarkovsky&apos;s film The Mirror, centered on its barn scene. It lets one of the film&apos;s best-known sequences be seen on its own. HN people mention it as a favorite long shot in cinema history and link it whenever Tarkovsky&apos;s long takes come up.</video:description>
<video:player_loc>https://www.youtube.com/embed/3dA60D-j290</video:player_loc>
<video:duration>92</video:duration>
<video:view_count>70643</video:view_count>
<video:tag>tarkovsky long take in the mirror</video:tag>
<video:publication_date>2016-01-15T16:16:15Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2022-01-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.45</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/Ta4ef1xBeMA/interview-with-graphic-designer-paul-rand-part-1-of-3</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/Ta4ef1xBeMA/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>interview with graphic designer, Paul Rand-Part 1 of 3</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/Ta4ef1xBeMA/hqdefault.jpg</video:thumbnail_loc>
<video:description>The first of three parts of an interview with graphic designer Paul Rand. He talks about his design decisions, logos and the worth of his own trade. HN people use it as Rand&apos;s own voice on logos, on what makes design memorable, and on why design matters less than designers think.</video:description>
<video:player_loc>https://www.youtube.com/embed/Ta4ef1xBeMA</video:player_loc>
<video:duration>581</video:duration>
<video:view_count>143002</video:view_count>
<video:tag>paul rand on design and logos</video:tag>
<video:publication_date>2008-07-08T16:57:26Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2010-04-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.45</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/Wai4ub90stQ/jeff-speck-the-walkable-city</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/Wai4ub90stQ/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>Jeff Speck: The walkable city</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/Wai4ub90stQ/hqdefault.jpg</video:thumbnail_loc>
<video:description>City planner Jeff Speck&apos;s TED talk on the walkable city. He argues that making cities walkable is the way to fix many of their problems, and explains what makes a street worth walking. HN people link it as an interesting, relevant case for walkable cities in threads on cars and urban life.</video:description>
<video:player_loc>https://www.youtube.com/embed/Wai4ub90stQ</video:player_loc>
<video:duration>1017</video:duration>
<video:view_count>400947</video:view_count>
<video:tag>walkable cities</video:tag>
<video:publication_date>2013-10-14T15:36:02Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2018-07-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.45</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/8i60_REoeIY/justin-falcone-the-origin-of-hypercard-in-the-breakdown-of-the-bicycle-for-the</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/8i60_REoeIY/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>Justin Falcone: The Origin of HyperCard in the Breakdown of the Bicycle for the Mind</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/8i60_REoeIY/hqdefault.jpg</video:thumbnail_loc>
<video:description>Justin Falcone&apos;s CSSConf Australia talk on the origin and importance of HyperCard, Apple&apos;s hypermedia authoring tool, and how it relates to Steve Jobs&apos; idea of the computer as a bicycle for the mind. He made the slides in HyperCard itself. HN people call it a fantastic talk on why HyperCard mattered, and share it whenever HyperCard comes up.</video:description>
<video:player_loc>https://www.youtube.com/embed/8i60_REoeIY</video:player_loc>
<video:duration>1441</video:duration>
<video:view_count>5462</video:view_count>
<video:tag>history of hypercard</video:tag>
<video:publication_date>2017-05-19T05:05:24Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2018-07-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.45</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/zRGRJRUWafY/miyamoto-on-world-1-1-how-nintendo-made-mario-s-most-iconic-level</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/zRGRJRUWafY/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>Miyamoto on World 1-1: How Nintendo made Mario&apos;s most iconic level</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/zRGRJRUWafY/hqdefault.jpg</video:thumbnail_loc>
<video:description>Eurogamer talks with Shigeru Miyamoto about World 1-1 of Super Mario Bros., with the level on screen. He explains how Nintendo designed the first stage to teach players how the game works. HN people submitted it as a first-hand account of how Nintendo made Mario&apos;s most famous level.</video:description>
<video:player_loc>https://www.youtube.com/embed/zRGRJRUWafY</video:player_loc>
<video:duration>499</video:duration>
<video:view_count>2025629</video:view_count>
<video:tag>super mario bros world 1-1 design</video:tag>
<video:publication_date>2015-09-07T13:59:49Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2015-11-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.45</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/TWAMr72VaaU/eve-a-day-in-the-life</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/TWAMr72VaaU/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>Eve: A day in the life</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/TWAMr72VaaU/hqdefault.jpg</video:thumbnail_loc>
<video:description>Eve: A day in the life is a demo by Chris Granger of what programming looks like in Eve, a language and environment meant to be designed for humans. It shows a programmer inspecting a running app and asking why a UI element is missing. HN treats it as a touchstone for live, inspectable programming, and compares new debugging and editing tools to the way its demos let you ask why something is not there.</video:description>
<video:player_loc>https://www.youtube.com/embed/TWAMr72VaaU</video:player_loc>
<video:duration>363</video:duration>
<video:view_count>79774</video:view_count>
<video:tag>eve programming environment</video:tag>
<video:publication_date>2016-12-06T01:47:49Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2023-02-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.45</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/Sw0syzCeH4Q/erik-spiekermann-uber-ios-7</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/Sw0syzCeH4Q/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>Erik Spiekermann über iOS 7</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/Sw0syzCeH4Q/hqdefault.jpg</video:thumbnail_loc>
<video:description>Typographer Erik Spiekermann talks in German about iOS 7, with English captions available. He gives a type designer&apos;s view of its design, including the thin, ultra light type. HN people cite it as the sharpest argument against design that looks beautiful but ignores usability, especially thin fonts that strain the eyes.</video:description>
<video:player_loc>https://www.youtube.com/embed/Sw0syzCeH4Q</video:player_loc>
<video:duration>98</video:duration>
<video:view_count>80962</video:view_count>
<video:tag>spiekermann on ios 7</video:tag>
<video:publication_date>2013-06-13T18:39:19Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2018-04-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.45</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/MNuOmTQdFjA/stefan-sagmeister-the-power-of-time-off</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/MNuOmTQdFjA/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>Stefan Sagmeister: The power of time off</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/MNuOmTQdFjA/hqdefault.jpg</video:thumbnail_loc>
<video:description>Graphic designer Stefan Sagmeister gives a TED talk on taking time off from work. He describes closing his design studio for a year every seven years and argues the break feeds the creative work that follows. HN people bring it up whenever sabbaticals, mini-retirements or vacations come up, as the best argument for spreading rest through a career.</video:description>
<video:player_loc>https://www.youtube.com/embed/MNuOmTQdFjA</video:player_loc>
<video:duration>1057</video:duration>
<video:view_count>487337</video:view_count>
<video:tag>sabbaticals and creativity</video:tag>
<video:publication_date>2009-10-05T19:16:52Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2026-08-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.45</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/ucSUs3adMQ8/elastic-opening-credits-halt-and-catch-fire</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/ucSUs3adMQ8/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>Elastic - Opening Credits: Halt &amp; Catch Fire</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/ucSUs3adMQ8/hqdefault.jpg</video:thumbnail_loc>
<video:description>The opening title sequence for the AMC drama Halt and Catch Fire, designed by the studio Elastic and published by the Cooper Hewitt design museum. It is a short piece of title design for a show about the early personal computer industry. HN people cite it as a nicely made show intro that fits their taste in hacker soundtracks and still feels relevant today.</video:description>
<video:player_loc>https://www.youtube.com/embed/ucSUs3adMQ8</video:player_loc>
<video:duration>45</video:duration>
<video:view_count>103969</video:view_count>
<video:tag>halt and catch fire title sequence</video:tag>
<video:publication_date>2016-02-10T21:32:16Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2026-04-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.45</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/qIcM21l61TE/how-designers-destroyed-the-world-mike-monteiro-at-usi</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/qIcM21l61TE/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>How Designers Destroyed the World - Mike Monteiro, at USI</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/qIcM21l61TE/hqdefault.jpg</video:thumbnail_loc>
<video:description>Mike Monteiro of Mule Design argues that designers are responsible for what they put into the world, and that the harms of tech products are design failures. This is the USI recording of a talk he has given at several conferences. HN&apos;s go-to talk on tech ethics and on designers refusing to ship harm, brought up whenever ethics in big tech or software harms come up.</video:description>
<video:player_loc>https://www.youtube.com/embed/qIcM21l61TE</video:player_loc>
<video:duration>2748</video:duration>
<video:view_count>64104</video:view_count>
<video:tag>designer responsibility and ethics</video:tag>
<video:publication_date>2015-07-13T14:52:32Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2024-07-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.45</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/UP_TBaKODlw/your-first-look-at-the-all-new-affinity</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/UP_TBaKODlw/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>Your first look at the all-new Affinity</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/UP_TBaKODlw/hqdefault.jpg</video:thumbnail_loc>
<video:description>Affinity&apos;s first look at its all-new app, presented by the company, including its CEO. It shows the new design software, and the CEO says that scripting is coming. HN people post it as the main source on the all-new Affinity, and quote the CEO&apos;s comments in it about scripting and what stays free.</video:description>
<video:player_loc>https://www.youtube.com/embed/UP_TBaKODlw</video:player_loc>
<video:duration>1378</video:duration>
<video:view_count>272393</video:view_count>
<video:tag>all-new affinity app</video:tag>
<video:publication_date>2025-10-30T12:00:26Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2025-11-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.45</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/mx4eSkMBx-U/aesthetics-of-far-cry-2</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/mx4eSkMBx-U/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>Aesthetics of Far Cry 2.</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/mx4eSkMBx-U/hqdefault.jpg</video:thumbnail_loc>
<video:description>A video essay on the visual style of Far Cry 2. It looks at how the game&apos;s art direction, color, lighting and world details work together. HN recommends it as a good showcase of the aesthetic choices and art direction behind Far Cry 2.</video:description>
<video:player_loc>https://www.youtube.com/embed/mx4eSkMBx-U</video:player_loc>
<video:duration>5278</video:duration>
<video:view_count>1332155</video:view_count>
<video:tag>far cry 2 art direction</video:tag>
<video:publication_date>2019-03-17T14:46:33Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2022-08-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.45</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/bJ3i4K3hefI/dynamic-documents-as-personal-software-geoffrey-litt</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/bJ3i4K3hefI/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>Dynamic documents as personal software - Geoffrey Litt</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/bJ3i4K3hefI/hqdefault.jpg</video:thumbnail_loc>
<video:description>Geoffrey Litt gives a talk expanding on his essay about malleable software in the age of LLMs. He shows demos of dynamic documents that people can reshape into their own personal software. HN people take it as the author&apos;s concrete companion to the malleable software essay, with demos that make the idea tangible.</video:description>
<video:player_loc>https://www.youtube.com/embed/bJ3i4K3hefI</video:player_loc>
<video:duration>3061</video:duration>
<video:view_count>4841</video:view_count>
<video:tag>dynamic documents as personal software</video:tag>
<video:publication_date>2023-05-23T19:28:27Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2025-01-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.45</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/NLyIYmPfCps/programming-with-on-line-graphics</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/NLyIYmPfCps/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>Programming with On-Line Graphics</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/NLyIYmPfCps/hqdefault.jpg</video:thumbnail_loc>
<video:description>A 1966 demo of Bert Sutherland&apos;s PhD work on programming with on-line graphics, posted by Bill Buxton. It shows programs built and edited as diagrams on an interactive display, an early form of graphical and dataflow-style programming. HN people share it as a record of pioneering interactive visual programming and point readers to Sutherland&apos;s thesis.</video:description>
<video:player_loc>https://www.youtube.com/embed/NLyIYmPfCps</video:player_loc>
<video:duration>1107</video:duration>
<video:view_count>4612</video:view_count>
<video:tag>graphical programming 1966</video:tag>
<video:publication_date>2011-08-09T21:52:10Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2020-02-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.45</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/Ko4V3G4NqII/macworld-san-francisco-2000-the-mac-os-x-introduction-pt-1</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/Ko4V3G4NqII/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>Macworld San Francisco 2000-The Mac OS X Introduction (Pt.1)</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/Ko4V3G4NqII/hqdefault.jpg</video:thumbnail_loc>
<video:description>Steve Jobs introducing Mac OS X at Macworld San Francisco in 2000, part one of the keynote. He presents the new Aqua interface, the underlying architecture and how older applications would run. HN people treat it as the key record of the OS X launch, quoted for Jobs&apos;s description of Aqua&apos;s design goal and for details on Quartz, Cocoa and the open kernel.</video:description>
<video:player_loc>https://www.youtube.com/embed/Ko4V3G4NqII</video:player_loc>
<video:duration>575</video:duration>
<video:view_count>786909</video:view_count>
<video:tag>mac os x and aqua introduction</video:tag>
<video:publication_date>2006-08-21T03:54:10Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2017-11-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.45</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/ZDY9YCYv7z8/exploring-large-tables-with-table-lens-1994-ramana-rao-and-stuart-card</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/ZDY9YCYv7z8/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>Exploring Large Tables with Table Lens - 1994 - Ramana Rao &amp; Stuart Card</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/ZDY9YCYv7z8/hqdefault.jpg</video:thumbnail_loc>
<video:description>A 1994 demonstration video of the Table Lens, a visualization technique for exploring large tables, by Ramana Rao and Stuart Card. It shows the focus-plus-context approach to viewing many rows and columns at once. HN people submitted it as a classic piece of information visualization research worth revisiting.</video:description>
<video:player_loc>https://www.youtube.com/embed/ZDY9YCYv7z8</video:player_loc>
<video:duration>572</video:duration>
<video:view_count>1772</video:view_count>
<video:tag>table lens visualization</video:tag>
<video:publication_date>2016-11-13T01:16:57Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2022-07-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.45</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/IX-gTobCJHs/nokia-morph-concept-long</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/IX-gTobCJHs/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>Nokia Morph Concept (long)</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/IX-gTobCJHs/hqdefault.jpg</video:thumbnail_loc>
<video:description>A long version of the concept video for the Nokia Morph, a flexible, transformable device imagined by Nokia and its research partners around 2008. It shows a phone that folds and stretches and uses touch-sensitive and tactile surfaces. HN people recall it as the vision that wowed them, a benchmark for foldable and tactile devices, and also as a cautionary example of company concept videos.</video:description>
<video:player_loc>https://www.youtube.com/embed/IX-gTobCJHs</video:player_loc>
<video:duration>357</video:duration>
<video:view_count>4889007</video:view_count>
<video:tag>nokia morph concept device</video:tag>
<video:publication_date>2008-02-25T08:08:23Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2025-01-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.45</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/tq_KOmXyVDo/how-i-animated-this-video</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/tq_KOmXyVDo/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>How I Animated This Video</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/tq_KOmXyVDo/hqdefault.jpg</video:thumbnail_loc>
<video:description>Comedian and filmmaker Joel Haver explains, in his own deadpan style, how he makes his animated shorts. He rotoscopes live footage and uses EbSynth to carry hand-drawn keyframes across the frames. HN cites it as the clearest look at a real rotoscoping workflow, often to argue that his painstaking process is not the same thing as AI image generation.</video:description>
<video:player_loc>https://www.youtube.com/embed/tq_KOmXyVDo</video:player_loc>
<video:duration>439</video:duration>
<video:view_count>6173825</video:view_count>
<video:tag>rotoscope animation process</video:tag>
<video:publication_date>2021-01-22T18:56:20Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2024-08-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.45</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/M0zgj2p7Ww4/xerox-parc-office-alto-commercial</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/M0zgj2p7Ww4/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>Xerox Parc - Office Alto Commercial</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/M0zgj2p7Ww4/hqdefault.jpg</video:thumbnail_loc>
<video:description>A 1979 Xerox PARC commercial for the Office Alto, posted by the Computer History Museum. It shows the Alto workstation&apos;s graphical, mouse-driven interface in office tasks, an early sales pitch for the system that shaped later desktop computers. HN people hold it up as a classic ad that shows how much the old Xerox systems did, and cite it when arguing modern software has regressed from explorable, user-programmable environments.</video:description>
<video:player_loc>https://www.youtube.com/embed/M0zgj2p7Ww4</video:player_loc>
<video:duration>61</video:duration>
<video:view_count>229195</video:view_count>
<video:tag>xerox alto commercial</video:tag>
<video:publication_date>2012-04-20T17:54:14Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2022-10-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.45</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/bUTPlQzfz1k/tides-a-demo-for-64-html-sliders</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/bUTPlQzfz1k/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>&quot;Tides&quot; – a demo for 64 HTML sliders</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/bUTPlQzfz1k/hqdefault.jpg</video:thumbnail_loc>
<video:description>Tides is a demo built entirely out of 64 HTML sliders, with the sliders moving in sync to music. It is the music video for blinry&apos;s Sliderland creative-coding project. HN people call it a well-executed concept synced to music, and tell people to watch it.</video:description>
<video:player_loc>https://www.youtube.com/embed/bUTPlQzfz1k</video:player_loc>
<video:duration>135</video:duration>
<video:view_count>9593</video:view_count>
<video:tag>html sliders demo</video:tag>
<video:publication_date>2022-04-17T16:05:33Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2024-02-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.45</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/5VNP9RYIS_E/the-strange-return-of-art-deco-in-america</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/5VNP9RYIS_E/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>The Strange Return of Art Deco in America</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/5VNP9RYIS_E/hqdefault.jpg</video:thumbnail_loc>
<video:description>Architect and YouTuber Stewart Hicks looks at the return of Art Deco in recent American buildings. The video talks with the author of a book on highrises and uses material from it. HN people share it as a good, recent look at the comeback of art deco buildings.</video:description>
<video:player_loc>https://www.youtube.com/embed/5VNP9RYIS_E</video:player_loc>
<video:duration>847</video:duration>
<video:view_count>600844</video:view_count>
<video:tag>art deco revival in architecture</video:tag>
<video:publication_date>2023-12-14T14:00:04Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2024-04-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.45</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/P1e7ZCKQfMA/how-blind-people-use-instagram</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/P1e7ZCKQfMA/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>How Blind People Use Instagram</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/P1e7ZCKQfMA/hqdefault.jpg</video:thumbnail_loc>
<video:description>Tommy Edison, who is blind, shows how he uses Instagram on an iPhone with VoiceOver. It shows how the screen reader speaks each button and lets him navigate the app by touch. HN people offer it as an entertaining, concrete look at a blind person using a mainstream app with VoiceOver, though one thread suspected a viral ad.</video:description>
<video:player_loc>https://www.youtube.com/embed/P1e7ZCKQfMA</video:player_loc>
<video:duration>132</video:duration>
<video:view_count>471982</video:view_count>
<video:tag>blind use of instagram</video:tag>
<video:publication_date>2012-06-26T13:38:59Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2014-08-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.45</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/gfHcnig8Lo4/kantega-the-mysterious-life-of-ux-designers</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/gfHcnig8Lo4/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>Kantega | The Mysterious Life Of UX Designers</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/gfHcnig8Lo4/hqdefault.jpg</video:thumbnail_loc>
<video:description>A short video from the Norwegian consultancy Kantega on the working life of UX designers, titled The Mysterious Life Of UX Designers. It presents what UX designers do day to day for an outside audience. HN people submitted it as a fun and approachable look at what UX designers do.</video:description>
<video:player_loc>https://www.youtube.com/embed/gfHcnig8Lo4</video:player_loc>
<video:duration>203</video:duration>
<video:view_count>627725</video:view_count>
<video:tag>life of ux designers</video:tag>
<video:publication_date>2018-03-19T12:37:00Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2022-03-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.45</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/8J6HuvosP0s/typography-for-docs</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/8J6HuvosP0s/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>Typography for Docs</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/8J6HuvosP0s/hqdefault.jpg</video:thumbnail_loc>
<video:description>Matthew Butterick, author of Practical Typography, gives a talk titled Typography for Docs at the Write the Docs conference. He introduces the basics of good typography for people who write and publish documents. HN people recommend it as an entertaining intro to typography for beginners, from the author of Practical Typography.</video:description>
<video:player_loc>https://www.youtube.com/embed/8J6HuvosP0s</video:player_loc>
<video:duration>3214</video:duration>
<video:view_count>13137</video:view_count>
<video:tag>typography basics for documents</video:tag>
<video:publication_date>2013-04-09T06:23:59Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2016-01-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.45</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/ZORzsubQA_M/superblocks-how-barcelona-is-taking-city-streets-back-from-cars</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/ZORzsubQA_M/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>Superblocks: How Barcelona is taking city streets back from cars</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/ZORzsubQA_M/hqdefault.jpg</video:thumbnail_loc>
<video:description>A Vox explainer on Barcelona&apos;s superblocks, which group city blocks into car-limited zones and give streets back to pedestrians. It shows how the plan reshapes street life and public space. HN people cite it as their mental model for fixing car-centric places and as an example of large car reductions.</video:description>
<video:player_loc>https://www.youtube.com/embed/ZORzsubQA_M</video:player_loc>
<video:duration>331</video:duration>
<video:view_count>7909515</video:view_count>
<video:tag>barcelona superblocks</video:tag>
<video:publication_date>2016-09-27T12:00:57Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2018-04-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.45</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/jIv-EcX9tUs/john-whitney-experiments-in-motion-graphics-1968-generative-graphics</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/jIv-EcX9tUs/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>John Whitney -  Experiments in motion graphics 1968 - Generative graphics</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/jIv-EcX9tUs/hqdefault.jpg</video:thumbnail_loc>
<video:description>John Whitney&apos;s 1968 experiments in computer motion graphics, made on an IBM display system. They are abstract moving patterns, an early form of generative graphics. HN people point to it as the place to start with early computer graphics, with Whitney inventing something close to the screensaver.</video:description>
<video:player_loc>https://www.youtube.com/embed/jIv-EcX9tUs</video:player_loc>
<video:duration>715</video:duration>
<video:view_count>73264</video:view_count>
<video:tag>john whitney motion graphics</video:tag>
<video:publication_date>2019-01-28T17:37:15Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2024-10-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.45</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/8UAsN9wvePE/eastern-and-western-design-how-culture-rewires-the-brain</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/8UAsN9wvePE/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>Eastern &amp; Western Design: How Culture Rewires The Brain</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/8UAsN9wvePE/hqdefault.jpg</video:thumbnail_loc>
<video:description>A Design Theory video essay on how cultural background shapes perception and thinking, comparing Eastern and Western approaches to design. It draws on psychology research about cultural differences in cognition to explain why designs from different regions look and work differently. HN people recommend it as a data-rich companion to the article on the psychological effects of rice versus wheat farming.</video:description>
<video:player_loc>https://www.youtube.com/embed/8UAsN9wvePE</video:player_loc>
<video:duration>2192</video:duration>
<video:view_count>1529717</video:view_count>
<video:tag>culture and design cognition</video:tag>
<video:publication_date>2023-10-04T19:48:05Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2024-04-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.45</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/MvJPKOLDSos/rockstar-s-game-design-is-outdated</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/MvJPKOLDSos/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>Rockstar&apos;s Game Design is Outdated</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/MvJPKOLDSos/hqdefault.jpg</video:thumbnail_loc>
<video:description>A long video essay by NakeyJakey arguing that Rockstar&apos;s game design has fallen behind, with the mission structure in games like Red Dead Redemption 2 as a main target. It breaks down how the missions and open world fit together. HN people recommend it as an in-depth critique of Rockstar&apos;s design, with a warning that it is not to everyone&apos;s taste.</video:description>
<video:player_loc>https://www.youtube.com/embed/MvJPKOLDSos</video:player_loc>
<video:duration>2267</video:duration>
<video:view_count>11919511</video:view_count>
<video:tag>rockstar game design critique</video:tag>
<video:publication_date>2018-12-17T17:50:54Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2022-09-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.45</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/zxM4vN_4jJY/ar-screen-hackathon-project</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/zxM4vN_4jJY/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>AR Screen hackathon project</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/zxM4vN_4jJY/hqdefault.jpg</video:thumbnail_loc>
<video:description>A hackathon demo of an augmented reality screen built with a Leap Motion controller and an Oculus DK2 headset. Virtual screens appear in the user&apos;s surroundings and are controlled by hand. HN is split: some cite it as a neat early example of AR and VR passthrough interfaces, and one thread asks whether the video is real at all.</video:description>
<video:player_loc>https://www.youtube.com/embed/zxM4vN_4jJY</video:player_loc>
<video:duration>90</video:duration>
<video:view_count>603110</video:view_count>
<video:tag>ar screen hackathon demo</video:tag>
<video:publication_date>2015-06-09T20:01:19Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2015-12-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.45</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/0-_zVkrWCOk/documents-as-user-interfaces-video-demo</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/0-_zVkrWCOk/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>Documents as User Interfaces Video Demo</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/0-_zVkrWCOk/hqdefault.jpg</video:thumbnail_loc>
<video:description>A video demo by Eric Bier, of Xerox PARC, showing documents used as user interfaces. It belongs to the family of PARC-era demos that includes Cedar, the Xerox Star and Smalltalk. HN lists it among the amazing Xerox PARC demos to watch, a point of comparison for how early graphical environments worked.</video:description>
<video:player_loc>https://www.youtube.com/embed/0-_zVkrWCOk</video:player_loc>
<video:duration>439</video:duration>
<video:view_count>1634</video:view_count>
<video:tag>documents as user interfaces</video:tag>
<video:publication_date>2011-03-26T02:41:59Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2021-01-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.45</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/jErqdRE5zpQ/canon-cat</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/jErqdRE5zpQ/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>Canon Cat</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/jErqdRE5zpQ/hqdefault.jpg</video:thumbnail_loc>
<video:description>A short informal demo of the Canon Cat, the 1987 text-centered computer designed by Jef Raskin. It shows how editing works with the Leap keys and without a mouse. HN people share it as a great look at what it would be like to use a Canon Cat now, a machine for editing text with the fewest keystrokes.</video:description>
<video:player_loc>https://www.youtube.com/embed/jErqdRE5zpQ</video:player_loc>
<video:duration>375</video:duration>
<video:view_count>16577</video:view_count>
<video:tag>canon cat interface</video:tag>
<video:publication_date>2014-03-03T13:17:18Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2024-05-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.45</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/cktmhqXMsGI/handmadecon-2015-ron-gilbert</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/cktmhqXMsGI/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>HandmadeCon 2015 - Ron Gilbert</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/cktmhqXMsGI/hqdefault.jpg</video:thumbnail_loc>
<video:description>Ron Gilbert, in a fireside-chat style talk at HandmadeCon 2015, discusses making games at LucasArts and his indie game Thimbleweed Park, then in development. The conversation covers his approach to game design and development. HN people recommend it as a great fireside chat with the creator of classic adventure games, and cite it on topics like dynamic game audio.</video:description>
<video:player_loc>https://www.youtube.com/embed/cktmhqXMsGI</video:player_loc>
<video:duration>4288</video:duration>
<video:view_count>22466</video:view_count>
<video:tag>ron gilbert fireside chat</video:tag>
<video:publication_date>2016-06-06T15:47:31Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2020-06-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.45</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/7Zd3iNOXTow/loren-brichter-on-tweetie</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/7Zd3iNOXTow/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>Loren Brichter on Tweetie</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/7Zd3iNOXTow/hqdefault.jpg</video:thumbnail_loc>
<video:description>Loren Brichter, creator of the Tweetie iPhone Twitter client, gives a talk at Stanford about the history and making of the app. He covers how he built Tweetie and the interface decisions behind it. HN people treat it as a great and still interesting account of how a celebrated iPhone app came together, from its author.</video:description>
<video:player_loc>https://www.youtube.com/embed/7Zd3iNOXTow</video:player_loc>
<video:duration>2023</video:duration>
<video:view_count>15359</video:view_count>
<video:tag>making of tweetie</video:tag>
<video:publication_date>2010-01-22T23:31:44Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2013-03-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.45</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/2wBe3SDCcz8/the-william</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/2wBe3SDCcz8/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>The William</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/2wBe3SDCcz8/hqdefault.jpg</video:thumbnail_loc>
<video:description>A concept video for The William, a reimagined electric stove top built around a touch screen instead of knobs and fixed burners. It is a design concept shown in a short film rather than a product that went on sale. HN remembers it as a beautifully reimagined everyday appliance that everyone wanted and that never shipped, and uses it as shorthand for an exciting design that stayed a concept.</video:description>
<video:player_loc>https://www.youtube.com/embed/2wBe3SDCcz8</video:player_loc>
<video:duration>141</video:duration>
<video:view_count>868070</video:view_count>
<video:tag>touch screen stove concept</video:tag>
<video:publication_date>2010-07-01T23:05:51Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2018-07-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.45</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/bLSLN96Gn-w/designing-math-ft-grant-sanderson-3blue1brown-i-config-2026</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/bLSLN96Gn-w/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>Designing Math ft. Grant Sanderson (3Blue1Brown) I Config 2026</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/bLSLN96Gn-w/hqdefault.jpg</video:thumbnail_loc>
<video:description>Grant Sanderson, the creator of the math channel 3Blue1Brown, speaks at Figma&apos;s Config 2026 about designing math. The talk is about how he builds visual explanations of mathematical ideas. HN people submitted it as a talk by a master of visual explanation, given to a design audience.</video:description>
<video:player_loc>https://www.youtube.com/embed/bLSLN96Gn-w</video:player_loc>
<video:duration>1649</video:duration>
<video:view_count>341024</video:view_count>
<video:tag>designing math explanations</video:tag>
<video:publication_date>2026-06-26T19:23:17Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2026-07-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.45</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/psAeTDYezdo/the-apple-lisa-the-machine-that-invented-the-mac-full-documentary-apple50</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/psAeTDYezdo/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>The Apple Lisa: The Machine That Invented the Mac | Full Documentary #apple50</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/psAeTDYezdo/hqdefault.jpg</video:thumbnail_loc>
<video:description>A full-length documentary on the Apple Lisa, the 1983 computer that preceded the Macintosh. It covers how the Lisa and its graphical interface were made. HN posted it as a free full-length film on the Lisa, the machine that led to the Mac.</video:description>
<video:player_loc>https://www.youtube.com/embed/psAeTDYezdo</video:player_loc>
<video:duration>6473</video:duration>
<video:view_count>38401</video:view_count>
<video:tag>apple lisa history</video:tag>
<video:publication_date>2024-09-24T02:44:32Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2025-07-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.45</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/VWDFgzAjr1k/the-only-car-free-neighbourhood-in-canada-and-why-you-can-t-live-there</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/VWDFgzAjr1k/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>The Only* Car-Free Neighbourhood in Canada (and why you can&apos;t live there)</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/VWDFgzAjr1k/hqdefault.jpg</video:thumbnail_loc>
<video:description>A Not Just Bikes video on a car-free neighbourhood in Canada, a place where people live without cars, and on why it is so hard to build another one. It asks what car-free living looks like and why it is nearly impossible to build. HN people use it as a rare real example of a car-free neighbourhood, evidence of the demand for walkable places and of how zoning rules stand in the way.</video:description>
<video:player_loc>https://www.youtube.com/embed/VWDFgzAjr1k</video:player_loc>
<video:duration>858</video:duration>
<video:view_count>1092295</video:view_count>
<video:tag>car-free neighbourhood</video:tag>
<video:publication_date>2022-04-04T19:00:14Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2023-10-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.45</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/0Ck-NPqf2c8/modern-day-typographer-elle-cordova</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/0Ck-NPqf2c8/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>Modern Day Typographer - Elle Cordova</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/0Ck-NPqf2c8/hqdefault.jpg</video:thumbnail_loc>
<video:description>A video by Elle Cordova titled Modern Day Typographer, on the subject of typography. HN discussion is minimal, so little more can be said about its content. HN people submitted it as a video about typography worth watching.</video:description>
<video:player_loc>https://www.youtube.com/embed/0Ck-NPqf2c8</video:player_loc>
<video:duration>183</video:duration>
<video:view_count>605220</video:view_count>
<video:tag>typography</video:tag>
<video:publication_date>2026-09-08T19:34:20Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2026-10-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.45</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/-woNlmVcdjc/children-of-men-don-t-ignore-the-background</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/-woNlmVcdjc/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>Children of Men: Don&apos;t Ignore The Background</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/-woNlmVcdjc/hqdefault.jpg</video:thumbnail_loc>
<video:description>Nerdwriter1 looks at how Alfonso Cuaron&apos;s Children of Men uses its backgrounds to build the world. The video essay shows how details behind the main action carry much of the film&apos;s story. HN points to it as a great review of the film, and as an example of video essays that show you much more than meets the eye.</video:description>
<video:player_loc>https://www.youtube.com/embed/-woNlmVcdjc</video:player_loc>
<video:duration>469</video:duration>
<video:view_count>2136176</video:view_count>
<video:tag>children of men background storytelling</video:tag>
<video:publication_date>2015-09-09T12:00:01Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2020-12-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.45</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/dAX0trP3hIQ/creativity-and-game-design-mov</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/dAX0trP3hIQ/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>Creativity and Game Design.mov</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/dAX0trP3hIQ/hqdefault.jpg</video:thumbnail_loc>
<video:description>Chris Crawford gives a talk on creativity and game design. Crawford is a veteran game designer and author known for his strong views on what interactive entertainment should be. HN people point to it as an interesting companion to other lectures on creativity.</video:description>
<video:player_loc>https://www.youtube.com/embed/dAX0trP3hIQ</video:player_loc>
<video:duration>3537</video:duration>
<video:view_count>13083</video:view_count>
<video:tag>creativity in game design</video:tag>
<video:publication_date>2011-05-05T20:29:34Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2017-01-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.45</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/id86HeV-Vb8/vr-interface-design-pre-visualisation-methods</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/id86HeV-Vb8/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>VR Interface Design Pre-Visualisation Methods</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/id86HeV-Vb8/hqdefault.jpg</video:thumbnail_loc>
<video:description>Mike Alger&apos;s video on pre-visualizing interface design for virtual reality, from his master&apos;s project. It uses 3D renders to show zones around the user, such as the main content and peripheral areas, and the physical affordances of VR interfaces. HN people point to it as a clear, realistic breakdown of VR interface zones and affordances, with good 3D renderings.</video:description>
<video:player_loc>https://www.youtube.com/embed/id86HeV-Vb8</video:player_loc>
<video:duration>1083</video:duration>
<video:view_count>168879</video:view_count>
<video:tag>vr interface zones</video:tag>
<video:publication_date>2015-10-04T16:33:26Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2016-11-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.45</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/C5FUtrmO7gI/jonathan-blow-truth-in-game-design</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/C5FUtrmO7gI/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>Jonathan Blow - Truth In Game Design</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/C5FUtrmO7gI/hqdefault.jpg</video:thumbnail_loc>
<video:description>Jonathan Blow, creator of Braid and The Witness, gives a talk titled Truth in Game Design from 2011. He argues for designing around the discovery of real truths about a system rather than inventing arbitrary rules, with ideas on how complex systems can give more back than the designer put in. HN people recommend it to puzzle and game designers, and cite it for complex systems that return more than you put in.</video:description>
<video:player_loc>https://www.youtube.com/embed/C5FUtrmO7gI</video:player_loc>
<video:duration>2882</video:duration>
<video:view_count>80016</video:view_count>
<video:tag>truth in game design</video:tag>
<video:publication_date>2017-08-15T15:15:13Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2022-08-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.45</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/E9_wLks1kAg/one-page-design-philosophy-one-of-the-most-important-videos-for-game-developers</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/E9_wLks1kAg/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>One Page Design Philosophy - One Of The Most Important Videos For Game Developers</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/E9_wLks1kAg/hqdefault.jpg</video:thumbnail_loc>
<video:description>Stone Librande&apos;s GDC talk on One Page Designs, a method of laying out a game&apos;s design on a single sheet. The talk argues that a one-page diagram communicates a design to a team better than long documents. HN people recommend it to anyone designing games, and it came up next to the Grim Fandango puzzle document as a model for concise game design documentation.</video:description>
<video:player_loc>https://www.youtube.com/embed/E9_wLks1kAg</video:player_loc>
<video:duration>3119</video:duration>
<video:view_count>520843</video:view_count>
<video:tag>one page game design documents</video:tag>
<video:publication_date>2024-10-18T22:17:37Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2026-10-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.45</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/4X4f83C8ANg/why-you-hate-comic-sans-comic-sans-hate</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/4X4f83C8ANg/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>Why You Hate Comic Sans -- Comic Sans Hate</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/4X4f83C8ANg/hqdefault.jpg</video:thumbnail_loc>
<video:description>David Kadavy&apos;s short presentation on why designers and others hate Comic Sans. He looks at the typeface&apos;s origins, including how it came from an era of low-resolution, unsmoothed screens where it read well. HN people include it in reading lists for developers learning design and cite its explanation of why Comic Sans made sense on early low-res displays.</video:description>
<video:player_loc>https://www.youtube.com/embed/4X4f83C8ANg</video:player_loc>
<video:duration>326</video:duration>
<video:view_count>130333</video:view_count>
<video:tag>why people hate comic sans</video:tag>
<video:publication_date>2011-01-12T22:59:38Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2013-06-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.45</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/gaiVjJWOUWE/bad-design-can-kill-missile-defense-and-user-fatigue</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/gaiVjJWOUWE/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>Bad design can kill: Missile defense and user fatigue</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/gaiVjJWOUWE/hqdefault.jpg</video:thumbnail_loc>
<video:description>Anders Puck Nielsen looks at how the design of missile defense systems and the fatigue of the operators using them can contribute to deadly mistakes. It treats bad interface and workflow design as a safety problem. HN people submitted it as a serious case that bad design can kill.</video:description>
<video:player_loc>https://www.youtube.com/embed/gaiVjJWOUWE</video:player_loc>
<video:duration>1025</video:duration>
<video:view_count>680778</video:view_count>
<video:tag>human factors in missile defense</video:tag>
<video:publication_date>2022-04-22T20:06:56Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2022-05-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.45</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/_XJbwN6EZ4I/designing-it-to-make-healthcare-safer-professor-harold-thimbleby</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/_XJbwN6EZ4I/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>Designing IT to Make Healthcare Safer - Professor Harold Thimbleby</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/_XJbwN6EZ4I/hqdefault.jpg</video:thumbnail_loc>
<video:description>Professor Harold Thimbleby gives a Gresham College lecture on how poor interface design in healthcare IT and medical devices causes errors and harm. He argues for designing these systems to make clinical mistakes harder. HN people recommend it as a captivating account of UX failures in healthcare technology, and cite it for the claim that poor device UX causes many medical errors.</video:description>
<video:player_loc>https://www.youtube.com/embed/_XJbwN6EZ4I</video:player_loc>
<video:duration>2805</video:duration>
<video:view_count>6997</video:view_count>
<video:tag>safer healthcare interface design</video:tag>
<video:publication_date>2014-03-03T11:09:11Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2018-09-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.45</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/8uE6-vIi1rQ/cursed-problems-in-game-design</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/8uE6-vIi1rQ/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>Cursed Problems in Game Design</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/8uE6-vIi1rQ/hqdefault.jpg</video:thumbnail_loc>
<video:description>A GDC talk on cursed problems in game design, meaning design problems that look solvable but where every solution brings an equally bad new problem. The speaker, Soren Johnson, walks through examples from game design to show why some trade-offs can only be managed rather than fixed. HN people use the idea as a vocabulary for design dilemmas, applying it to Diablo&apos;s multiplayer scaling and to EdTech&apos;s retention versus friction conflict.</video:description>
<video:player_loc>https://www.youtube.com/embed/8uE6-vIi1rQ</video:player_loc>
<video:duration>3120</video:duration>
<video:view_count>889080</video:view_count>
<video:tag>cursed problems in game design</video:tag>
<video:publication_date>2020-02-03T18:04:22Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2021-06-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.45</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/J33pVRdxWbw/how-steve-jobs-got-the-ideas-of-gui-from-xerox</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/J33pVRdxWbw/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>How Steve Jobs got the ideas of GUI from XEROX</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/J33pVRdxWbw/hqdefault.jpg</video:thumbnail_loc>
<video:description>A compilation about how Steve Jobs took the idea of the graphical user interface from Xerox PARC. It draws on interview material, including Jobs describing his visit and Adele Goldberg recalling her warning to Xerox executives. HN people use it as the go-to evidence for the Xerox-to-Apple GUI story, citing Jobs acknowledging what he saw at PARC.</video:description>
<video:player_loc>https://www.youtube.com/embed/J33pVRdxWbw</video:player_loc>
<video:duration>581</video:duration>
<video:view_count>271966</video:view_count>
<video:tag>xerox parc to apple gui</video:tag>
<video:publication_date>2014-01-04T11:48:56Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2017-07-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.45</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/bAxRYrpbnuA/traffic-calming-is-everywhere-in-the-netherlands</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/bAxRYrpbnuA/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>Traffic Calming is Everywhere in the Netherlands</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/bAxRYrpbnuA/hqdefault.jpg</video:thumbnail_loc>
<video:description>Not Just Bikes shows how Dutch streets use traffic calming, such as lane narrowing, raised crossings and chicanes, to make drivers slow down. It explains how the street design itself, rather than speed limit signs, produces safe speeds. HN people point to it as the clear account of how the Netherlands makes streets safe by design, in contrast with US roads.</video:description>
<video:player_loc>https://www.youtube.com/embed/bAxRYrpbnuA</video:player_loc>
<video:duration>312</video:duration>
<video:view_count>403645</video:view_count>
<video:tag>dutch traffic calming</video:tag>
<video:publication_date>2020-02-24T09:00:13Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2022-02-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.45</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/gwV_mA2cv_0/what-makes-a-good-detective-game</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/gwV_mA2cv_0/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>What Makes a Good Detective Game?</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/gwV_mA2cv_0/hqdefault.jpg</video:thumbnail_loc>
<video:description>Game Maker&apos;s Toolkit asks what makes a good detective game and why they are so hard to design. It looks at how games let players gather clues and deduce, rather than just follow the story. HN people call it an excellent overview of detective game design and of why making a player feel like a detective is difficult.</video:description>
<video:player_loc>https://www.youtube.com/embed/gwV_mA2cv_0</video:player_loc>
<video:duration>1171</video:duration>
<video:view_count>1430819</video:view_count>
<video:tag>detective game design</video:tag>
<video:publication_date>2017-09-04T16:29:50Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2022-05-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.45</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/1W79T2ibd5Y/design-system-magic-with-css-houdini-by-samuel-richard-cssconf-eu-2019</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/1W79T2ibd5Y/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>Design System Magic with CSS Houdini by Samuel Richard | CSSconf EU 2019</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/1W79T2ibd5Y/hqdefault.jpg</video:thumbnail_loc>
<video:description>Samuel Richard&apos;s CSSconf EU 2019 talk on using CSS Houdini to power design systems. He shows how the Houdini APIs let styling code do things that plain CSS cannot. HN people call it an excellent introduction to CSS Houdini and share it when the topic comes up.</video:description>
<video:player_loc>https://www.youtube.com/embed/1W79T2ibd5Y</video:player_loc>
<video:duration>1592</video:duration>
<video:view_count>6908</video:view_count>
<video:tag>css houdini for design systems</video:tag>
<video:publication_date>2019-07-17T08:31:37Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2021-05-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.45</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/eLqC3FNNOaI/why-are-we-changing-maps-from-the-west-wing</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/eLqC3FNNOaI/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>Why are we changing maps?  (from The West Wing)</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/eLqC3FNNOaI/hqdefault.jpg</video:thumbnail_loc>
<video:description>A scene from the TV series The West Wing in which the Organization of Cartographers for Social Equality argues that the standard Mercator map misrepresents the size of countries. It is a short dramatized lesson on how map projections shape what we see. HN brings it up whenever map projections come up, as the memorable scene on how Mercator distorts the size of Africa and North America.</video:description>
<video:player_loc>https://www.youtube.com/embed/eLqC3FNNOaI</video:player_loc>
<video:duration>238</video:duration>
<video:view_count>800344</video:view_count>
<video:tag>map projection bias</video:tag>
<video:publication_date>2012-05-18T02:40:42Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2022-08-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.45</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/Ly6USRwTHe0/generative-ai-for-krita-with-controlnet</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/Ly6USRwTHe0/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>Generative AI for Krita - With ControlNet</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/Ly6USRwTHe0/hqdefault.jpg</video:thumbnail_loc>
<video:description>A demonstration of a generative AI plugin for the open-source painting program Krita, using Stable Diffusion with ControlNet. It shows sketches and selections being turned into finished image regions inside a normal painting workflow. HN people find it striking that open-source Krita matches Photoshop&apos;s generative fill, and cite it as the way a traditional artist can fit AI into their own workflow.</video:description>
<video:player_loc>https://www.youtube.com/embed/Ly6USRwTHe0</video:player_loc>
<video:duration>161</video:duration>
<video:view_count>223373</video:view_count>
<video:tag>ai image generation in krita</video:tag>
<video:publication_date>2023-09-16T13:41:28Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2025-01-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.45</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/TCI8lPvr6SM/the-origin-of-the-80s-aesthetic</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/TCI8lPvr6SM/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>The origin of the &apos;80s aesthetic</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/TCI8lPvr6SM/hqdefault.jpg</video:thumbnail_loc>
<video:description>A Vox video tracing where the 1980s look in design comes from. It looks at the ideas and movements behind the decade&apos;s visual style. HN people post it as a quick, well-made explainer on the origins of the 80s aesthetic.</video:description>
<video:player_loc>https://www.youtube.com/embed/TCI8lPvr6SM</video:player_loc>
<video:duration>378</video:duration>
<video:view_count>2624537</video:view_count>
<video:tag>origin of the 80s aesthetic</video:tag>
<video:publication_date>2017-06-26T12:06:45Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2017-07-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.45</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/MyoU4hI_i_Y/uxnight-designing-for-your-mom-with-andi-galpern</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/MyoU4hI_i_Y/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>UXNight: Designing For your Mom with Andi Galpern</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/MyoU4hI_i_Y/hqdefault.jpg</video:thumbnail_loc>
<video:description>A UXNight talk by Andi Galpern, recorded by InfoQ, on designing for your mom. It is an introduction to UX basics built around the idea of designing for an ordinary, non-expert user. Submitted twice in 2013 as a worthwhile UX basics talk.</video:description>
<video:player_loc>https://www.youtube.com/embed/MyoU4hI_i_Y</video:player_loc>
<video:duration>1722</video:duration>
<video:view_count>23057</video:view_count>
<video:tag>ux basics for non-expert users</video:tag>
<video:publication_date>2013-06-27T22:58:31Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2013-07-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.45</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/iN1MsCXkPSA/illustrating-crafting-interpreters</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/iN1MsCXkPSA/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>Illustrating Crafting Interpreters</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/iN1MsCXkPSA/hqdefault.jpg</video:thumbnail_loc>
<video:description>A time-lapse by Bob Nystrom of how he draws the illustrations for his book Crafting Interpreters, by hand on paper with pencil and pen. It shows a single diagram being made from start to finish. HN people share it as proof of the care behind the book&apos;s hand-drawn illustrations, calling it ASMR for geeks.</video:description>
<video:player_loc>https://www.youtube.com/embed/iN1MsCXkPSA</video:player_loc>
<video:duration>564</video:duration>
<video:view_count>12328</video:view_count>
<video:tag>hand-drawn book illustration</video:tag>
<video:publication_date>2018-03-25T21:10:36Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2022-02-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.45</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/Lo_1pyQ7xvc/sx-70</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/Lo_1pyQ7xvc/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>SX-70</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/Lo_1pyQ7xvc/hqdefault.jpg</video:thumbnail_loc>
<video:description>A short film by the Eames Office about the Polaroid SX-70, the folding instant camera, made by Charles and Ray Eames. It combines a technical explanation of the camera with a promotional tone. HN people share it as a favorite Eames film that explains how the SX-70 works and may have shaped the later Apple style of product launch.</video:description>
<video:player_loc>https://www.youtube.com/embed/Lo_1pyQ7xvc</video:player_loc>
<video:duration>597</video:duration>
<video:view_count>160274</video:view_count>
<video:tag>polaroid sx-70 film</video:tag>
<video:publication_date>2012-12-15T05:33:51Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2022-06-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.45</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/RuUSc53Xpeg/alterego-interfacing-with-devices-through-silent-speech</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/RuUSc53Xpeg/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>AlterEgo: Interfacing with devices through silent speech</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/RuUSc53Xpeg/hqdefault.jpg</video:thumbnail_loc>
<video:description>An MIT Media Lab demo of AlterEgo, a wearable that lets a person interface with devices through silent speech. It reads signals from the face while the wearer internally articulates words, with no audible speech. HN people bring it up as a serious candidate for the next input method after the keyboard, a way to talk to computers without making a sound.</video:description>
<video:player_loc>https://www.youtube.com/embed/RuUSc53Xpeg</video:player_loc>
<video:duration>82</video:duration>
<video:view_count>941596</video:view_count>
<video:tag>silent speech interface</video:tag>
<video:publication_date>2018-04-04T22:49:49Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2018-11-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.45</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/b5P3QDm61go/apple-imac-g4-lamp-ad-2002</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/b5P3QDm61go/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>Apple - iMac G4 &quot;Lamp&quot; ad (2002)</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/b5P3QDm61go/hqdefault.jpg</video:thumbnail_loc>
<video:description>Apple&apos;s 2002 television ad for the iMac G4, the flat-panel iMac on an adjustable arm, nicknamed the lamp iMac. The ad plays up the monitor&apos;s lamp-like movement. HN people remember it as a playful, Luxo Jr.-like ad that shows how great the iMac G4 marketing was.</video:description>
<video:player_loc>https://www.youtube.com/embed/b5P3QDm61go</video:player_loc>
<video:duration>31</video:duration>
<video:view_count>498677</video:view_count>
<video:tag>imac g4 lamp ad</video:tag>
<video:publication_date>2010-11-03T23:22:45Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2025-02-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.45</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/YdSdvIRkkDY/the-witness-documentary</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/YdSdvIRkkDY/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>The Witness Documentary</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/YdSdvIRkkDY/hqdefault.jpg</video:thumbnail_loc>
<video:description>A /noclip documentary on the making of The Witness, with Jonathan Blow talking about the game and the craft behind it. It covers the island setting and the puzzle design. HN people recommend it for hearing Blow talk about his craft.</video:description>
<video:player_loc>https://www.youtube.com/embed/YdSdvIRkkDY</video:player_loc>
<video:duration>2879</video:duration>
<video:view_count>778562</video:view_count>
<video:tag>making of the witness</video:tag>
<video:publication_date>2017-04-02T16:00:17Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2020-02-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.45</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/wOlcB-JxkFw/antichamber-an-overnight-success-seven-years-in-the-making</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/wOlcB-JxkFw/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>Antichamber: An Overnight Success, Seven Years In The Making</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/wOlcB-JxkFw/hqdefault.jpg</video:thumbnail_loc>
<video:description>Alexander Bruce gives a GDC talk about making Antichamber, the first-person puzzle game he built over seven years on Unreal Engine. He talks about how the design evolved and how much time and iteration it took. HN recommends it as an honest account of the years of solo work behind a game, including his habit of putting it in front of players and watching how long they kept playing.</video:description>
<video:player_loc>https://www.youtube.com/embed/wOlcB-JxkFw</video:player_loc>
<video:duration>3174</video:duration>
<video:view_count>128678</video:view_count>
<video:tag>antichamber development story</video:tag>
<video:publication_date>2015-05-22T16:03:00Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2017-04-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.45</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/7m6J8W6Ib4w/project-north-star-exploring-augmented-reality</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/7m6J8W6Ib4w/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>Project North Star: Exploring Augmented Reality</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/7m6J8W6Ib4w/hqdefault.jpg</video:thumbnail_loc>
<video:description>Leap Motion presents Project North Star, its open-source augmented reality headset reference design, along with design research on interfaces for hand-tracked AR. The video shows prototypes and interaction experiments for 3D interfaces built around hands rather than controllers. HN points to it as an example of 3D interfaces reimagined from the ground up, and as design research by Keiichi Matsuda at Leap Motion.</video:description>
<video:player_loc>https://www.youtube.com/embed/7m6J8W6Ib4w</video:player_loc>
<video:duration>65</video:duration>
<video:view_count>130074</video:view_count>
<video:tag>augmented reality interface prototypes</video:tag>
<video:publication_date>2018-04-11T18:51:28Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2019-08-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.45</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/VM_JNqFCvyo/2advanced-studios-v4-flash-website-in-2003</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/VM_JNqFCvyo/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>2Advanced Studios v4 flash website in 2003</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/VM_JNqFCvyo/hqdefault.jpg</video:thumbnail_loc>
<video:description>A Web Design Museum recording of the 2Advanced Studios version 4 website from 2003, a Flash site with a futuristic, heavily animated interface. It shows the ambitious end of web design in the Flash era. HN people use it as their answer to the most unique website they have seen, a reminder of how mind-blowing Flash sites felt in their day.</video:description>
<video:player_loc>https://www.youtube.com/embed/VM_JNqFCvyo</video:player_loc>
<video:duration>126</video:duration>
<video:view_count>25656</video:view_count>
<video:tag>2advanced flash website v4</video:tag>
<video:publication_date>2020-10-23T14:45:10Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2024-01-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.45</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/k0ufz75UvHs/iterative-drawing-the-fastest-way-to-improve</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/k0ufz75UvHs/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>Iterative Drawing - The Fastest Way to Improve</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/k0ufz75UvHs/hqdefault.jpg</video:thumbnail_loc>
<video:description>Sycra, a YouTube art teacher, explains a drawing practice built on iterating: repeat short sketches of the same subject many times, varying each pass. His claim is that this improves your drawing faster than long single attempts. HN uses it as the answer to &quot;how do I learn drawing?&quot;, the one video that actually helped someone after many others did not.</video:description>
<video:player_loc>https://www.youtube.com/embed/k0ufz75UvHs</video:player_loc>
<video:duration>3347</video:duration>
<video:view_count>3259780</video:view_count>
<video:tag>learning to draw through iteration</video:tag>
<video:publication_date>2016-01-06T16:00:02Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2021-03-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.45</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/7H0K1k54t6A/future-design-laptop-rolltop-being-developed</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/7H0K1k54t6A/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>Future Design Laptop ROLLTOP (Being Developed)</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/7H0K1k54t6A/hqdefault.jpg</video:thumbnail_loc>
<video:description>A concept video for ROLLTOP, a future laptop design by Evgeny Orkin that was presented as a diploma thesis. It shows the proposed form of the device and how it would be used, as a speculative product design rather than a shipping product. HN users submitted it as an eye-catching concept for what a laptop could look like.</video:description>
<video:player_loc>https://www.youtube.com/embed/7H0K1k54t6A</video:player_loc>
<video:duration>91</video:duration>
<video:view_count>6465098</video:view_count>
<video:tag>concept laptop design</video:tag>
<video:publication_date>2009-09-17T17:04:18Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2010-03-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.45</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/VbeM8Lf7s5A/the-genius-design-of-apple-park</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/VbeM8Lf7s5A/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>The Genius Design of Apple Park</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/VbeM8Lf7s5A/hqdefault.jpg</video:thumbnail_loc>
<video:description>A video from the neo channel on the design of Apple Park, Apple&apos;s headquarters. It looks at the architecture and the thinking behind the building. HN people submitted it as worth watching for a look at the design of Apple&apos;s campus.</video:description>
<video:player_loc>https://www.youtube.com/embed/VbeM8Lf7s5A</video:player_loc>
<video:duration>1092</video:duration>
<video:view_count>12871657</video:view_count>
<video:tag>apple park design</video:tag>
<video:publication_date>2023-02-06T14:31:00Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2024-07-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.45</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/Z1Fx18cppZk/classic-postmortem-goldeneye-007</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/Z1Fx18cppZk/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>Classic Postmortem: GoldenEye 007</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/Z1Fx18cppZk/hqdefault.jpg</video:thumbnail_loc>
<video:description>GoldenEye 007&apos;s director gives a GDC Classic Postmortem on making the 1997 Nintendo 64 shooter at Rare. He recounts what went right and wrong, including how a team with little game-making experience got through development. HN people recommend it for its candid view that a big game is a multifaceted team effort, with an inexperienced team trying things veterans would have avoided.</video:description>
<video:player_loc>https://www.youtube.com/embed/Z1Fx18cppZk</video:player_loc>
<video:duration>4087</video:duration>
<video:view_count>30826</video:view_count>
<video:tag>goldeneye 007 postmortem</video:tag>
<video:publication_date>2019-12-06T17:05:04Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2023-11-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.45</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/QW0ydAMVQ2w/why-do-architects-insist-on-using-flat-roofs</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/QW0ydAMVQ2w/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>Why Do Architects Insist on Using Flat Roofs?</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/QW0ydAMVQ2w/hqdefault.jpg</video:thumbnail_loc>
<video:description>Stewart Hicks, an architect and educator, explains why modern architects favor flat roofs. He covers the history, the design reasons and the practical trade-offs behind a choice many people question. HN people recommend it to anyone puzzled by the flat roofs of modern architecture.</video:description>
<video:player_loc>https://www.youtube.com/embed/QW0ydAMVQ2w</video:player_loc>
<video:duration>651</video:duration>
<video:view_count>1981950</video:view_count>
<video:tag>flat roofs in modern architecture</video:tag>
<video:publication_date>2021-11-18T14:00:09Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2022-10-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.45</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/HmgtW2Iw-kE/why-tabs-are-on-top-in-firefox-4</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/HmgtW2Iw-kE/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>Why Tabs are on Top in Firefox 4</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/HmgtW2Iw-kE/hqdefault.jpg</video:thumbnail_loc>
<video:description>Alex Faaborg, a Mozilla designer, explains the reasoning behind putting tabs above the address bar in Firefox 4. He lays out the interface logic for why tabs belong at the top of the window. HN people point to it as the detailed rationale for Firefox&apos;s tabs-on-top layout, usually when someone challenges the decision.</video:description>
<video:player_loc>https://www.youtube.com/embed/HmgtW2Iw-kE</video:player_loc>
<video:duration>431</video:duration>
<video:view_count>279900</video:view_count>
<video:tag>firefox tabs on top rationale</video:tag>
<video:publication_date>2010-06-22T04:12:57Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2010-12-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.45</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/Lm_AzK27mZY/how-the-nemesis-system-creates-stories</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/Lm_AzK27mZY/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>How the Nemesis System Creates Stories</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/Lm_AzK27mZY/hqdefault.jpg</video:thumbnail_loc>
<video:description>Game Maker&apos;s Toolkit looks at the Nemesis system from the Middle-earth games, in which enemy orcs remember the player and gain ranks and rivalries. The video explains how the system works and why it produces memorable stories without scripted writing. HN people recommend it as a clear account of what the Nemesis system is and why it works, including as an example of non-LLM game AI.</video:description>
<video:player_loc>https://www.youtube.com/embed/Lm_AzK27mZY</video:player_loc>
<video:duration>1349</video:duration>
<video:view_count>3306961</video:view_count>
<video:tag>nemesis system</video:tag>
<video:publication_date>2021-01-28T18:07:08Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2026-03-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.45</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/4haAdmHqGOw/beginner-blender-4-0-tutorial-2023</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/4haAdmHqGOw/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>Beginner Blender 4.0 Tutorial (2023)</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/4haAdmHqGOw/hqdefault.jpg</video:thumbnail_loc>
<video:description>Blender Guru&apos;s beginner tutorial series for Blender 4.0, the well-known donut tutorial. It walks a complete newcomer through modeling, shading, lighting and rendering a 3D scene. HN people give it as the classic, go-to starting point for learning Blender and 3D modeling, with the caveat to use a current version.</video:description>
<video:player_loc>https://www.youtube.com/embed/4haAdmHqGOw</video:player_loc>
<video:duration>17704</video:duration>
<video:view_count>3811565</video:view_count>
<video:tag>blender beginner tutorial</video:tag>
<video:publication_date>2024-07-25T21:11:44Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2025-07-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.45</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/Og6cTlwBTrk/building-the-moroccan-court</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/Og6cTlwBTrk/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>Building the Moroccan Court</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/Og6cTlwBTrk/hqdefault.jpg</video:thumbnail_loc>
<video:description>A Met Museum video on building the Moroccan Court, in which Moroccan craftsmen make and install traditional mosaic tilework and carving for the museum. It documents the handwork behind the finished room. HN people point to it as a good record of craftsmen taking pride in their work, and as a look at how traditional tiles are made.</video:description>
<video:player_loc>https://www.youtube.com/embed/Og6cTlwBTrk</video:player_loc>
<video:duration>1064</video:duration>
<video:view_count>1594295</video:view_count>
<video:tag>moroccan court tilework</video:tag>
<video:publication_date>2013-08-08T17:10:45Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2021-12-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.45</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/l0KEDYFWbVc/jonathan-blow-on-rigged-rng-in-games-sid-meiering</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/l0KEDYFWbVc/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>Jonathan Blow on Rigged RNG in Games (&quot;Sid Meiering&quot;)</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/l0KEDYFWbVc/hqdefault.jpg</video:thumbnail_loc>
<video:description>Jonathan Blow, the game designer behind Braid and The Witness, talks about randomness in games that is rigged or misleadingly presented. The uploaded video also includes a later Twitch stream. HN cites it in threads about probability and shuffling as the case that games like XCOM lie to players with the odds they display.</video:description>
<video:player_loc>https://www.youtube.com/embed/l0KEDYFWbVc</video:player_loc>
<video:duration>558</video:duration>
<video:view_count>49472</video:view_count>
<video:tag>rigged randomness in games</video:tag>
<video:publication_date>2019-08-26T14:21:03Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2023-11-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.45</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/73hip3pz0Xs/the-animators-who-ve-spent-40-years-on-a-single-film</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/73hip3pz0Xs/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>The Animators Who&apos;ve Spent 40 Years on a Single Film</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/73hip3pz0Xs/hqdefault.jpg</video:thumbnail_loc>
<video:description>A video essay from the Atrocity Guide channel on Yuri Norstein, the Russian animator known for hand-crafted cut-out films, and the decades he has spent on a single project. It looks at his painstaking multi-plane technique and what that slow process says about animation as craft. HN people point to it as a good introduction to Norstein&apos;s work for those who know Ghibli-era animation but not him.</video:description>
<video:player_loc>https://www.youtube.com/embed/73hip3pz0Xs</video:player_loc>
<video:duration>2712</video:duration>
<video:view_count>1082389</video:view_count>
<video:tag>yuri norstein animation</video:tag>
<video:publication_date>2021-10-09T17:14:32Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2023-09-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.45</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/ud0HhzAK30w/symbolics-concordia-online-documentation-hyper-text-markup-1985</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/ud0HhzAK30w/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>SYMBOLICS CONCORDIA ONLINE DOCUMENTATION HYPER TEXT MARKUP 1985</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/ud0HhzAK30w/hqdefault.jpg</video:thumbnail_loc>
<video:description>A 1985 demonstration of Concordia, the hypertext documentation and markup system on Symbolics Lisp machines. It shows documents with links, formatted text and graphics in a windowed interface, long before the web. HN lists it among the classic GUI demos worth watching to get a feel for early interface ideas, and as proof that Lisp-machine teams built large, polished documentation tools.</video:description>
<video:player_loc>https://www.youtube.com/embed/ud0HhzAK30w</video:player_loc>
<video:duration>1157</video:duration>
<video:view_count>4143</video:view_count>
<video:tag>symbolics concordia hypertext documentation</video:tag>
<video:publication_date>2013-08-08T07:43:42Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2020-09-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.45</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/AOc8ASeHYNw/designing-urban-places-that-don-t-suck-a-sense-of-place</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/AOc8ASeHYNw/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>Designing Urban Places that Don&apos;t Suck (a sense of place)</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/AOc8ASeHYNw/hqdefault.jpg</video:thumbnail_loc>
<video:description>Not Just Bikes explains what gives an urban place a sense of place and why so many car-oriented places feel lifeless. The video contrasts street layouts and public spaces that work for people with ones built around cars. HN people point to the channel as a view of what less car-dependent, better-designed places could look like.</video:description>
<video:player_loc>https://www.youtube.com/embed/AOc8ASeHYNw</video:player_loc>
<video:duration>648</video:duration>
<video:view_count>1561776</video:view_count>
<video:tag>sense of place in urban design</video:tag>
<video:publication_date>2023-07-30T15:59:52Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2023-10-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.45</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/aNR4n0i2ZlM/making-a-heart-with-maths</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/aNR4n0i2ZlM/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>Making a heart with Maths</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/aNR4n0i2ZlM/hqdefault.jpg</video:thumbnail_loc>
<video:description>Inigo Quilez builds a beating heart out of math, live-coding the shape and compositing it onto live video as he explains each step. It is an introduction to drawing with formulas in shaders. HN people recommend it as a great beginner introduction and say watching him hack away at graphics is enjoyable.</video:description>
<video:player_loc>https://www.youtube.com/embed/aNR4n0i2ZlM</video:player_loc>
<video:duration>614</video:duration>
<video:view_count>111980</video:view_count>
<video:tag>drawing a heart with math</video:tag>
<video:publication_date>2017-02-24T06:09:22Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2020-02-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.45</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/ntaudUum06E/uist-2019-visions-michel-beaudouin-lafon-a-world-without-apps</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/ntaudUum06E/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>UIST 2019 Visions - Michel Beaudouin-Lafon: A World Without Apps</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/ntaudUum06E/hqdefault.jpg</video:thumbnail_loc>
<video:description>Michel Beaudouin-Lafon&apos;s UIST 2019 Visions talk on moving beyond the app model. He looks back at systems such as the Xerox Star to argue for software built around tools rather than closed applications. HN returns to it in discussions of malleable software as a clear look back at the Xerox Star and what apps took away from users.</video:description>
<video:player_loc>https://www.youtube.com/embed/ntaudUum06E</video:player_loc>
<video:duration>2216</video:duration>
<video:view_count>4228</video:view_count>
<video:tag>software without apps</video:tag>
<video:publication_date>2020-01-05T21:22:47Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2023-10-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.45</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/YslQ2625TR4/iphone-resolution-by-edward-tufte</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/YslQ2625TR4/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>iPhone Resolution by Edward Tufte</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/YslQ2625TR4/hqdefault.jpg</video:thumbnail_loc>
<video:description>Edward Tufte critiques the interface and screen resolution of the original iPhone (2008). He applies his information design principles to how the phone displays information. HN people share it as Tufte&apos;s take on the original iPhone interface and on what the screen resolution allows.</video:description>
<video:player_loc>https://www.youtube.com/embed/YslQ2625TR4</video:player_loc>
<video:duration>345</video:duration>
<video:view_count>53478</video:view_count>
<video:tag>tufte on the iphone interface</video:tag>
<video:publication_date>2008-11-25T18:06:04Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2023-11-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.45</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/xQx-tuW9A4Q/inventing-the-computer-mouse-douglas-engelbart-talks-at-google</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/xQx-tuW9A4Q/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>Inventing the Computer Mouse | Douglas Engelbart | Talks at Google</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/xQx-tuW9A4Q/hqdefault.jpg</video:thumbnail_loc>
<video:description>Douglas Engelbart, inventor of the computer mouse and creator of NLS, visits Google in 2007 for a Talks at Google session. He presents his ideas about augmenting human intellect with slides, followed by a Q&amp;A. HN recommends it for Engelbart&apos;s inspirational ideas and for the Q&amp;A, where he politely calls Wikipedia a good start toward the hypertext he imagined.</video:description>
<video:player_loc>https://www.youtube.com/embed/xQx-tuW9A4Q</video:player_loc>
<video:duration>3383</video:duration>
<video:view_count>29780</video:view_count>
<video:tag>engelbart on augmenting intellect</video:tag>
<video:publication_date>2007-08-28T18:41:09Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2020-07-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.45</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/_zSjpIyMt0k/mars-dos-demo-by-tim-clarke-1993</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/_zSjpIyMt0k/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>Mars DOS demo by Tim Clarke (1993)</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/_zSjpIyMt0k/hqdefault.jpg</video:thumbnail_loc>
<video:description>A capture of MARS, a 1993 DOS demo by Tim Clarke that lets you fly over a rendered Martian landscape. It fits real-time terrain graphics into only a few kilobytes of code and ran at a smooth frame rate on a 286. HN people recall it as the demo that hooked them on graphics programming and as the standard example of what tiny code can render.</video:description>
<video:player_loc>https://www.youtube.com/embed/_zSjpIyMt0k</video:player_loc>
<video:duration>87</video:duration>
<video:view_count>27765</video:view_count>
<video:tag>mars dos terrain demo</video:tag>
<video:publication_date>2013-05-17T04:57:39Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2017-11-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.45</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/5R9eywArFTE/how-to-hack-a-painting-by-tyler-hobbs</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/5R9eywArFTE/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>&quot;How to Hack a Painting&quot; by Tyler Hobbs</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/5R9eywArFTE/hqdefault.jpg</video:thumbnail_loc>
<video:description>Generative artist Tyler Hobbs speaks at Strange Loop 2017 about making paintings with code. He explains how an artist&apos;s aesthetic decisions can be turned into algorithms and how he works with randomness and control. HN people name it when asked for favorite generative artists, as an enjoyable talk from one of the best-known artists working in the medium.</video:description>
<video:player_loc>https://www.youtube.com/embed/5R9eywArFTE</video:player_loc>
<video:duration>2699</video:duration>
<video:view_count>51063</video:view_count>
<video:tag>generative art process</video:tag>
<video:publication_date>2017-10-01T02:38:07Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2025-02-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.45</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/69HTviSeQeE/peter-molyneux-explains-the-design-of-black-and-white</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/69HTviSeQeE/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>Peter Molyneux Explains the Design of Black and White</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/69HTviSeQeE/hqdefault.jpg</video:thumbnail_loc>
<video:description>Peter Molyneux explains the design of Black and White in a GDC talk. He discusses the ideas behind the god game in which the player trains a creature and how the design came together. HN people submitted it as a first-hand design talk from one of the most talked-about game designers.</video:description>
<video:player_loc>https://www.youtube.com/embed/69HTviSeQeE</video:player_loc>
<video:duration>3893</video:duration>
<video:view_count>21049</video:view_count>
<video:tag>design of black and white</video:tag>
<video:publication_date>2017-08-03T16:05:00Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2022-02-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.45</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/I9LZ6TnSP40/alternate-reality-kit-by-randall-smith-at-xerox-parc-1986-vpri-0131</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/I9LZ6TnSP40/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>Alternate Reality Kit by Randall Smith at Xerox PARC 1986 (VPRI-0131)</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/I9LZ6TnSP40/hqdefault.jpg</video:thumbnail_loc>
<video:description>A 1986 demo of the Alternate Reality Kit, an interactive simulated world built by Randall Smith at Xerox PARC. Objects can be picked up, moved and wired together, and the user changes how the world behaves by manipulating them directly. HN people show it as proof that visual programming and object systems go well beyond wire diagrams, and as a teaser for PARC-era ideas.</video:description>
<video:player_loc>https://www.youtube.com/embed/I9LZ6TnSP40</video:player_loc>
<video:duration>714</video:duration>
<video:view_count>4064</video:view_count>
<video:tag>alternate reality kit at xerox parc</video:tag>
<video:publication_date>2016-04-18T20:37:54Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2019-12-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.45</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/Ra_0DgnJ1uQ/why-cars-rarely-crash-into-buildings-in-the-netherlands</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/Ra_0DgnJ1uQ/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>Why Cars Rarely Crash into Buildings in the Netherlands</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/Ra_0DgnJ1uQ/hqdefault.jpg</video:thumbnail_loc>
<video:description>A short Not Just Bikes explainer on why cars in the Netherlands rarely end up inside buildings, as they often do in North America. It looks at how road design, speed and cultural expectations shape crash outcomes. HN uses it as the standard example of safety by design, where crashes are treated as a systems problem and streets forgive mistakes instead of blaming individual drivers.</video:description>
<video:player_loc>https://www.youtube.com/embed/Ra_0DgnJ1uQ</video:player_loc>
<video:duration>377</video:duration>
<video:view_count>1014382</video:view_count>
<video:tag>forgiving street design</video:tag>
<video:publication_date>2020-05-18T08:00:07Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2023-06-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.45</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/U3j7mM_JBNw/sports-illustrated-magazine-html5</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/U3j7mM_JBNw/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>Sports Illustrated Magazine - HTML5</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/U3j7mM_JBNw/hqdefault.jpg</video:thumbnail_loc>
<video:description>The Sports Illustrated magazine segment from Google I/O 2010, a demo of a digital magazine built with HTML5 and CSS3. It shows page layouts and interactions in a web-based magazine. HN people bring it up in debates over HTML5 versus native apps as the example that publishers could build rich magazines for the web.</video:description>
<video:player_loc>https://www.youtube.com/embed/U3j7mM_JBNw</video:player_loc>
<video:duration>202</video:duration>
<video:view_count>148038</video:view_count>
<video:tag>html5 digital magazine</video:tag>
<video:publication_date>2010-05-19T18:14:42Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2010-07-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.45</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/LLRy4Ao62ls/alan-kay-shows-the-rand-tablet</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/LLRy4Ao62ls/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>Alan Kay shows the Rand tablet</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/LLRy4Ao62ls/hqdefault.jpg</video:thumbnail_loc>
<video:description>A short clip in which Alan Kay shows the RAND tablet, an early pen-and-tablet input device from the 1960s. It is posted by Larry Press, who writes about early interactive computing. Kay presents the device as a precursor of later pen and graphics-input work. Submitted to HN twice, nine years apart, as a rare look at a foundational input device shown by someone who knew it.</video:description>
<video:player_loc>https://www.youtube.com/embed/LLRy4Ao62ls</video:player_loc>
<video:duration>136</video:duration>
<video:view_count>8523</video:view_count>
<video:tag>rand tablet</video:tag>
<video:publication_date>2010-04-05T19:16:36Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2023-10-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.45</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/PsPX0nElJ0k/code-bubbles-rethinking-the-user-interface-paradigm-of-integrated-development</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/PsPX0nElJ0k/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>Code Bubbles: Rethinking the User Interface Paradigm of Integrated Development Environments</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/PsPX0nElJ0k/hqdefault.jpg</video:thumbnail_loc>
<video:description>Andrew Bragdon presents Code Bubbles, a research prototype from Brown University that replaces the file-and-tab interface of an IDE with a canvas of small, task-focused code fragments. The video demonstrates how developers navigate and arrange related code. HN people call it a beacon for moving code management beyond text files and the most convincing code visualization tool they know, and often regret that it stayed a research prototype.</video:description>
<video:player_loc>https://www.youtube.com/embed/PsPX0nElJ0k</video:player_loc>
<video:duration>499</video:duration>
<video:view_count>283527</video:view_count>
<video:tag>code bubbles ide</video:tag>
<video:publication_date>2010-03-09T13:32:17Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2022-01-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.45</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/VwZi58u1FjI/gdc-founder-chris-crawford-s-dragon-speech</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/VwZi58u1FjI/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>GDC Founder Chris Crawford&apos;s Dragon Speech</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/VwZi58u1FjI/hqdefault.jpg</video:thumbnail_loc>
<video:description>Chris Crawford, founder of the Game Developers Conference, gives his famous Dragon Speech at GDC. It is an impassioned address on the future of games and interactive storytelling. HN people treat it as the most famous moment in GDC history and rewatch it to think about what games could have been.</video:description>
<video:player_loc>https://www.youtube.com/embed/VwZi58u1FjI</video:player_loc>
<video:duration>2767</video:duration>
<video:view_count>21938</video:view_count>
<video:tag>chris crawford dragon speech</video:tag>
<video:publication_date>2017-06-15T16:22:23Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2024-05-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.45</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/O-3Mlj3MQ_Q/how-coronavirus-charts-can-mislead-us</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/O-3Mlj3MQ_Q/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>How coronavirus charts can mislead us</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/O-3Mlj3MQ_Q/hqdefault.jpg</video:thumbnail_loc>
<video:description>A Vox explainer on how charts of the coronavirus pandemic can mislead readers. It looks at how choices in scale, data and presentation change what a chart appears to say. Submitted twice in 2020 as a useful short guide to reading pandemic charts critically.</video:description>
<video:player_loc>https://www.youtube.com/embed/O-3Mlj3MQ_Q</video:player_loc>
<video:duration>298</video:duration>
<video:view_count>2592564</video:view_count>
<video:tag>misleading charts</video:tag>
<video:publication_date>2020-04-28T14:15:00Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2020-05-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.45</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/xf0WjeE6eyM/akira-how-to-animate-light</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/xf0WjeE6eyM/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>AKIRA: How To Animate Light</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/xf0WjeE6eyM/hqdefault.jpg</video:thumbnail_loc>
<video:description>Nerdwriter1 looks at how the 1988 film Akira animates light, from glows and reflections to the way highlights shape the image. It is a video essay on a specific craft detail of cel-era anime. HN offers it as the video that best explains why Akira&apos;s light still looks so beautiful, whenever anime and cel-era image making come up.</video:description>
<video:player_loc>https://www.youtube.com/embed/xf0WjeE6eyM</video:player_loc>
<video:duration>399</video:duration>
<video:view_count>1566770</video:view_count>
<video:tag>akira light animation</video:tag>
<video:publication_date>2016-11-23T15:00:07Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2022-02-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.45</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/ObhvacfIOg0/improving-games-for-those-with-cognitive-disabilities-designing-for-disability</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/ObhvacfIOg0/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>Improving Games for Those with Cognitive Disabilities | Designing for Disability</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/ObhvacfIOg0/hqdefault.jpg</video:thumbnail_loc>
<video:description>A Game Maker&apos;s Toolkit episode in the Designing for Disability series on how games can be made better for players with cognitive disabilities. It looks at design choices and options that make games easier to understand and play. HN people list it among the Game Maker&apos;s Toolkit accessibility videos as great overviews of how accessibility has played out in the games industry.</video:description>
<video:player_loc>https://www.youtube.com/embed/ObhvacfIOg0</video:player_loc>
<video:duration>561</video:duration>
<video:view_count>313315</video:view_count>
<video:tag>cognitive accessibility in games</video:tag>
<video:publication_date>2019-02-07T14:59:01Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2023-06-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.45</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/ezPzocuqKPc/paris-school-streets-safe-for-children-safe-for-everyone</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/ezPzocuqKPc/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>Paris School Streets: Safe for Children, Safe for Everyone</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/ezPzocuqKPc/hqdefault.jpg</video:thumbnail_loc>
<video:description>A Streetfilms short on School Streets in Paris, where streets around schools are closed to car traffic at drop-off and pick-up times. It shows how this makes the surroundings safer and more pleasant for children and everyone else. HN people urge others to watch it as a great example of streets redesigned so kids can thrive safely.</video:description>
<video:player_loc>https://www.youtube.com/embed/ezPzocuqKPc</video:player_loc>
<video:duration>651</video:duration>
<video:view_count>37618</video:view_count>
<video:tag>paris school streets</video:tag>
<video:publication_date>2024-02-21T18:00:08Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2024-07-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.45</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/XMwqiAeQDUc/vr-os-interface-prototype-full-demo</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/XMwqiAeQDUc/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>VR-OS: Interface Prototype. Full Demo</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/XMwqiAeQDUc/hqdefault.jpg</video:thumbnail_loc>
<video:description>Matthaeus Krenn demonstrates VR-OS, an interface prototype for an operating system designed for virtual reality rather than a flat monitor. The full demo shows how windows and tools could be arranged and used in a spatial environment. HN people shared it as a concrete prototype of working beyond the limits of a monitor.</video:description>
<video:player_loc>https://www.youtube.com/embed/XMwqiAeQDUc</video:player_loc>
<video:duration>2297</video:duration>
<video:view_count>84537</video:view_count>
<video:tag>vr operating system prototype</video:tag>
<video:publication_date>2020-03-10T16:25:26Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2020-09-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.45</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/OtwHJwP-juo/if-microsoft-designed-macos</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/OtwHJwP-juo/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>If Microsoft Designed macOS</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/OtwHJwP-juo/hqdefault.jpg</video:thumbnail_loc>
<video:description>A concept video by Avdan imagining how macOS would look if Microsoft designed it. It restyles the desktop and its apps with Microsoft&apos;s design language. Submitted twice in 2021 as an interesting design concept.</video:description>
<video:player_loc>https://www.youtube.com/embed/OtwHJwP-juo</video:player_loc>
<video:duration>122</video:duration>
<video:view_count>876272</video:view_count>
<video:tag>macos redesign concept</video:tag>
<video:publication_date>2021-05-14T12:00:25Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2021-07-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.45</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/-IhQl1CBj9U/how-accessible-were-2021-s-games</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/-IhQl1CBj9U/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>How Accessible Were 2021&apos;s Games?</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/-IhQl1CBj9U/hqdefault.jpg</video:thumbnail_loc>
<video:description>A Game Maker&apos;s Toolkit video reviewing how accessible the games released in 2021 were. It looks at options like subtitles, difficulty settings, colorblind modes and remappable controls, and which studios did them well. HN recommends it as a good overview of accessibility practice in games, with lessons that carry over to web apps and general UI design.</video:description>
<video:player_loc>https://www.youtube.com/embed/-IhQl1CBj9U</video:player_loc>
<video:duration>1006</video:duration>
<video:view_count>350244</video:view_count>
<video:tag>game accessibility review</video:tag>
<video:publication_date>2021-12-10T16:55:08Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2023-06-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.45</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/ZRrguMdzXBw/tristan-harris-congress-testimony-understanding-the-use-of-persuasive-technology</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/ZRrguMdzXBw/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>Tristan Harris Congress Testimony: Understanding the Use of Persuasive Technology</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/ZRrguMdzXBw/hqdefault.jpg</video:thumbnail_loc>
<video:description>Tristan Harris of the Center for Humane Technology testifies before Congress about persuasive technology. He argues that platforms are designed to maximize engagement and attention, and what that does to users. HN people submitted it as the clearest public statement of how engagement-optimized design manipulates users.</video:description>
<video:player_loc>https://www.youtube.com/embed/ZRrguMdzXBw</video:player_loc>
<video:duration>1009</video:duration>
<video:view_count>340448</video:view_count>
<video:tag>persuasive technology and engagement</video:tag>
<video:publication_date>2023-04-10T15:53:30Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2025-04-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.45</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/H0sLa1y3BW4/procedurally-generating-history-in-caves-of-qud</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/H0sLa1y3BW4/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>Procedurally Generating History in Caves of Qud</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/H0sLa1y3BW4/hqdefault.jpg</video:thumbnail_loc>
<video:description>A GDC talk on how the roguelike Caves of Qud generates its world&apos;s history procedurally. It covers how the game builds histories and stories for places and characters from generated material. HN people add it to lists of procedural generation talks and find its approach to generated history pretty interesting.</video:description>
<video:player_loc>https://www.youtube.com/embed/H0sLa1y3BW4</video:player_loc>
<video:duration>1843</video:duration>
<video:view_count>43183</video:view_count>
<video:tag>procedural history generation in games</video:tag>
<video:publication_date>2018-06-12T16:13:35Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2019-06-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.45</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/xHCu28bfxSI/neutra-face-an-ode-on-a-typeface-a-bearded-poker-face-parody</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/xHCu28bfxSI/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>Neutra Face : An Ode On A Typeface  (A Bearded Poker Face Parody)</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/xHCu28bfxSI/hqdefault.jpg</video:thumbnail_loc>
<video:description>Neutra Face is a parody of Lady Gaga&apos;s Poker Face recast as an ode to the Neutra typeface. It is a comic music video made by and for type-minded people. HN shares it as lighthearted typeface-related fun, alongside other songs and videos about fonts.</video:description>
<video:player_loc>https://www.youtube.com/embed/xHCu28bfxSI</video:player_loc>
<video:duration>245</video:duration>
<video:view_count>550472</video:view_count>
<video:tag>typeface parody song</video:tag>
<video:publication_date>2009-11-30T17:33:01Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2025-03-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.45</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/XwUM33VJRbY/how-sid-meier-almost-made-civilization-a-real-time-strategy-game-war-stories</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/XwUM33VJRbY/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>How Sid Meier Almost Made Civilization a Real-Time Strategy Game | War Stories | Ars Technica</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/XwUM33VJRbY/hqdefault.jpg</video:thumbnail_loc>
<video:description>In Ars Technica&apos;s War Stories series, Sid Meier tells how Civilization was nearly built as a real-time strategy game before it became turn-based. He talks through the early design decisions and prototypes behind the game. HN people recommend it as a standout of a series of interviews with developers of influential games.</video:description>
<video:player_loc>https://www.youtube.com/embed/XwUM33VJRbY</video:player_loc>
<video:duration>735</video:duration>
<video:view_count>1081298</video:view_count>
<video:tag>civilization design history</video:tag>
<video:publication_date>2019-09-23T15:00:02Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2020-04-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.45</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/jGc-K7giqKM/the-bad-sleep-well-1960-the-geometry-of-a-scene</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/jGc-K7giqKM/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>The Bad Sleep Well (1960) - The Geometry of a Scene</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/jGc-K7giqKM/hqdefault.jpg</video:thumbnail_loc>
<video:description>An Every Frame a Painting video essay on how Akira Kurosawa uses the geometry of a scene in The Bad Sleep Well (1960). It looks at how placing actors and shapes in the frame tells the story. HN people recommend the channel as very good film commentary, and this video as a clear explanation of using space and composition in film.</video:description>
<video:player_loc>https://www.youtube.com/embed/jGc-K7giqKM</video:player_loc>
<video:duration>191</video:duration>
<video:view_count>963906</video:view_count>
<video:tag>scene geometry and composition</video:tag>
<video:publication_date>2015-01-29T00:10:46Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2025-01-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.45</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/7PFRyONURSo/music-software-and-interface-design-propellerhead-s-reason</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/7PFRyONURSo/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>Music Software &amp; Interface Design: Propellerhead’s Reason</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/7PFRyONURSo/hqdefault.jpg</video:thumbnail_loc>
<video:description>Martin Keary, who makes the Tantacrul channel, reviews the interface design of Propellerhead&apos;s Reason, a music production program. It is part of his series of critical UX breakdowns of music and notation software, going through workflow, layout and usability problems. HN people point to the series as a sharp way to form opinions about good and bad UX in music software.</video:description>
<video:player_loc>https://www.youtube.com/embed/7PFRyONURSo</video:player_loc>
<video:duration>804</video:duration>
<video:view_count>374883</video:view_count>
<video:tag>music software ux critique</video:tag>
<video:publication_date>2018-07-13T12:45:00Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2026-09-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.45</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/K64hbcUbslE/day-in-the-life-of-a-japanese-game-designer</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/K64hbcUbslE/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>Day in the Life of a Japanese Game Designer</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/K64hbcUbslE/hqdefault.jpg</video:thumbnail_loc>
<video:description>A Paolo fromTOKYO video following a day in the life of a Japanese game designer. It shows the daily work and workplace of someone designing games in Japan. HN people submit it as a glimpse of what the working life of a game designer in Japan looks like.</video:description>
<video:player_loc>https://www.youtube.com/embed/K64hbcUbslE</video:player_loc>
<video:duration>972</video:duration>
<video:view_count>1990318</video:view_count>
<video:tag>day in the life of a game designer</video:tag>
<video:publication_date>2023-01-06T23:59:08Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2023-02-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.45</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/ivKnj9ffcmE/how-to-charge-for-design-value-based-pricing</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/ivKnj9ffcmE/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>How To Charge For Design—Value Based Pricing</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/ivKnj9ffcmE/hqdefault.jpg</video:thumbnail_loc>
<video:description>Chris Do of The Futur lectures on value-based pricing for designers, the case for charging by the value of the work rather than by the hour. It is aimed at freelancers and studios deciding how to price their design services. HN people recommend it as an introduction to value-based pricing, and as the alternative to billing by the hour.</video:description>
<video:player_loc>https://www.youtube.com/embed/ivKnj9ffcmE</video:player_loc>
<video:duration>2443</video:duration>
<video:view_count>811383</video:view_count>
<video:tag>value-based pricing for design</video:tag>
<video:publication_date>2019-04-12T14:12:44Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2022-11-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.45</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/9uaHRWj04D4/vega-lite-a-grammar-of-interactive-graphics-wongsuphasawat-moritz-and</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/9uaHRWj04D4/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>Vega Lite: A Grammar of Interactive Graphics - Wongsuphasawat, Moritz, and Satyanarayan</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/9uaHRWj04D4/hqdefault.jpg</video:thumbnail_loc>
<video:description>Kanit Wongsuphasawat, Dominik Moritz and Arvind Satyanarayan present Vega-Lite, a high-level grammar for building interactive graphics. Charts and their interactions are described as compact declarative specifications that compile down to the lower-level Vega. HN people submit it as the authors&apos; own explanation of the grammar behind Vega-Lite.</video:description>
<video:player_loc>https://www.youtube.com/embed/9uaHRWj04D4</video:player_loc>
<video:duration>1807</video:duration>
<video:view_count>35228</video:view_count>
<video:tag>vega-lite grammar of graphics</video:tag>
<video:publication_date>2017-05-15T18:04:14Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2019-01-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.45</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/CqkHigmtEEY/milton-glaser-on-the-fear-of-failure</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/CqkHigmtEEY/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>Milton Glaser – on the fear of failure</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/CqkHigmtEEY/hqdefault.jpg</video:thumbnail_loc>
<video:description>Milton Glaser, the graphic designer behind the I Love NY logo, talks about the fear of failure in a 2011 session for Teachers College. He speaks from a long career about how designers and creative people deal with fear and risk. HN people submit it as a short, candid talk from a design legend on fear of failure.</video:description>
<video:player_loc>https://www.youtube.com/embed/CqkHigmtEEY</video:player_loc>
<video:duration>446</video:duration>
<video:view_count>12508</video:view_count>
<video:tag>milton glaser on fear of failure</video:tag>
<video:publication_date>2014-12-07T04:09:53Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2023-11-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.45</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/rdH8Kuku9tA/william-lidwell-author-of-the-book-universal-principles-of-design</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/rdH8Kuku9tA/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>William Lidwell: Author of the book Universal Principles of Design</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/rdH8Kuku9tA/hqdefault.jpg</video:thumbnail_loc>
<video:description>William Lidwell, co-author of the book Universal Principles of Design, presents a set of design heuristics drawn from across disciplines. HN also posted it under the title &quot;Becoming Leonardo: How Great Designers Think&quot;. HN people pair it with praise for his book, as an interesting short course in general design principles.</video:description>
<video:player_loc>https://www.youtube.com/embed/rdH8Kuku9tA</video:player_loc>
<video:duration>4067</video:duration>
<video:view_count>209867</video:view_count>
<video:tag>universal principles of design</video:tag>
<video:publication_date>2014-07-02T17:21:54Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2017-03-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.45</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/g-pG79LOtMw/how-ai-stole-the-sparkles-emoji</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/g-pG79LOtMw/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>How AI Stole the ✨ Sparkles ✨ Emoji</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/g-pG79LOtMw/hqdefault.jpg</video:thumbnail_loc>
<video:description>David Imel&apos;s video on the history of the sparkles emoji and how AI products adopted it as their symbol. It draws on months of research, including a trip to Japan to interview the creator of emoji. HN people recommend it as a fantastic, well-researched deep dive into emoji history.</video:description>
<video:player_loc>https://www.youtube.com/embed/g-pG79LOtMw</video:player_loc>
<video:duration>1737</video:duration>
<video:view_count>461687</video:view_count>
<video:tag>sparkles emoji and ai iconography</video:tag>
<video:publication_date>2024-05-02T18:40:09Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2025-06-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.45</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/TtA46JT2q_0/creativelive-asks-photoshop-experts-to-open-photoshop-1-0</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/TtA46JT2q_0/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>CreativeLive Asks Photoshop Experts to Open Photoshop 1.0</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/TtA46JT2q_0/hqdefault.jpg</video:thumbnail_loc>
<video:description>CreativeLive has eight current Photoshop experts open Photoshop 1.0 and records their reactions. It is a reaction piece on how basic and different the original app feels. HN people share it as a funny look at old software, especially the moment the experts find that Photoshop 1.0 has only a single undo.</video:description>
<video:player_loc>https://www.youtube.com/embed/TtA46JT2q_0</video:player_loc>
<video:duration>236</video:duration>
<video:view_count>1742176</video:view_count>
<video:tag>photoshop 1.0 reactions</video:tag>
<video:publication_date>2015-03-12T11:32:29Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2022-04-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.45</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/oz49vQwSoTE/satoshi-kon-editing-space-and-time</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/oz49vQwSoTE/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>Satoshi Kon - Editing Space &amp; Time</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/oz49vQwSoTE/hqdefault.jpg</video:thumbnail_loc>
<video:description>An Every Frame a Painting video essay on Satoshi Kon, the anime director, and how he edits across space and time. It shows his transitions and match cuts from his films, including Perfect Blue and Paprika. HN uses it as the entry point to Kon: watch this, then pick any of his films, and it is cited as the film essay on his influence on Western cinema.</video:description>
<video:player_loc>https://www.youtube.com/embed/oz49vQwSoTE</video:player_loc>
<video:duration>457</video:duration>
<video:view_count>3986486</video:view_count>
<video:tag>satoshi kon editing</video:tag>
<video:publication_date>2014-07-25T02:01:22Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2025-06-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.45</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/3bK9B8_0FDQ/mike-bracken-s-keynote-at-cfa-2013</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/3bK9B8_0FDQ/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>Mike Bracken&apos;s Keynote at CfA 2013</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/3bK9B8_0FDQ/hqdefault.jpg</video:thumbnail_loc>
<video:description>Mike Bracken, then head of the UK Government Digital Service, gives the keynote at Code for America&apos;s 2013 summit. He talks about how GDS approached government digital services and what other governments could learn from it. HN people share it as the talk showing how the UK&apos;s digital service approach could have avoided Healthcare.gov-style failures, a lesson in running government IT.</video:description>
<video:player_loc>https://www.youtube.com/embed/3bK9B8_0FDQ</video:player_loc>
<video:duration>1967</video:duration>
<video:view_count>14633</video:view_count>
<video:tag>government digital service delivery</video:tag>
<video:publication_date>2013-10-17T23:26:04Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2013-11-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.45</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/a9DlhDRZ0yA/shigeru-miyamoto-s-1999-gdc-keynote</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/a9DlhDRZ0yA/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>Shigeru Miyamoto&apos;s 1999 GDC Keynote</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/a9DlhDRZ0yA/hqdefault.jpg</video:thumbnail_loc>
<video:description>Shigeru Miyamoto delivers the keynote at the 1999 Game Developers Conference. He talks about how Nintendo approaches making games. HN people recommend it for the view that designers as well as engineers take hardware limitations into account from the start.</video:description>
<video:player_loc>https://www.youtube.com/embed/a9DlhDRZ0yA</video:player_loc>
<video:duration>4428</video:duration>
<video:view_count>136255</video:view_count>
<video:tag>miyamoto on game design</video:tag>
<video:publication_date>2017-07-20T16:39:21Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2023-05-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.45</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/xLE1w47eRY0/chm-revolutionaries-the-art-and-technology-behind-google-doodles</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/xLE1w47eRY0/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>CHM Revolutionaries: The Art &amp; Technology Behind Google Doodles</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/xLE1w47eRY0/hqdefault.jpg</video:thumbnail_loc>
<video:description>A Computer History Museum Revolutionaries talk about the art and technology behind Google Doodles, the playful changes to the Google logo. People from the doodle team discuss how the doodles are designed and built. HN people submitted it as a look behind the scenes at how the Google Doodles are made.</video:description>
<video:player_loc>https://www.youtube.com/embed/xLE1w47eRY0</video:player_loc>
<video:duration>5014</video:duration>
<video:view_count>23624</video:view_count>
<video:tag>google doodles</video:tag>
<video:publication_date>2012-08-20T20:14:37Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2013-01-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.45</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/Qq-3cZ0cbws/how-this-midcentury-modern-house-harnesses-the-sun</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/Qq-3cZ0cbws/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>How This Midcentury Modern House Harnesses the Sun</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/Qq-3cZ0cbws/hqdefault.jpg</video:thumbnail_loc>
<video:description>Stewart Hicks looks at a midcentury modern house, which commenters identify as the Schweikher House from the 1930s, and how its design handles the sun. It explains how the building&apos;s form works with sunlight and heat. HN people share it as a clear example of passive solar design and of deliberate thermal design arriving with midcentury houses.</video:description>
<video:player_loc>https://www.youtube.com/embed/Qq-3cZ0cbws</video:player_loc>
<video:duration>655</video:duration>
<video:view_count>2339110</video:view_count>
<video:tag>passive solar house design</video:tag>
<video:publication_date>2022-03-10T14:00:14Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2023-03-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.45</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/QPAloq5MCUA/david-fincher-and-the-other-way-is-wrong</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/QPAloq5MCUA/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>David Fincher - And the Other Way is Wrong</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/QPAloq5MCUA/hqdefault.jpg</video:thumbnail_loc>
<video:description>An Every Frame a Painting video essay on David Fincher&apos;s filmmaking style, built around his insistence on precision and control. It uses clips to show how his framing, camera movement and staging work. HN people recommend it as a really good introduction to Fincher&apos;s style.</video:description>
<video:player_loc>https://www.youtube.com/embed/QPAloq5MCUA</video:player_loc>
<video:duration>449</video:duration>
<video:view_count>4590915</video:view_count>
<video:tag>david fincher film style</video:tag>
<video:publication_date>2014-10-02T03:23:51Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2020-11-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.45</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/bEg5ySTUGxE/the-faker-you-are-the-more-successful-you-can-be-pablo-stanley</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/bEg5ySTUGxE/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>The Faker You Are, The More Successful You Can Be | Pablo Stanley</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/bEg5ySTUGxE/hqdefault.jpg</video:thumbnail_loc>
<video:description>Designer and illustrator Pablo Stanley gives a talk for Awwwards whose title argues that the more you fake it, the more successful you can be. It is a talk about creative careers and confidence. HN people submitted it as a talk worth watching on how designers get ahead.</video:description>
<video:player_loc>https://www.youtube.com/embed/bEg5ySTUGxE</video:player_loc>
<video:duration>1590</video:duration>
<video:view_count>643475</video:view_count>
<video:tag>faking it in a design career</video:tag>
<video:publication_date>2019-05-17T11:41:14Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2020-07-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.45</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/SaLFRPEGS1w/the-legacy-of-the-nasa-worm-logo-official-nasa-broadcast</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/SaLFRPEGS1w/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>The Legacy of the NASA Worm Logo (Official NASA Broadcast)</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/SaLFRPEGS1w/hqdefault.jpg</video:thumbnail_loc>
<video:description>An official NASA broadcast on the legacy of the NASA worm logo, the stylised modernist wordmark that NASA used for years before bringing it back. It tells the story of the identity and why it still resonates. HN people post it as the design story behind one of the best-loved logos in the world, told by NASA itself.</video:description>
<video:player_loc>https://www.youtube.com/embed/SaLFRPEGS1w</video:player_loc>
<video:duration>3231</video:duration>
<video:view_count>30500</video:view_count>
<video:tag>nasa worm logo</video:tag>
<video:publication_date>2023-11-06T17:32:15Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2025-08-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.45</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/TY-hBgYLJqc/interview-with-alan-kay</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/TY-hBgYLJqc/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>Interview with Alan Kay</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/TY-hBgYLJqc/hqdefault.jpg</video:thumbnail_loc>
<video:description>A long interview with Alan Kay, posted by Gardner Campbell. It ranges across the history of computing and interfaces, including Kay&apos;s explanation of Ivan Sutherland&apos;s Sketchpad. HN people point to it for Kay&apos;s account of Sketchpad as a Newton-like leap, one of his clearest explanations of why that work mattered.</video:description>
<video:player_loc>https://www.youtube.com/embed/TY-hBgYLJqc</video:player_loc>
<video:duration>10470</video:duration>
<video:view_count>11172</video:view_count>
<video:tag>alan kay on sketchpad and computing</video:tag>
<video:publication_date>2014-06-20T21:42:36Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2016-04-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.45</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/f-iFJ3ncIDo/hong-kong-architect-turns-shoebox-apartment-into-24-rooms</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/f-iFJ3ncIDo/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>Hong Kong architect turns shoebox apartment into 24 rooms</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/f-iFJ3ncIDo/hqdefault.jpg</video:thumbnail_loc>
<video:description>A short feature on a Hong Kong architect who reworks his small apartment so it can be turned into many different rooms. Movable fittings change the space to suit what he needs at the time. HN people like it as a very cool answer to tiny-apartment living, and it inspires ideas such as furniture hung from the ceiling.</video:description>
<video:player_loc>https://www.youtube.com/embed/f-iFJ3ncIDo</video:player_loc>
<video:duration>123</video:duration>
<video:view_count>2266365</video:view_count>
<video:tag>small apartment transformation</video:tag>
<video:publication_date>2010-03-13T12:23:03Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2010-08-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.45</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/Ua7HOX32PGA/magic-carp-pet-red-dot-design-award-2011</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/Ua7HOX32PGA/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>Magic Carp-pet @ Red Dot Design Award 2011</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/Ua7HOX32PGA/hqdefault.jpg</video:thumbnail_loc>
<video:description>A video of John Leung&apos;s Magic Carp-pet, an optical illusion rug that won a Red Dot Design Award: Best of the Best in 2011. The rug makes a flat floor covering look like a pond of carp. HN people submitted it as a delightful piece of product design, a rug that plays a visual trick.</video:description>
<video:player_loc>https://www.youtube.com/embed/Ua7HOX32PGA</video:player_loc>
<video:duration>42</video:duration>
<video:view_count>594018</video:view_count>
<video:tag>optical illusion rug</video:tag>
<video:publication_date>2011-11-25T20:41:35Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2012-01-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.45</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/e9DfSCk-6Ko/blank-vhs-covers-were-kinda-beautiful</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/e9DfSCk-6Ko/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>blank vhs covers were kinda beautiful</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/e9DfSCk-6Ko/hqdefault.jpg</video:thumbnail_loc>
<video:description>A short video from the channel 4096 about the look of blank VHS tape covers, with animation that plays on their plain graphic style. It treats the covers as a design aesthetic worth a second look. HN people share it as the best demonstration of the blank VHS cover aesthetic, which they say you start to see everywhere once you notice it.</video:description>
<video:player_loc>https://www.youtube.com/embed/e9DfSCk-6Ko</video:player_loc>
<video:duration>103</video:duration>
<video:view_count>1781206</video:view_count>
<video:tag>blank vhs cover aesthetic</video:tag>
<video:publication_date>2018-12-17T00:53:36Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2026-10-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.45</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/av5Hf7uOu-o/richard-garfield-luck-in-games-talk-at-itu-copenhagen</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/av5Hf7uOu-o/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>Richard Garfield - &quot;Luck in Games&quot; talk at ITU Copenhagen</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/av5Hf7uOu-o/hqdefault.jpg</video:thumbnail_loc>
<video:description>Richard Garfield, creator of Magic: The Gathering, talks at ITU Copenhagen about the role of luck in games. He covers how chance affects skill, player experience and game design. HN people recommend it as the great talk on luck versus skill in game design.</video:description>
<video:player_loc>https://www.youtube.com/embed/av5Hf7uOu-o</video:player_loc>
<video:duration>2561</video:duration>
<video:view_count>62970</video:view_count>
<video:tag>luck in game design</video:tag>
<video:publication_date>2013-09-14T23:26:41Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2020-02-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.45</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/sz_LgBAGYyo/lecture-7-how-to-build-products-users-love-kevin-hale</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/sz_LgBAGYyo/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>Lecture 7 - How to Build Products Users Love (Kevin Hale)</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/sz_LgBAGYyo/hqdefault.jpg</video:thumbnail_loc>
<video:description>Kevin Hale of Wufoo and Y Combinator gives lecture 7 of the YC startup class on how to build products users love. It covers delighting users and the details that make a product feel cared for. HN people say they love it as the best talk on delighting users, and thank Hale for it.</video:description>
<video:player_loc>https://www.youtube.com/embed/sz_LgBAGYyo</video:player_loc>
<video:duration>2882</video:duration>
<video:view_count>414510</video:view_count>
<video:tag>building products users love</video:tag>
<video:publication_date>2014-10-14T23:02:57Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2019-06-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.45</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/lthVYUB8JLs/the-rise-and-fall-of-adobe</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/lthVYUB8JLs/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>the Rise and Fall of Adobe</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/lthVYUB8JLs/hqdefault.jpg</video:thumbnail_loc>
<video:description>Jazza, a professional artist and YouTuber, tells the story of Adobe&apos;s growth and decline from a creative&apos;s point of view. He covers subscription pricing, locked-in users and the effect on the software people use every day. HN resurfaces it whenever Adobe or design-tool lock-in comes up, as the user&apos;s view that investors come first once a company has a captive audience.</video:description>
<video:player_loc>https://www.youtube.com/embed/lthVYUB8JLs</video:player_loc>
<video:duration>1688</video:duration>
<video:view_count>711580</video:view_count>
<video:tag>adobe and creative software lock-in</video:tag>
<video:publication_date>2024-09-20T13:32:04Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2024-10-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.45</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/-GV814cWiAw/can-we-improve-tutorials-for-complex-games</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/-GV814cWiAw/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>Can we Improve Tutorials for Complex Games?</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/-GV814cWiAw/hqdefault.jpg</video:thumbnail_loc>
<video:description>Game Maker&apos;s Toolkit asks whether tutorials for complex games can be done better. The video looks at ways of introducing mechanics and information to players. HN recommends it, alongside other videos on teaching players, for anyone thinking about introducing a game&apos;s content in a sensible order.</video:description>
<video:player_loc>https://www.youtube.com/embed/-GV814cWiAw</video:player_loc>
<video:duration>1287</video:duration>
<video:view_count>1587918</video:view_count>
<video:tag>game tutorial design</video:tag>
<video:publication_date>2021-05-31T15:59:58Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2024-09-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.45</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/qS20Z0RXr28/gui-75-post-dev-2025</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/qS20Z0RXr28/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>GUIと歩んだ75年 ～私の見てきたユーザーインターフェース～【アラン・ケイ 氏】POST Dev 2025｜ニジボックス主催</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/qS20Z0RXr28/hqdefault.jpg</video:thumbnail_loc>
<video:description>Alan Kay&apos;s talk at POST Dev 2025, hosted by Nijibox in Japan, titled &quot;75 Years of GUI&quot;. He looks back at the user interfaces he has seen across his career. HN submitters post it as a rare long retrospective on the history of the graphical user interface from one of its pioneers.</video:description>
<video:player_loc>https://www.youtube.com/embed/qS20Z0RXr28</video:player_loc>
<video:duration>5833</video:duration>
<video:view_count>1957</video:view_count>
<video:tag>alan kay on 75 years of guis</video:tag>
<video:publication_date>2025-12-25T08:39:26Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2026-01-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.45</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/xrqdU4cZaLw/making-games-better-for-gamers-with-colourblindness-and-low-vision-designing</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/xrqdU4cZaLw/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>Making Games Better for Gamers with Colourblindness &amp; Low Vision | Designing for Disability</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/xrqdU4cZaLw/hqdefault.jpg</video:thumbnail_loc>
<video:description>An episode of Game Maker&apos;s Toolkit&apos;s Designing for Disability series on making games better for players with colourblindness and low vision. It looks at problems like colour-coded information and small text, and the options developers can offer. HN lists it among the best overviews of accessibility in games, noting that adjustments made for disabled players often help everyone read information faster.</video:description>
<video:player_loc>https://www.youtube.com/embed/xrqdU4cZaLw</video:player_loc>
<video:duration>836</video:duration>
<video:view_count>391174</video:view_count>
<video:tag>colourblind and low vision game accessibility</video:tag>
<video:publication_date>2018-08-22T20:01:54Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2023-06-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.45</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/ZUY2AtBD6Sk/development-secrets-of-the-original-kirby-grab-bag</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/ZUY2AtBD6Sk/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>Development Secrets of the Original Kirby  [Grab Bag]</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/ZUY2AtBD6Sk/hqdefault.jpg</video:thumbnail_loc>
<video:description>Masahiro Sakurai, the creator of Kirby, shares development stories from the making of the original Kirby game on his channel about creating games. The video covers decisions and constraints behind the first game. HN people submitted it as a first-hand look at how Sakurai made the original Kirby.</video:description>
<video:player_loc>https://www.youtube.com/embed/ZUY2AtBD6Sk</video:player_loc>
<video:duration>1043</video:duration>
<video:view_count>179278</video:view_count>
<video:tag>original kirby development</video:tag>
<video:publication_date>2023-04-27T09:00:15Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2023-10-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.45</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/bdJKjBHCh18/bill-atkinson-hypercard</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/bdJKjBHCh18/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>Bill Atkinson: Hypercard</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/bdJKjBHCh18/hqdefault.jpg</video:thumbnail_loc>
<video:description>A short clip from Leo Laporte&apos;s 2013 TWiT interview with Bill Atkinson, creator of HyperCard and the Mac&apos;s QuickDraw. Atkinson describes the philosophy behind HyperCard and how the idea came to him in a psychedelic experience. HN people cite it as Atkinson&apos;s own account that HyperCard was inspired by an LSD trip, and recommend the interview as a great listen.</video:description>
<video:player_loc>https://www.youtube.com/embed/bdJKjBHCh18</video:player_loc>
<video:duration>363</video:duration>
<video:view_count>10223</video:view_count>
<video:tag>bill atkinson on hypercard</video:tag>
<video:publication_date>2016-04-28T21:33:31Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2025-06-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.45</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/x0weL5XDpPs/dithering-on-the-sega-genesis-with-composite-video</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/x0weL5XDpPs/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>Dithering on the Sega Genesis with Composite Video</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/x0weL5XDpPs/hqdefault.jpg</video:thumbnail_loc>
<video:description>Displaced Gamers explains how Sega Genesis games used dithering patterns that blend into smooth shading over composite video. It compares the look on a period TV with RGB output and modern displays, using Sonic&apos;s waterfalls as the main example. HN points to it as the detailed explanation of why old pixel art was drawn for the smear of a CRT and composite signal, and looks wrong on sharp modern screens.</video:description>
<video:player_loc>https://www.youtube.com/embed/x0weL5XDpPs</video:player_loc>
<video:duration>630</video:duration>
<video:view_count>333457</video:view_count>
<video:tag>genesis dithering composite video</video:tag>
<video:publication_date>2018-07-27T15:00:15Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2024-07-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.45</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/fHMPGhezj0s/history-of-the-graphical-user-interface-gui-a-wonderful-curse</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/fHMPGhezj0s/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>History of The Graphical User Interface (GUI): A Wonderful Curse</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/fHMPGhezj0s/hqdefault.jpg</video:thumbnail_loc>
<video:description>A video essay from the Interface Studies channel on the history of the graphical user interface, framing it as a wonderful curse. It follows how the GUI came about and what it gave and took from computer users. HN people submitted it as a worthwhile overview of GUI history.</video:description>
<video:player_loc>https://www.youtube.com/embed/fHMPGhezj0s</video:player_loc>
<video:duration>7447</video:duration>
<video:view_count>22402</video:view_count>
<video:tag>history of the gui</video:tag>
<video:publication_date>2023-11-30T08:56:24Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2024-01-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.45</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/AS1OHMW873s/rgb-to-xyz-the-science-and-history-of-color-by-john-austin</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/AS1OHMW873s/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>&quot;RGB to XYZ: The Science and History of Color&quot; by John Austin</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/AS1OHMW873s/hqdefault.jpg</video:thumbnail_loc>
<video:description>John Austin&apos;s Strange Loop talk traces the science and history of color, from how screens produce RGB to the CIE XYZ color space. It explains how human color perception led to the models used in software today. HN people submit it as a clear technical history of color models for programmers.</video:description>
<video:player_loc>https://www.youtube.com/embed/AS1OHMW873s</video:player_loc>
<video:duration>2274</video:duration>
<video:view_count>52090</video:view_count>
<video:tag>science and history of color</video:tag>
<video:publication_date>2019-09-16T01:11:22Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2020-06-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.45</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/kN0SVBCJqLs/apple-music-event-2001-the-first-ever-ipod-introduction</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/kN0SVBCJqLs/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>Apple Music Event 2001-The First Ever iPod Introduction</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/kN0SVBCJqLs/hqdefault.jpg</video:thumbnail_loc>
<video:description>Steve Jobs introduces the first iPod at Apple&apos;s October 2001 music event. He frames it as a music player that holds 1,000 songs in your pocket, rather than as another MP3 player. HN points to it as a model of product announcement, with a clear pitch tying technology, art and music, and as a record of how Apple positioned the iPod.</video:description>
<video:player_loc>https://www.youtube.com/embed/kN0SVBCJqLs</video:player_loc>
<video:duration>553</video:duration>
<video:view_count>5996847</video:view_count>
<video:tag>original ipod introduction</video:tag>
<video:publication_date>2006-04-03T17:09:17Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2016-10-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.45</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/o17lBUZgjTs/the-immoral-design-of-diablo-immortal</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/o17lBUZgjTs/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>The Immoral Design of Diablo Immortal</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/o17lBUZgjTs/hqdefault.jpg</video:thumbnail_loc>
<video:description>Josh Strife Hayes critiques the monetization design of Diablo Immortal, the mobile and PC game from Blizzard. He argues its progression and spending systems exploit players. HN cites it as the definitive account of predatory game design, loot boxes and behavioral-psychology tactics aimed at spenders.</video:description>
<video:player_loc>https://www.youtube.com/embed/o17lBUZgjTs</video:player_loc>
<video:duration>2663</video:duration>
<video:view_count>4440142</video:view_count>
<video:tag>predatory monetization in games</video:tag>
<video:publication_date>2022-06-10T03:00:14Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2022-12-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.45</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/VIaK6y5kdro/classic-game-postmortem-populous</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/VIaK6y5kdro/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>Classic Game Postmortem - Populous</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/VIaK6y5kdro/hqdefault.jpg</video:thumbnail_loc>
<video:description>A GDC classic game postmortem of Populous, given by Peter Molyneux. He looks back at how the game came about and was developed. HN people rank it among their favourite GDC postmortems, for showing how a hugely successful game came out of experimentation rather than a plan.</video:description>
<video:player_loc>https://www.youtube.com/embed/VIaK6y5kdro</video:player_loc>
<video:duration>3653</video:duration>
<video:view_count>74243</video:view_count>
<video:tag>populous postmortem</video:tag>
<video:publication_date>2017-01-12T17:19:35Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2018-08-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.45</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/sumZLwFXJqE/mmo-economies-hyperinflation-reserve-currencies-and-you-extra-credits</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/sumZLwFXJqE/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>MMO Economies - Hyperinflation, Reserve Currencies &amp; You! - Extra Credits</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/sumZLwFXJqE/hqdefault.jpg</video:thumbnail_loc>
<video:description>An Extra Credits episode on the economies of MMO games. It explains hyperinflation, why items players can sell to vendors cause it, and how reserve currencies and anchoring the in-game currency help. HN treats it as the clear explanation of why MMO economies inflate and how designers counter it, from vendor-sellable loot to pegging currency.</video:description>
<video:player_loc>https://www.youtube.com/embed/sumZLwFXJqE</video:player_loc>
<video:duration>524</video:duration>
<video:view_count>1464316</video:view_count>
<video:tag>mmo game economies</video:tag>
<video:publication_date>2016-11-23T19:56:21Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2021-02-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.45</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/P4VBqTViEx4/designer-s-digest-steve-jobs-on-the-role-of-product-and-marketing-people</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/P4VBqTViEx4/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>Designer&apos;s Digest - Steve Jobs on the role of product and marketing people.</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/P4VBqTViEx4/hqdefault.jpg</video:thumbnail_loc>
<video:description>A short clip from Designer&apos;s Digest of Steve Jobs on the roles of product people and sales and marketing people. Jobs describes how a company that wins a monopoly shifts power from product people to sales and marketing, with IBM and Xerox as examples. HN people use it as the classic account of product culture decaying when sales and marketing take over, and apply it to Intel, Apple, Google, Twilio and others.</video:description>
<video:player_loc>https://www.youtube.com/embed/P4VBqTViEx4</video:player_loc>
<video:duration>151</video:duration>
<video:view_count>212153</video:view_count>
<video:tag>product people versus marketing</video:tag>
<video:publication_date>2018-11-16T06:07:05Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2023-04-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.45</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/ZW8gWgpptI8/crafting-a-tiny-open-world-a-short-hike-postmortem</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/ZW8gWgpptI8/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>Crafting A Tiny Open World: A Short Hike Postmortem</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/ZW8gWgpptI8/hqdefault.jpg</video:thumbnail_loc>
<video:description>The solo developer of A Short Hike gives a GDC postmortem on crafting a small open-world exploration game. He covers the scope choices, the pixel-shader look made from low-poly 3D, and what it took to finish the game alone. HN people recommend it as inspiration for solo game makers and as the source for how the game&apos;s pixel shader look was achieved.</video:description>
<video:player_loc>https://www.youtube.com/embed/ZW8gWgpptI8</video:player_loc>
<video:duration>1867</video:duration>
<video:view_count>521096</video:view_count>
<video:tag>a short hike postmortem</video:tag>
<video:publication_date>2020-03-27T16:04:25Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2020-12-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.45</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/aR5N2Jl8k14/the-incredible-inventions-of-intuitive-ai-maurice-conti</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/aR5N2Jl8k14/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>The incredible inventions of intuitive AI | Maurice Conti</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/aR5N2Jl8k14/hqdefault.jpg</video:thumbnail_loc>
<video:description>Maurice Conti&apos;s TED talk on how AI and generative design are changing the way things are designed and made. He shows examples of computers inventing forms for engineered parts and structures. HN people cite it as an early example of engineers using machine learning in design, and compare later news to it.</video:description>
<video:player_loc>https://www.youtube.com/embed/aR5N2Jl8k14</video:player_loc>
<video:duration>924</video:duration>
<video:view_count>5612604</video:view_count>
<video:tag>ai generative design</video:tag>
<video:publication_date>2017-02-28T22:46:41Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2019-03-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.45</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/izrC4R7SsH4/victor-tsaran-an-introduction-to-screen-readers</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/izrC4R7SsH4/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>Victor Tsaran: An Introduction to Screen Readers</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/izrC4R7SsH4/hqdefault.jpg</video:thumbnail_loc>
<video:description>Victor Tsaran gives an introduction to screen readers for web developers, showing how blind users move through web pages with the help of speech output. The talk was given for the YUI Library team. HN people call it the most useful accessibility resource, because it shows how blind people actually use the web.</video:description>
<video:player_loc>https://www.youtube.com/embed/izrC4R7SsH4</video:player_loc>
<video:duration>1644</video:duration>
<video:view_count>7525</video:view_count>
<video:tag>how screen readers work</video:tag>
<video:publication_date>2011-08-27T22:29:27Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2014-02-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.45</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/OuEKdD_1F8s/from-the-to-do-list-to-the-ai-agent</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/OuEKdD_1F8s/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>From the To-Do List to the AI Agent</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/OuEKdD_1F8s/hqdefault.jpg</video:thumbnail_loc>
<video:description>An Interface Studies video tracing how productivity software moved from the to-do list to the AI agent. It looks at the design choices behind these apps and what each one trades away. Submitted in 2026 alongside the channel&apos;s video on what every productivity app trades away, as a worthwhile look at where interfaces for tasks are heading.</video:description>
<video:player_loc>https://www.youtube.com/embed/OuEKdD_1F8s</video:player_loc>
<video:duration>970</video:duration>
<video:view_count>5262</video:view_count>
<video:tag>to-do lists to ai agents</video:tag>
<video:publication_date>2026-06-10T16:26:27Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2026-07-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.45</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/bCC9uHHAEuA/audiogl-pre-beta-demonstration-video-2-tech-demo</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/bCC9uHHAEuA/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>AudioGL Pre Beta Demonstration Video 2 - Tech Demo</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/bCC9uHHAEuA/hqdefault.jpg</video:thumbnail_loc>
<video:description>A pre-beta tech demo of AudioGL, a modular synthesizer and sequencer with a 3D interface. It shows a music tool where the sound-building blocks are laid out in three dimensions. HN people share it as a striking 3D approach to music software, remembered as what could have been groundbreaking before the project was abandoned.</video:description>
<video:player_loc>https://www.youtube.com/embed/bCC9uHHAEuA</video:player_loc>
<video:duration>853</video:duration>
<video:view_count>78062</video:view_count>
<video:tag>3d modular synth interface</video:tag>
<video:publication_date>2011-06-21T08:24:37Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2011-07-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.45</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/4m_GhapEBLQ/chm-live-yesterday-s-computer-of-tomorrow-the-xerox-alto</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/4m_GhapEBLQ/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>CHM Live | Yesterday&apos;s Computer of Tomorrow: The Xerox Alto</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/4m_GhapEBLQ/hqdefault.jpg</video:thumbnail_loc>
<video:description>A Computer History Museum live event, Yesterday&apos;s Computer of Tomorrow: The Xerox Alto, with demonstrations by pioneers of Xerox PARC. It shows the Alto&apos;s software running on a restored machine. HN people share it as a live look at the Alto, and one commenter posted the YouTube version so viewers need no Facebook account.</video:description>
<video:player_loc>https://www.youtube.com/embed/4m_GhapEBLQ</video:player_loc>
<video:duration>6691</video:duration>
<video:view_count>20188</video:view_count>
<video:tag>xerox alto live demos</video:tag>
<video:publication_date>2017-11-16T17:50:29Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2018-04-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.45</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/ferle2Uovks/parc-scientist-larry-tesler-recalls-jobs-famous-xerox-visits</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/ferle2Uovks/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>PARC scientist Larry Tesler recalls Jobs&apos; famous Xerox visits</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/ferle2Uovks/hqdefault.jpg</video:thumbnail_loc>
<video:description>Larry Tesler, a scientist at Xerox PARC, recalls Steve Jobs&apos;s famous visits to PARC, where Apple saw the Alto&apos;s graphical interface. It is a short interview clip about how that exchange fed into Apple&apos;s work. HN people submitted it as a first-hand account of the Jobs visits to Xerox PARC from someone who was in the room.</video:description>
<video:player_loc>https://www.youtube.com/embed/ferle2Uovks</video:player_loc>
<video:duration>378</video:duration>
<video:view_count>28443</video:view_count>
<video:tag>jobs at xerox parc</video:tag>
<video:publication_date>2011-11-11T18:34:27Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2020-05-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.45</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/4JzDttgdILQ/creative-coding-for-beginners-full-course</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/4JzDttgdILQ/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>Creative Coding for Beginners - Full Course!</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/4JzDttgdILQ/hqdefault.jpg</video:thumbnail_loc>
<video:description>A full beginner course in creative coding from Daniel Shiffman of The Coding Train. It teaches programming through making visuals, drawing, animation and interaction, in the Processing tradition. HN people list it as the place to start with graphics and Processing, and as an easy way to keep up with the Processing community&apos;s work.</video:description>
<video:player_loc>https://www.youtube.com/embed/4JzDttgdILQ</video:player_loc>
<video:duration>18377</video:duration>
<video:view_count>373355</video:view_count>
<video:tag>creative coding for beginners</video:tag>
<video:publication_date>2023-10-01T12:57:16Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2023-12-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.45</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/TNCngP8w284/css-icon-tutorial-2-draw-sun-icon-with-pure-css</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/TNCngP8w284/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>CSS Icon Tutorial 2 - Draw Sun Icon with Pure Css</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/TNCngP8w284/hqdefault.jpg</video:thumbnail_loc>
<video:description>A screen-recorded tutorial in which Wendy of Typogram draws a sun icon using pure CSS. It is the second in her series of CSS icon tutorials. HN people see it as the hands-on companion to her CSS icon set, a way to learn how the icons are built.</video:description>
<video:player_loc>https://www.youtube.com/embed/TNCngP8w284</video:player_loc>
<video:duration>692</video:duration>
<video:view_count>1909</video:view_count>
<video:tag>drawing icons with css</video:tag>
<video:publication_date>2015-11-06T05:01:37Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2016-10-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.45</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/1tavDv5hXpo/cheng-lou-the-state-of-animation-in-react-at-react-europe-2015</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/1tavDv5hXpo/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>Cheng Lou - The State of Animation in React at react-europe 2015</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/1tavDv5hXpo/hqdefault.jpg</video:thumbnail_loc>
<video:description>Cheng Lou&apos;s react-europe 2015 talk on the state of animation in React on the web. He covers why animation is hard to do declaratively, shows demos such as chat heads and slow-motion tricks, and presents spring-based motion in place of time-based easing. HN people call it a must-watch and name it a favorite tech talk for boiling UI animation down to a single idea, the spring.</video:description>
<video:player_loc>https://www.youtube.com/embed/1tavDv5hXpo</video:player_loc>
<video:duration>1791</video:duration>
<video:view_count>137586</video:view_count>
<video:tag>spring-based ui animation in react</video:tag>
<video:publication_date>2015-07-10T08:44:30Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2016-10-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.45</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/04Wk9Oi_Fsk/xayax-bang-atari-vcs-2600-demo</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/04Wk9Oi_Fsk/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>XAYAX - Bang! (ATARI VCS 2600 demo)</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/04Wk9Oi_Fsk/hqdefault.jpg</video:thumbnail_loc>
<video:description>Bang! by XAYAX is a demoscene production for the Atari VCS 2600, a machine with extremely little memory and graphics hardware. It was shown by the Museum of Electronic Games &amp; Art and made in 2014. HN calls it one of the most impressive demos ever, and uses it as proof that the 2600 scene is alive and that modern hardware is wildly overpowered by comparison.</video:description>
<video:player_loc>https://www.youtube.com/embed/04Wk9Oi_Fsk</video:player_loc>
<video:duration>485</video:duration>
<video:view_count>123559</video:view_count>
<video:tag>atari 2600 demoscene</video:tag>
<video:publication_date>2014-04-22T10:36:16Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2016-01-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.45</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/BMHUKij1yUE/refactoring-ui-resolute</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/BMHUKij1yUE/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>Refactoring UI: Resolute</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/BMHUKij1yUE/hqdefault.jpg</video:thumbnail_loc>
<video:description>Steve Schoger of Refactoring UI shows a redesign of an interface called Resolute, working through the changes that improve it step by step. It teaches practical visual UI fixes through a before and after example. HN people recommend it as a strong set of examples for why and how to redo a poor-looking UI.</video:description>
<video:player_loc>https://www.youtube.com/embed/BMHUKij1yUE</video:player_loc>
<video:duration>1003</video:duration>
<video:view_count>110030</video:view_count>
<video:tag>refactoring ui redesign</video:tag>
<video:publication_date>2018-04-26T13:42:10Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2018-05-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.45</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/30jGWna4-Ns/the-making-of-the-legend-of-zelda-breath-of-the-wild-video-the-beginning</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/30jGWna4-Ns/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>The Making of The Legend of Zelda: Breath of the Wild Video – The Beginning</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/30jGWna4-Ns/hqdefault.jpg</video:thumbnail_loc>
<video:description>The opening episode of Nintendo&apos;s making-of video series for The Legend of Zelda: Breath of the Wild. Members of the development team talk about how the game was started and the thinking behind its design. HN points to the series for insight into how Nintendo prototyped, including the claim that mechanics were tried in a 2D version of the game before the team committed to building it in 3D.</video:description>
<video:player_loc>https://www.youtube.com/embed/30jGWna4-Ns</video:player_loc>
<video:duration>603</video:duration>
<video:view_count>4082461</video:view_count>
<video:tag>making of breath of the wild</video:tag>
<video:publication_date>2017-03-14T16:37:44Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2018-04-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.45</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/4lx9Wtd2P48/notes-on-icons-and-design-with-susan-kare</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/4lx9Wtd2P48/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>Notes on Icons and Design with Susan Kare</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/4lx9Wtd2P48/hqdefault.jpg</video:thumbnail_loc>
<video:description>Susan Kare, designer of the original Macintosh icons and typefaces, talks about icons and design in an event from the Letterform Archive. She discusses her approach to making small pictograms and her career. HN people share it as a recent, first-hand talk by Susan Kare, whose work gave the Macintosh its friendly look.</video:description>
<video:player_loc>https://www.youtube.com/embed/4lx9Wtd2P48</video:player_loc>
<video:duration>3112</video:duration>
<video:view_count>159082</video:view_count>
<video:tag>susan kare on icon design</video:tag>
<video:publication_date>2020-09-09T21:24:34Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2024-09-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.45</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/nO9aot9RgQc/max-cooper-repetition-official-video-by-kevin-mcgloughlin</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/nO9aot9RgQc/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>Max Cooper - Repetition (Official Video By Kevin McGloughlin)</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/nO9aot9RgQc/hqdefault.jpg</video:thumbnail_loc>
<video:description>The official video for Max Cooper&apos;s track Repetition, made by Kevin McGloughlin. It is an abstract animation of repeating patterns, synced to the music. HN people rank it among the best music videos they have seen, and enjoy watching dev tools alongside it.</video:description>
<video:player_loc>https://www.youtube.com/embed/nO9aot9RgQc</video:player_loc>
<video:duration>357</video:duration>
<video:view_count>5192697</video:view_count>
<video:tag>abstract pattern music video</video:tag>
<video:publication_date>2019-09-12T13:07:58Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2024-02-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.45</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/U0YW7x9U5TQ/electric-cars-prove-we-need-to-rethink-brake-lights</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/U0YW7x9U5TQ/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>Electric cars prove we need to rethink brake lights</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/U0YW7x9U5TQ/hqdefault.jpg</video:thumbnail_loc>
<video:description>A Technology Connections explainer on how electric cars with one-pedal driving slow down without always lighting the brake lights. It argues that brake light rules are outdated and should be rethought, and that some makers handle it better than others. HN people cite it to explain why drivers behind an EV may not know it is slowing, and as proof that outdated regulations leave each manufacturer to improvise.</video:description>
<video:player_loc>https://www.youtube.com/embed/U0YW7x9U5TQ</video:player_loc>
<video:duration>1783</video:duration>
<video:view_count>5512284</video:view_count>
<video:tag>brake lights on electric cars</video:tag>
<video:publication_date>2023-05-25T14:49:13Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2024-01-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.45</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/5ODzO7Lz_pw/thomas-thwaites-how-i-built-a-toaster-from-scratch</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/5ODzO7Lz_pw/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>Thomas Thwaites: How I built a toaster -- from scratch</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/5ODzO7Lz_pw/hqdefault.jpg</video:thumbnail_loc>
<video:description>Designer Thomas Thwaites tells how he tried to build an electric toaster from scratch, making it from raw materials instead of buying parts. The short TED talk shows how complex even a cheap everyday appliance turns out to be. HN people bring it up in any discussion of hidden complexity and supply chains, as the standard example that nobody can make even a toaster alone.</video:description>
<video:player_loc>https://www.youtube.com/embed/5ODzO7Lz_pw</video:player_loc>
<video:duration>682</video:duration>
<video:view_count>282337</video:view_count>
<video:tag>building a toaster from scratch</video:tag>
<video:publication_date>2011-01-14T15:18:13Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2024-01-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.45</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/FJRO5wFTEc8/how-to-improve-blender-s-ui-andrew-price-blender-conference-2024</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/FJRO5wFTEc8/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>How to Improve Blender&apos;s UI - Andrew Price — Blender Conference 2024</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/FJRO5wFTEc8/hqdefault.jpg</video:thumbnail_loc>
<video:description>Andrew Price&apos;s talk at the Blender Conference 2024 on how to improve Blender&apos;s user interface. He goes through usability problems and design ideas for the 3D software&apos;s UI and UX. HN people offer it as the video that covers a little bit of everything about Blender UI/UX.</video:description>
<video:player_loc>https://www.youtube.com/embed/FJRO5wFTEc8</video:player_loc>
<video:duration>1227</video:duration>
<video:view_count>151907</video:view_count>
<video:tag>improving blender&apos;s ui</video:tag>
<video:publication_date>2024-10-25T10:20:09Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2025-03-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.45</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/C74amJRp730/how-a-handful-of-tech-companies-control-billions-of-minds-every-day-tristan</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/C74amJRp730/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>How a handful of tech companies control billions of minds every day | Tristan Harris</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/C74amJRp730/hqdefault.jpg</video:thumbnail_loc>
<video:description>Tristan Harris, former Google design ethicist, gives a TED talk on how a few tech companies shape the attention and choices of billions of people. He argues that product design built to capture attention should be reshaped around people&apos;s time and wellbeing. HN people use it as a reference for the claim that technology hijacks attention, and share it alongside discussions of teen mental health.</video:description>
<video:player_loc>https://www.youtube.com/embed/C74amJRp730</video:player_loc>
<video:duration>1021</video:duration>
<video:view_count>1031262</video:view_count>
<video:tag>attention economy and manipulative design</video:tag>
<video:publication_date>2017-07-28T16:01:36Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2017-11-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.45</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/TawhcWao9ls/horizon-zero-dawn-a-game-design-postmortem</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/TawhcWao9ls/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>Horizon Zero Dawn: A Game Design Postmortem</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/TawhcWao9ls/hqdefault.jpg</video:thumbnail_loc>
<video:description>A GDC postmortem talk on the game design of Horizon Zero Dawn, from the team at Guerrilla. It looks back at how the game&apos;s design was approached and what the developers learned. HN people mention it as one of the interesting GDC talks, and a good way to see how an open-world game was built.</video:description>
<video:player_loc>https://www.youtube.com/embed/TawhcWao9ls</video:player_loc>
<video:duration>3553</video:duration>
<video:view_count>145487</video:view_count>
<video:tag>horizon zero dawn postmortem</video:tag>
<video:publication_date>2018-04-11T15:04:50Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2022-04-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.45</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/Ug06dhahqg0/ultimate-fps-controller-design-and-build</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/Ug06dhahqg0/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>Ultimate FPS - Controller Design &amp; Build</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/Ug06dhahqg0/hqdefault.jpg</video:thumbnail_loc>
<video:description>PyottDesign designs and builds a custom first-person shooter controller from scratch. It follows the build from concept to a working device. HN people share it as a resource for anyone who wants to make their own game input devices.</video:description>
<video:player_loc>https://www.youtube.com/embed/Ug06dhahqg0</video:player_loc>
<video:duration>1746</video:duration>
<video:view_count>2617248</video:view_count>
<video:tag>custom fps controller build</video:tag>
<video:publication_date>2024-03-28T18:00:23Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2024-08-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.45</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/xk3UcgbbmxQ/john-gruber-auteur-theory-of-design-macworld-pulse</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/xk3UcgbbmxQ/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>John Gruber - Auteur Theory of Design - Macworld Pulse</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/xk3UcgbbmxQ/hqdefault.jpg</video:thumbnail_loc>
<video:description>John Gruber of Daring Fireball presents his Auteur Theory of Design at Macworld Pulse. His thesis is that the quality of a piece of work approaches the quality of the person who decides, which he uses to explain Apple&apos;s design culture. HN keeps citing it to explain why Apple&apos;s products are coherent, with one decider at the top, and as a frame for design versus design by committee.</video:description>
<video:player_loc>https://www.youtube.com/embed/xk3UcgbbmxQ</video:player_loc>
<video:duration>1003</video:duration>
<video:view_count>42010</video:view_count>
<video:tag>auteur theory of design</video:tag>
<video:publication_date>2009-01-23T01:38:10Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2026-10-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.45</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/H-RCzeJQazA/audiogl-pre-beta-demonstration-video-music-software</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/H-RCzeJQazA/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>AudioGL Pre Beta Demonstration Video - Music Software</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/H-RCzeJQazA/hqdefault.jpg</video:thumbnail_loc>
<video:description>A pre-beta demonstration of AudioGL, music software that presents a modular synthesizer as a three-dimensional interface. The video shows sound-building blocks arranged and connected in 3D space. HN people bring it up as an interesting 3D take on musical interfaces, and a reference point when other synth interfaces appear, though the project seems abandoned.</video:description>
<video:player_loc>https://www.youtube.com/embed/H-RCzeJQazA</video:player_loc>
<video:duration>286</video:duration>
<video:view_count>26749</video:view_count>
<video:tag>3d modular synth interface</video:tag>
<video:publication_date>2011-04-22T16:30:45Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2017-04-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.45</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/NFF0QQIQDXE/mx3d-printing</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/NFF0QQIQDXE/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>MX3D printing</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/NFF0QQIQDXE/hqdefault.jpg</video:thumbnail_loc>
<video:description>A video from Joris Laarman Lab on MX3D, a project for 3D printing metal in free-standing form with a robotic arm. It shows the process of laying down molten metal to build up an object in the air. Submitted as a striking demo of free-standing metal 3D printing, then picked over in the thread on the MX3D steel bridge, where commenters doubted the sped-up footage and the quality.</video:description>
<video:player_loc>https://www.youtube.com/embed/NFF0QQIQDXE</video:player_loc>
<video:duration>69</video:duration>
<video:view_count>640143</video:view_count>
<video:tag>mx3d metal 3d printing</video:tag>
<video:publication_date>2014-02-19T20:37:05Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2014-05-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.45</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/7XUWpze_A_s/live-clojurescript-game-editor</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/7XUWpze_A_s/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>Live ClojureScript Game Editor</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/7XUWpze_A_s/hqdefault.jpg</video:thumbnail_loc>
<video:description>Chris Granger (ibdknox) shows a live editor for building a game in ClojureScript, where code changes take effect immediately in the running game. It is an early demo of the ideas that became Light Table, and applies Bret Victor&apos;s interactive-editor approach to game development. HN uses it as a reference example of real live coding and well-done interactive learning, and credits it as Granger&apos;s first Light Table-era demo, inspired by Bret Victor.</video:description>
<video:player_loc>https://www.youtube.com/embed/7XUWpze_A_s</video:player_loc>
<video:duration>327</video:duration>
<video:view_count>33520</video:view_count>
<video:tag>live coding game editor</video:tag>
<video:publication_date>2012-02-27T09:03:41Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2014-11-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.45</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/NLakoYhiWko/an-introduction-to-drawing-for-programmers-or-anyone-else-who-thinks-they-can-t</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/NLakoYhiWko/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>An introduction to drawing for programmers (or anyone else who thinks they can&apos;t learn to draw)</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/NLakoYhiWko/hqdefault.jpg</video:thumbnail_loc>
<video:description>A roughly seven-hour introduction to drawing by Zed A. Shaw, written for programmers and anyone who believes they cannot learn to draw. It is a beginner course that starts from the basics. HN people recommend it as a free, long beginner drawing course, including to someone struggling to learn pixel art.</video:description>
<video:player_loc>https://www.youtube.com/embed/NLakoYhiWko</video:player_loc>
<video:duration>26073</video:duration>
<video:view_count>2388</video:view_count>
<video:tag>drawing for beginners</video:tag>
<video:publication_date>2025-04-11T00:31:16Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2026-04-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.45</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/j68UW21Nx6g/how-games-are-hacking-color-theory</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/j68UW21Nx6g/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>How Games are HACKING Color Theory</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/j68UW21Nx6g/hqdefault.jpg</video:thumbnail_loc>
<video:description>Ai Angel&apos;s video on how video games bend color theory and rendering to get the look they want. It covers the color and tone choices behind game visuals and how they differ from film and photography. HN people share it as another take on why game graphics look the way they do, in threads about HDR and tone mapping.</video:description>
<video:player_loc>https://www.youtube.com/embed/j68UW21Nx6g</video:player_loc>
<video:duration>584</video:duration>
<video:view_count>490576</video:view_count>
<video:tag>color in game graphics</video:tag>
<video:publication_date>2024-11-21T21:18:23Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2025-07-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.45</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/BauuOoB6EIU/video-ethnography-of-icarus-on-the-xerox-alto</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/BauuOoB6EIU/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>Video Ethnography of &quot;ICARUS &quot; on the Xerox Alto</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/BauuOoB6EIU/hqdefault.jpg</video:thumbnail_loc>
<video:description>The Computer History Museum presents a video ethnography of ICARUS running on a Xerox Alto, recording how the software was actually used on the early graphical workstation. It documents a piece of Xerox PARC-era computing in use. HN people submit it as a rare record of working software on the Xerox Alto.</video:description>
<video:player_loc>https://www.youtube.com/embed/BauuOoB6EIU</video:player_loc>
<video:duration>3244</video:duration>
<video:view_count>4807</video:view_count>
<video:tag>icarus on the xerox alto</video:tag>
<video:publication_date>2018-04-12T18:48:19Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2024-07-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.45</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/Qg0mHFcB510/bill-atkinson-polaroids-showing-the-evolution-of-the-lisa-gui</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/Qg0mHFcB510/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>Bill Atkinson: Polaroids showing the Evolution of the Lisa GUI</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/Qg0mHFcB510/hqdefault.jpg</video:thumbnail_loc>
<video:description>Bill Atkinson, the Apple engineer behind much of the Lisa and Macintosh interface, shows Polaroids he took of the Lisa GUI as it evolved. The Computer History Museum video walks through prototypes and mockups of the early interface. HN people treat it as primary evidence of how Apple&apos;s early UI evolved, and cite it for details like why the Mac menu bar sits at the top and against the idea that Apple simply copied Xerox.</video:description>
<video:player_loc>https://www.youtube.com/embed/Qg0mHFcB510</video:player_loc>
<video:duration>1470</video:duration>
<video:view_count>12862</video:view_count>
<video:tag>evolution of the lisa gui</video:tag>
<video:publication_date>2025-01-29T00:46:23Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2025-06-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.45</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/W6xmqcb8hFQ/sieuferd-a-visual-query-system</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/W6xmqcb8hFQ/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>SIEUFERD: A Visual Query System</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/W6xmqcb8hFQ/hqdefault.jpg</video:thumbnail_loc>
<video:description>A demo of SIEUFERD, a visual query system with a spreadsheet-like interface for querying databases. It shows how people can build queries by direct manipulation rather than by writing SQL. HN people submitted it as a promising example of a spreadsheet-like UI that makes database queries easy.</video:description>
<video:player_loc>https://www.youtube.com/embed/W6xmqcb8hFQ</video:player_loc>
<video:duration>376</video:duration>
<video:view_count>1173</video:view_count>
<video:tag>visual database query interface</video:tag>
<video:publication_date>2016-07-07T08:00:01Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2016-08-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.45</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/sLCHg9mUBag/walt-disney-s-e-p-c-o-t-film-1966</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/sLCHg9mUBag/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>Walt Disney&apos;s E.P.C.O.T film (1966)</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/sLCHg9mUBag/hqdefault.jpg</video:thumbnail_loc>
<video:description>Walt Disney&apos;s 1966 film about E.P.C.O.T., his planned Experimental Prototype Community of Tomorrow. It presents a circular, layered city with a dense center, monorails and people movers, designed around pedestrians. HN returns to it in threads on city building as a utopian plan for a walkable, layered city that Disney never got to build.</video:description>
<video:player_loc>https://www.youtube.com/embed/sLCHg9mUBag</video:player_loc>
<video:duration>1549</video:duration>
<video:view_count>961553</video:view_count>
<video:tag>walt disney&apos;s epcot city plan</video:tag>
<video:publication_date>2013-09-23T05:54:16Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2015-11-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.45</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/AAtkoje4-eM/disappearing-car-door</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/AAtkoje4-eM/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>Disappearing Car Door</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/AAtkoje4-eM/hqdefault.jpg</video:thumbnail_loc>
<video:description>A short demonstration video of a car door that drops down and rotates under the car body so that it disappears when open. It shows the mechanism in action with no commentary on its design intent. HN people submit it as a curiosity and reference it when discussing unusual car door mechanisms like the Tesla Model X&apos;s.</video:description>
<video:player_loc>https://www.youtube.com/embed/AAtkoje4-eM</video:player_loc>
<video:duration>187</video:duration>
<video:view_count>21129569</video:view_count>
<video:tag>disappearing car door mechanism</video:tag>
<video:publication_date>2007-09-21T19:35:22Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2026-09-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.45</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/Q0zEXdDO5JU/the-crisis-of-credit-visualized-part-1</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/Q0zEXdDO5JU/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>The Crisis of Credit Visualized - Part 1</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/Q0zEXdDO5JU/hqdefault.jpg</video:thumbnail_loc>
<video:description>An animated explainer of the 2008 credit crisis, told with simple drawn graphics and narration. It walks through how the crisis built up and spread. HN people hold it up as a model of content that went viral because it was current, intelligent and did not sell anything.</video:description>
<video:player_loc>https://www.youtube.com/embed/Q0zEXdDO5JU</video:player_loc>
<video:duration>452</video:duration>
<video:view_count>1382264</video:view_count>
<video:tag>credit crisis explained visually</video:tag>
<video:publication_date>2009-02-18T17:51:56Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2011-07-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.45</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/IQdcfiLfgUY/baubotanik-shapes-living-tree-branches-into-building-facades</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/IQdcfiLfgUY/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>Baubotanik shapes living tree branches into building facades</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/IQdcfiLfgUY/hqdefault.jpg</video:thumbnail_loc>
<video:description>A Kirsten Dirksen video on Baubotanik, a building technique that shapes living tree branches into structures and facades. It shows architecture made from living trees as it grows. HN people recommend it as one of the favorites on Kirsten Dirksen&apos;s channel, which they say is essential for anyone interested in architecture.</video:description>
<video:player_loc>https://www.youtube.com/embed/IQdcfiLfgUY</video:player_loc>
<video:duration>1283</video:duration>
<video:view_count>249717</video:view_count>
<video:tag>baubotanik living tree architecture</video:tag>
<video:publication_date>2017-06-05T04:46:20Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2024-03-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.45</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/ZW_eExHpTZI/behind-the-scenes-prince-of-persia-1989-making-of</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/ZW_eExHpTZI/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>Behind the Scenes - Prince of Persia (1989) [Making of]</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/ZW_eExHpTZI/hqdefault.jpg</video:thumbnail_loc>
<video:description>A behind-the-scenes making-of video on the original 1989 Prince of Persia. It shows how Jordan Mechner captured human movement on video and turned it into the game&apos;s rotoscoped animation. HN people link it as the source on how Prince of Persia was animated, often as a contrast with modern motion capture.</video:description>
<video:player_loc>https://www.youtube.com/embed/ZW_eExHpTZI</video:player_loc>
<video:duration>302</video:duration>
<video:view_count>873412</video:view_count>
<video:tag>prince of persia animation</video:tag>
<video:publication_date>2019-02-22T14:29:33Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2022-01-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.45</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/76b3c_ssyPQ/the-curious-case-of-user-interfaces-rasmus-andersson-config-2023</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/76b3c_ssyPQ/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>The curious case of user interfaces - Rasmus Andersson (Config 2023)</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/76b3c_ssyPQ/hqdefault.jpg</video:thumbnail_loc>
<video:description>Rasmus Andersson, a designer at Figma and creator of the Inter typeface, gives a Config 2023 talk on the overlooked details of user interfaces. It includes a segment on text cursors and other small interface behaviors that turn out to be surprisingly hard to get right. HN users cite it for the cursor segment, which they find fascinating as an example of hard, invisible problems in everyday UI.</video:description>
<video:player_loc>https://www.youtube.com/embed/76b3c_ssyPQ</video:player_loc>
<video:duration>3718</video:duration>
<video:view_count>24304</video:view_count>
<video:tag>hidden details of user interfaces</video:tag>
<video:publication_date>2023-06-23T21:02:41Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2023-09-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.45</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/7OSkB4BCx00/methods-and-techniques-to-making-good-user-interfaces-janne-jul-jensen-goto-2012</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/7OSkB4BCx00/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>Methods &amp; Techniques to Making Good User Interfaces • Janne Jul Jensen • GOTO 2012</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/7OSkB4BCx00/hqdefault.jpg</video:thumbnail_loc>
<video:description>Janne Jul Jensen speaks at GOTO 2012 on methods and techniques for making good user interfaces, aimed at a developer audience. The talk covers UX flow and visual design approaches that help non-designers produce better interfaces. HN people list it among the go-to resources for learning UX flow and visual design when building a web app.</video:description>
<video:player_loc>https://www.youtube.com/embed/7OSkB4BCx00</video:player_loc>
<video:duration>3080</video:duration>
<video:view_count>353755</video:view_count>
<video:tag>making good user interfaces</video:tag>
<video:publication_date>2013-04-03T14:33:37Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2016-04-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.45</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/e1KD7DdnRb8/a-computer-absolutely-can-be-sexy-jonathan-ive</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/e1KD7DdnRb8/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>A Computer Absolutely Can Be Sexy - Jonathan Ive</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/e1KD7DdnRb8/hqdefault.jpg</video:thumbnail_loc>
<video:description>A candid interview with Jonathan Ive, Apple&apos;s head of design, in which he talks about design and the computer as an object. It comes from an earlier stage of his public life, before his polished later appearances. HN calls it the classic Jony Ive interview, and uses it to show how he sounded before time and experience polished his speech.</video:description>
<video:player_loc>https://www.youtube.com/embed/e1KD7DdnRb8</video:player_loc>
<video:duration>9</video:duration>
<video:view_count>262579</video:view_count>
<video:tag>jony ive interview</video:tag>
<video:publication_date>2010-03-08T12:15:06Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2015-09-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.45</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/I1Fg76c4Zfg/jonathan-blow-how-mainstream-devs-are-getting-it-wrong</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/I1Fg76c4Zfg/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>Jonathan Blow: How Mainstream Devs Are Getting It Wrong</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/I1Fg76c4Zfg/hqdefault.jpg</video:thumbnail_loc>
<video:description>A GameSpot interview with Jonathan Blow, creator of Braid, on how mainstream game developers are getting game design wrong. He gives his views on what games should be and what players should get out of them. HN people list it among Blow&apos;s amazing talks, and quote his remark about the click when you finally understand something you did not at first.</video:description>
<video:player_loc>https://www.youtube.com/embed/I1Fg76c4Zfg</video:player_loc>
<video:duration>450</video:duration>
<video:view_count>288984</video:view_count>
<video:tag>jonathan blow on game design</video:tag>
<video:publication_date>2012-03-08T23:27:39Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2015-09-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.45</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/fThhbt23SGM/mike-bostock-design-is-a-search-problem</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/fThhbt23SGM/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>Mike Bostock - Design is a Search Problem</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/fThhbt23SGM/hqdefault.jpg</video:thumbnail_loc>
<video:description>Mike Bostock, creator of D3, speaks at the OpenVis conference on design as a search problem. As the title says, he frames design as a search through a space of alternatives rather than a single inspired idea. HN people recommend it to anyone who liked Bostock&apos;s visualizing-algorithms work and wants to hear how he thinks about design.</video:description>
<video:player_loc>https://www.youtube.com/embed/fThhbt23SGM</video:player_loc>
<video:duration>2562</video:duration>
<video:view_count>51413</video:view_count>
<video:tag>design as search</video:tag>
<video:publication_date>2014-05-28T15:45:05Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2014-06-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.45</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/Tm2IuVfNEGk/digits-hand-tracker-freehand-3d-computer-interaction-without-gloves</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/Tm2IuVfNEGk/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>Digits Hand Tracker: Freehand 3D Computer Interaction Without Gloves</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/Tm2IuVfNEGk/hqdefault.jpg</video:thumbnail_loc>
<video:description>A Microsoft Research demo of Digits, a hand tracker that lets people use freehand 3D interaction with a computer without wearing gloves. It shows the hand&apos;s pose being tracked in 3D from a wrist-worn sensor. HN people submitted it as a worth-watching example of glove-free hand tracking as a new way to interact with computers.</video:description>
<video:player_loc>https://www.youtube.com/embed/Tm2IuVfNEGk</video:player_loc>
<video:duration>155</video:duration>
<video:view_count>309666</video:view_count>
<video:tag>freehand 3d hand tracking</video:tag>
<video:publication_date>2012-10-08T12:43:18Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2012-11-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.45</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/rrT6v5sOwJg/making-material-design</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/rrT6v5sOwJg/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>Making Material Design</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/rrT6v5sOwJg/hqdefault.jpg</video:thumbnail_loc>
<video:description>Google Design&apos;s &quot;Making Material Design&quot;, a behind-the-scenes film on how Google&apos;s Material Design language was created. It covers the ideas of paper and ink, motion, color and a consistent system across products. HN treats it as the official origin story of Material Design, and as the moment minimal, lower-density interfaces became the norm, with critics saying it solved a Google problem rather than a user problem.</video:description>
<video:player_loc>https://www.youtube.com/embed/rrT6v5sOwJg</video:player_loc>
<video:duration>410</video:duration>
<video:view_count>1399541</video:view_count>
<video:tag>origin of material design</video:tag>
<video:publication_date>2015-05-28T18:12:46Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2015-06-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.45</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/xSGx3HSjKDo/who-else-benefits-from-the-dutch-cycling-infrastructure</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/xSGx3HSjKDo/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>Who else benefits from the Dutch cycling infrastructure</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/xSGx3HSjKDo/hqdefault.jpg</video:thumbnail_loc>
<video:description>BicycleDutch shows who besides ordinary cyclists uses Dutch cycling infrastructure, including older people, children and people with disabilities on mobility scooters, trikes and adapted bikes. The point is that well-designed cycle tracks serve many kinds of users. HN uses it to rebut the argument that cycling infrastructure only helps able-bodied riders, showing it also serves people who cannot drive.</video:description>
<video:player_loc>https://www.youtube.com/embed/xSGx3HSjKDo</video:player_loc>
<video:duration>241</video:duration>
<video:view_count>87640</video:view_count>
<video:tag>dutch cycling infrastructure for all</video:tag>
<video:publication_date>2012-12-05T23:02:10Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2026-02-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.45</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/Up2-myTEviE/radical-digital-painting-malibu-lecture</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/Up2-myTEviE/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>Radical Digital Painting: Malibu (Lecture)</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/Up2-myTEviE/hqdefault.jpg</video:thumbnail_loc>
<video:description>Jeffrey Alan Scudder gives a lecture on Radical Digital Painting, showing experimental painting software he built, delivered from Malibu. It treats digital painting tools as something to rethink rather than copy from the physical world. HN people recommend it to programmers curious about painting, and as an example of designing graphics tools like musical instruments rather than piles of features.</video:description>
<video:player_loc>https://www.youtube.com/embed/Up2-myTEviE</video:player_loc>
<video:duration>3836</video:duration>
<video:view_count>2853</video:view_count>
<video:tag>experimental digital painting software</video:tag>
<video:publication_date>2019-02-16T03:56:12Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2019-03-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.45</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/wOgIkxAfJsk/the-history-of-typography-animated-short</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/wOgIkxAfJsk/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>The History of Typography - Animated Short</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/wOgIkxAfJsk/hqdefault.jpg</video:thumbnail_loc>
<video:description>A short animated film by Ben Barrett-Forrest that runs through the history of typography. It is a quick visual overview aimed at a general audience. HN people resubmitted it as a quick, enjoyable animated overview of how type developed.</video:description>
<video:player_loc>https://www.youtube.com/embed/wOgIkxAfJsk</video:player_loc>
<video:duration>310</video:duration>
<video:view_count>2018480</video:view_count>
<video:tag>history of typography</video:tag>
<video:publication_date>2013-04-28T19:49:41Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2024-05-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.45</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/RyBEUyEtxQo/put-that-there-original</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/RyBEUyEtxQo/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>Put That There (Original)</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/RyBEUyEtxQo/hqdefault.jpg</video:thumbnail_loc>
<video:description>The original 1979 MIT Architecture Machine Group demo of Put That There, in which a user sits before a wall screen and moves shapes around using voice commands and pointing. The pairing of speech with a pointing gesture was an early multimodal interface. HN people use it as the touchstone for voice-plus-gesture interfaces, and cite it again whenever a new AI demo claims to invent pointing at things and talking to the computer.</video:description>
<video:player_loc>https://www.youtube.com/embed/RyBEUyEtxQo</video:player_loc>
<video:duration>81</video:duration>
<video:view_count>408299</video:view_count>
<video:tag>voice and gesture interface</video:tag>
<video:publication_date>2006-10-25T17:12:47Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2026-10-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.45</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/UhVAsqhfhqU/casio-at-550-touch-screen-calculator-watch-1984</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/UhVAsqhfhqU/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>Casio AT-550 Touch Screen Calculator Watch (1984)</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/UhVAsqhfhqU/hqdefault.jpg</video:thumbnail_loc>
<video:description>Bill Buxton&apos;s channel shows the Casio AT-550, a 1984 calculator watch with a touch screen. It is a look at an early touch interface on a wrist-sized device. HN people submitted it as a surprising example of touch screen interaction on a watch decades before smartwatches.</video:description>
<video:player_loc>https://www.youtube.com/embed/UhVAsqhfhqU</video:player_loc>
<video:duration>39</video:duration>
<video:view_count>47442</video:view_count>
<video:tag>1984 touchscreen watch</video:tag>
<video:publication_date>2012-05-24T21:58:17Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2013-09-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.45</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/RsT-5VSqk8I/jonathan-blow-how-and-why</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/RsT-5VSqk8I/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>Jonathan Blow: How and Why</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/RsT-5VSqk8I/hqdefault.jpg</video:thumbnail_loc>
<video:description>A talk by Braid creator Jonathan Blow aimed at indie game designers, on how and why to make games. It is an older talk, and HN also treats it as a statement about the ethics of game design. HN people pass it along as a counterweight to manipulative, casino-like game design, and as advice for indie designers on why they make what they make.</video:description>
<video:player_loc>https://www.youtube.com/embed/RsT-5VSqk8I</video:player_loc>
<video:duration>4836</video:duration>
<video:view_count>43984</video:view_count>
<video:tag>indie game design philosophy</video:tag>
<video:publication_date>2011-04-05T11:13:04Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2023-09-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.45</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/WEj9vqVvHPc/ted-nelson-on-zigzag-data-structures</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/WEj9vqVvHPc/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>Ted Nelson on Zigzag data structures</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/WEj9vqVvHPc/hqdefault.jpg</video:thumbnail_loc>
<video:description>Ted Nelson explains and demonstrates ZigZag, his data structure and interface idea for navigating information along intersecting dimensions. It is a first-hand look at one of Nelson&apos;s long-running ideas. HN people share it as a curiosity from Ted Nelson, and one commenter holds it up as a UI idea that is interesting but should never be implemented.</video:description>
<video:player_loc>https://www.youtube.com/embed/WEj9vqVvHPc</video:player_loc>
<video:duration>621</video:duration>
<video:view_count>22241</video:view_count>
<video:tag>ted nelson&apos;s zigzag</video:tag>
<video:publication_date>2008-09-06T17:48:42Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2022-07-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.45</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/d0m0jIzJfiQ/how-to-design-deep-games-with-jonathan-blow-braid-the-witness</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/d0m0jIzJfiQ/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>How To Design Deep Games with Jonathan Blow (Braid, The Witness)</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/d0m0jIzJfiQ/hqdefault.jpg</video:thumbnail_loc>
<video:description>Jonathan Blow, creator of Braid and The Witness, talks about how to design deep games. He draws on his own long projects, including how he works on them over many years. HN people recommend it as good advice on creative work and long projects that is worth watching even for people outside games.</video:description>
<video:player_loc>https://www.youtube.com/embed/d0m0jIzJfiQ</video:player_loc>
<video:duration>4058</video:duration>
<video:view_count>80368</video:view_count>
<video:tag>designing deep games</video:tag>
<video:publication_date>2014-10-23T03:56:20Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2024-01-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.45</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/1PyfwbXWaUk/typographics-2017-untitled-with-kris-sowersby</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/1PyfwbXWaUk/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>Typographics 2017: Untitled with Kris Sowersby</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/1PyfwbXWaUk/hqdefault.jpg</video:thumbnail_loc>
<video:description>Kris Sowersby of Klim Type Foundry speaks at Typographics 2017 in a talk titled Untitled. He gives an insider&apos;s view of designing and releasing a modern commercial typeface. HN recommends it, in a thread on the best typography talks, as an insightful look at creating modern commercial type.</video:description>
<video:player_loc>https://www.youtube.com/embed/1PyfwbXWaUk</video:player_loc>
<video:duration>1368</video:duration>
<video:view_count>4121</video:view_count>
<video:tag>making a commercial typeface</video:tag>
<video:publication_date>2018-03-31T16:28:58Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2021-05-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.45</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/7PpTVrWSMlY/magic-cap-introduction-demo-1-6-94</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/7PpTVrWSMlY/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>Magic Cap Introduction  Demo 1/6/94</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/7PpTVrWSMlY/hqdefault.jpg</video:thumbnail_loc>
<video:description>A demo of Magic Cap, the pocket-computer interface from General Magic, recorded in January 1994 and posted by Andy Hertzfeld, who worked on it. It shows the room-and-objects metaphor the software used in place of a conventional desktop. HN treats it as a key piece of history, tying General Magic&apos;s ideas to later products like Clippy and Java.</video:description>
<video:player_loc>https://www.youtube.com/embed/7PpTVrWSMlY</video:player_loc>
<video:duration>1975</video:duration>
<video:view_count>12612</video:view_count>
<video:tag>magic cap general magic demo</video:tag>
<video:publication_date>2018-01-15T05:54:11Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2023-06-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.45</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/s_I07Iq_2XM/into-the-breach-design-postmortem</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/s_I07Iq_2XM/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>Into the Breach Design Postmortem</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/s_I07Iq_2XM/hqdefault.jpg</video:thumbnail_loc>
<video:description>A GDC design postmortem of Into the Breach by Justin Ma and Matthew Davis of Subset Games. They walk through how the tactics game&apos;s design came together and what they learned from the process. HN praises it as an honest postmortem, notably for admitting they nearly gave up when they could not make the game fun.</video:description>
<video:player_loc>https://www.youtube.com/embed/s_I07Iq_2XM</video:player_loc>
<video:duration>3565</video:duration>
<video:view_count>225232</video:view_count>
<video:tag>into the breach design postmortem</video:tag>
<video:publication_date>2019-04-30T16:16:40Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2022-11-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.45</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/BbwOPzxuJ0s/alan-kay-2012-scix-keynote-presentation</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/BbwOPzxuJ0s/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>Alan Kay - 2012 SCIx Keynote Presentation</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/BbwOPzxuJ0s/hqdefault.jpg</video:thumbnail_loc>
<video:description>Alan Kay gives the keynote at the 2012 SCIx conference of the University of Utah&apos;s Scientific Computing and Imaging Institute. He discusses new media possible only with computers, and the work of his Viewpoints Research group. HN people link it as Kay&apos;s argument for moving beyond paper and video as media, and as a source on the OMeta work at Viewpoints.</video:description>
<video:player_loc>https://www.youtube.com/embed/BbwOPzxuJ0s</video:player_loc>
<video:duration>5012</video:duration>
<video:view_count>13113</video:view_count>
<video:tag>alan kay on computing as a new medium</video:tag>
<video:publication_date>2012-11-14T23:03:32Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2013-07-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.45</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/0LR_lBEy7qU/donald-knuth-32-years-of-metafont-at-the-san-francisco-public-library</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/0LR_lBEy7qU/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>Donald Knuth &quot;32 Years of Metafont&quot; at the San Francisco Public Library</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/0LR_lBEy7qU/hqdefault.jpg</video:thumbnail_loc>
<video:description>Donald Knuth reminisces at the San Francisco Public Library about thirty-two years of Metafont, his system for describing typefaces with programs. He talks about what he remembers and what the project taught him. HN people share it as the talk behind the Metafont slides, and bring it up whenever parametric or programmatic fonts such as variable fonts appear.</video:description>
<video:player_loc>https://www.youtube.com/embed/0LR_lBEy7qU</video:player_loc>
<video:duration>3921</video:duration>
<video:view_count>4591</video:view_count>
<video:tag>knuth on metafont</video:tag>
<video:publication_date>2016-09-21T17:37:18Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2026-01-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.45</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/8bhjNvSSuLM/clippy-the-unauthorized-biography</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/8bhjNvSSuLM/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>Clippy: The Unauthorized Biography</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/8bhjNvSSuLM/hqdefault.jpg</video:thumbnail_loc>
<video:description>A feature-length documentary from a16z telling the story of Clippy, Microsoft Office&apos;s animated paperclip assistant, from its origins in earlier Microsoft interface-agent research to why users came to dislike it. It treats the character as a case study in assistive interface design and in how a product becomes a cultural joke. HN people submit it as the definitive history of Clippy, and cite it as a source for details like the Clippy song.</video:description>
<video:player_loc>https://www.youtube.com/embed/8bhjNvSSuLM</video:player_loc>
<video:duration>4494</video:duration>
<video:view_count>18381</video:view_count>
<video:tag>history of clippy</video:tag>
<video:publication_date>2019-04-27T13:00:00Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2020-02-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.45</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/WT2CMS0MxJ0/against-the-current-by-chris-granger-part-1</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/WT2CMS0MxJ0/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>&quot;Against the Current&quot; by Chris Granger (Part 1)</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/WT2CMS0MxJ0/hqdefault.jpg</video:thumbnail_loc>
<video:description>Part 1 of Chris Granger&apos;s talk Against the Current, a retrospective on building Light Table, Aurora and Eve. He looks back at what the projects tried and what the team learned from them. HN people treat it as the postmortem to watch for anyone who followed Light Table and Eve, and for why ambitious programming-tool projects die.</video:description>
<video:player_loc>https://www.youtube.com/embed/WT2CMS0MxJ0</video:player_loc>
<video:duration>2370</video:duration>
<video:view_count>3569</video:view_count>
<video:tag>light table and eve retrospective</video:tag>
<video:publication_date>2018-11-07T10:58:30Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2019-04-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.45</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/4-7TtPX5uhg/tarn-adams-villains-in-dwarf-fortress</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/4-7TtPX5uhg/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>Tarn Adams - Villains in Dwarf Fortress</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/4-7TtPX5uhg/hqdefault.jpg</video:thumbnail_loc>
<video:description>Tarn Adams, creator of Dwarf Fortress, speaks at Roguelike Celebration about villains in the game. He talks about how antagonists are generated and behave inside Dwarf Fortress&apos;s simulation. HN people submitted it as a talk by Dwarf Fortress&apos;s creator on how the game builds its villains.</video:description>
<video:player_loc>https://www.youtube.com/embed/4-7TtPX5uhg</video:player_loc>
<video:duration>1981</video:duration>
<video:view_count>254858</video:view_count>
<video:tag>villains in dwarf fortress</video:tag>
<video:publication_date>2018-10-10T18:59:47Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2019-02-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.45</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/VowfYuhx1-o/house-of-the-future-1957</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/VowfYuhx1-o/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>House of the Future, 1957</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/VowfYuhx1-o/hqdefault.jpg</video:thumbnail_loc>
<video:description>A 1957 film on a house of the future, showing how the era imagined domestic life with automation and new technology. It is a record of mid-century expectations about the home. HN people suggest it for a good sense of what people in the 1950s expected the future to bring, such as an automated home.</video:description>
<video:player_loc>https://www.youtube.com/embed/VowfYuhx1-o</video:player_loc>
<video:duration>508</video:duration>
<video:view_count>466952</video:view_count>
<video:tag>1957 house of the future</video:tag>
<video:publication_date>2009-05-17T18:14:07Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2013-01-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.45</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/5xrRTOikBBg/konsoll-2021-oskar-stalberg-the-story-of-townscaper</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/5xrRTOikBBg/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>Konsoll 2021: Oskar Stålberg - The Story of Townscaper</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/5xrRTOikBBg/hqdefault.jpg</video:thumbnail_loc>
<video:description>Oskar Stalberg tells the story of Townscaper, his building toy, at Konsoll 2021. The talk also covers his earlier work generating Paris on the fly for the game Night Call and why Townscaper leaves out the usual game elements. HN people point to it as the best account of how Townscaper works and why it is built the way it is.</video:description>
<video:player_loc>https://www.youtube.com/embed/5xrRTOikBBg</video:player_loc>
<video:duration>2967</video:duration>
<video:view_count>9783</video:view_count>
<video:tag>townscaper design and generation</video:tag>
<video:publication_date>2022-03-16T16:05:57Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2023-09-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.45</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/UHjkMThH0aE/introduction-to-the-scanimate-part-1</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/UHjkMThH0aE/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>Introduction to the Scanimate Part 1</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/UHjkMThH0aE/hqdefault.jpg</video:thumbnail_loc>
<video:description>Part 1 of an introduction to the Scanimate by Dave Sieg, the engineer preserving the analog computer animation system used for broadcast motion graphics. It shows how the machine produced its video effects in real time. HN people send readers here for a hands-on look at the Scanimate and for Dave Sieg&apos;s own channel, over more polished coverage.</video:description>
<video:player_loc>https://www.youtube.com/embed/UHjkMThH0aE</video:player_loc>
<video:duration>600</video:duration>
<video:view_count>59014</video:view_count>
<video:tag>scanimate analog motion graphics</video:tag>
<video:publication_date>2014-04-27T02:20:51Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2021-07-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.45</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/WSMFnJnY7EA/chinese-app-design-weird-but-it-works-here-s-why</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/WSMFnJnY7EA/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>Chinese app design: weird, but it works. Here&apos;s why</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/WSMFnJnY7EA/hqdefault.jpg</video:thumbnail_loc>
<video:description>Phoebe Yu explains why Chinese app design looks crowded and strange to Western eyes and why it works for its users. It looks at how culture shapes interface preferences. HN people use it to explain why UX that feels nice differs between East Asian and Western audiences, and as proof that interfaces are part of culture.</video:description>
<video:player_loc>https://www.youtube.com/embed/WSMFnJnY7EA</video:player_loc>
<video:duration>651</video:duration>
<video:view_count>705208</video:view_count>
<video:tag>chinese app design</video:tag>
<video:publication_date>2024-08-04T23:27:51Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2025-01-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.45</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/mG0lyGekGDs/at-max-2010-sneak-peeks-typographic-of-code</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/mG0lyGekGDs/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>[at MAX 2010] Sneak Peeks - Typographic of Code</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/mG0lyGekGDs/hqdefault.jpg</video:thumbnail_loc>
<video:description>An Adobe MAX 2010 sneak peek on the typography of code. It shows prototype ways of applying typographic principles to how source code is displayed in an editor. HN keeps it in lists of early work on code typography and visual presentation of programs.</video:description>
<video:player_loc>https://www.youtube.com/embed/mG0lyGekGDs</video:player_loc>
<video:duration>371</video:duration>
<video:view_count>3012</video:view_count>
<video:tag>typography of source code</video:tag>
<video:publication_date>2010-10-27T07:35:56Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2013-05-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.45</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/Ira28fgSF7M/the-lost-discipline-of-the-alarm-what-notification-design-forgot</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/Ira28fgSF7M/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>The Lost Discipline of the Alarm: What Notification Design Forgot</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/Ira28fgSF7M/hqdefault.jpg</video:thumbnail_loc>
<video:description>A video from Interface Studies on notification and alarm design and what the field has forgotten. It draws on research on alarms and alarm fatigue and the consequences of over-alerting users. HN people found it relevant to the constant beeps and warnings in modern cars, and recommend it for its research on alarm fatigue.</video:description>
<video:player_loc>https://www.youtube.com/embed/Ira28fgSF7M</video:player_loc>
<video:duration>1243</video:duration>
<video:view_count>91410</video:view_count>
<video:tag>alarm and notification design</video:tag>
<video:publication_date>2026-06-27T22:17:04Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2026-07-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.45</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/PsVwpD5bOKE/the-apple-podcast-app-is-ux-garbage</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/PsVwpD5bOKE/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>The Apple Podcast App is UX Garbage</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/PsVwpD5bOKE/hqdefault.jpg</video:thumbnail_loc>
<video:description>Tom Lum critiques the usability of Apple&apos;s Podcasts app, going through the interface problems that make it hard to use. Submitted twice, in 2018 and 2021, as a pointed example of UX critique of a mainstream app.</video:description>
<video:player_loc>https://www.youtube.com/embed/PsVwpD5bOKE</video:player_loc>
<video:duration>649</video:duration>
<video:view_count>4460</video:view_count>
<video:tag>apple podcasts ux critique</video:tag>
<video:publication_date>2018-04-10T12:41:13Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2021-04-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.45</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/9uOMectkCCs/the-first-secret-of-great-design-tony-fadell</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/9uOMectkCCs/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>The first secret of great design | Tony Fadell</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/9uOMectkCCs/hqdefault.jpg</video:thumbnail_loc>
<video:description>Tony Fadell, who led the iPod and later co-founded Nest, argues in this TED talk that the first secret of great design is noticing. He says that we stop noticing the small frustrations in daily life as we get used to them, and that seeing them again is where design starts. HN people submit it as a short, memorable statement of what great design starts with.</video:description>
<video:player_loc>https://www.youtube.com/embed/9uOMectkCCs</video:player_loc>
<video:duration>1002</video:duration>
<video:view_count>2207516</video:view_count>
<video:tag>noticing as the start of design</video:tag>
<video:publication_date>2015-06-03T15:32:55Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2019-08-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.45</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/_9LX9HSQkWo/did-we-just-change-animation-forever</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/_9LX9HSQkWo/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>Did We Just Change Animation Forever?</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/_9LX9HSQkWo/hqdefault.jpg</video:thumbnail_loc>
<video:description>Corridor Crew shows how they used Stable Diffusion to turn live-action footage into anime-style animation. The video walks through the workflow they used to keep the style consistent from frame to frame. HN people point to it as proof of what Stable Diffusion can do for video, especially how it tamed frame-to-frame randomness.</video:description>
<video:player_loc>https://www.youtube.com/embed/_9LX9HSQkWo</video:player_loc>
<video:duration>1382</video:duration>
<video:view_count>3498530</video:view_count>
<video:tag>stable diffusion video style transfer</video:tag>
<video:publication_date>2023-02-26T17:00:31Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2023-03-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.4375</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/qSKBtEBRWi4/hacking-my-arm-prosthesis-to-output-cv-so-that-it-plugs-into-my-synth-thought</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/qSKBtEBRWi4/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>Hacking my arm prosthesis to output CV so that it plugs into my synth: Thought-controlled music!</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/qSKBtEBRWi4/hqdefault.jpg</video:thumbnail_loc>
<video:description>Bertolt Meyer, who uses a prosthetic arm, shows how he hacked it to output control voltage so that it plugs into his synthesizer, letting him play music with the signals from his arm. HN submitters shared it widely as a hack that turns a prosthesis into a musical instrument.</video:description>
<video:player_loc>https://www.youtube.com/embed/qSKBtEBRWi4</video:player_loc>
<video:duration>547</video:duration>
<video:view_count>888265</video:view_count>
<video:tag>prosthesis as synth controller</video:tag>
<video:publication_date>2020-02-13T15:45:55Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2020-04-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.4375</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/sLqXFF8mlEU/i-tried-creating-a-game-using-real-world-geographic-data</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/sLqXFF8mlEU/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>I Tried Creating a Game Using Real-World Geographic Data</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/sLqXFF8mlEU/hqdefault.jpg</video:thumbnail_loc>
<video:description>Sebastian Lague&apos;s Coding Adventure in which he tries to build a game from real-world geographic data. He works through turning latitude and longitude into countries and rendering and exploring the Earth. HN people point to it as a fun, clear tour of working with geographic data, and as the source of a trick for mapping coordinates to countries.</video:description>
<video:player_loc>https://www.youtube.com/embed/sLqXFF8mlEU</video:player_loc>
<video:duration>1897</video:duration>
<video:view_count>6113327</video:view_count>
<video:tag>game from real-world geographic data</video:tag>
<video:publication_date>2021-11-02T11:30:08Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2023-01-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.4375</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/sdvzYtgmIjs/tim-cook-sir-jony-ive-kbe-and-laurene-powell-jobs-full-interview-code-2022</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/sdvzYtgmIjs/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>Tim Cook, Sir Jony Ive KBE, and Laurene Powell Jobs | Full Interview | Code 2022</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/sdvzYtgmIjs/hqdefault.jpg</video:thumbnail_loc>
<video:description>A Code 2022 conversation with Tim Cook, Jony Ive and Laurene Powell Jobs, interviewed by Kara Swisher. They talk about Steve Jobs&apos;s legacy and Apple, including questions on privacy and advertising. HN posted it several times as a rare joint appearance by Apple&apos;s CEO, its former design chief and Steve Jobs&apos;s widow, and quotes Cook on digital advertising and privacy.</video:description>
<video:player_loc>https://www.youtube.com/embed/sdvzYtgmIjs</video:player_loc>
<video:duration>4223</video:duration>
<video:view_count>494894</video:view_count>
<video:tag>cook, ive and powell jobs on apple</video:tag>
<video:publication_date>2022-09-16T12:00:40Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2022-11-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.4375</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/uCgnWqoP4MM/building-the-steam-controller</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/uCgnWqoP4MM/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>Building the Steam Controller</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/uCgnWqoP4MM/hqdefault.jpg</video:thumbnail_loc>
<video:description>A Valve video showing how the Steam Controller was assembled in the US, from the injection-molded parts to the finished device. It follows the manufacturing line and the machines and people on it. HN shares it to show the scale of a highly automated assembly line and as evidence that Valve built its controller largely in-house.</video:description>
<video:player_loc>https://www.youtube.com/embed/uCgnWqoP4MM</video:player_loc>
<video:duration>133</video:duration>
<video:view_count>2347388</video:view_count>
<video:tag>steam controller manufacturing</video:tag>
<video:publication_date>2015-12-10T22:17:01Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2025-09-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.4375</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/4gibcRfp4zA/this-is-music-on-an-oscilloscope-drawing-with-sound-smarter-every-day-224</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/4gibcRfp4zA/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>This is Music On An Oscilloscope - (Drawing with Sound) - Smarter Every Day 224</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/4gibcRfp4zA/hqdefault.jpg</video:thumbnail_loc>
<video:description>Smarter Every Day episode 224 explains oscilloscope music, where audio is made so that an oscilloscope in XY mode draws images and animations. Destin Sandlin visits the musicians who make it and shows how the sound turns into pictures. HN people recommend it as a fun explainer of how drawing with sound works, and use it as the reference for how oscilloscope music is made.</video:description>
<video:player_loc>https://www.youtube.com/embed/4gibcRfp4zA</video:player_loc>
<video:duration>1020</video:duration>
<video:view_count>2334771</video:view_count>
<video:tag>oscilloscope music</video:tag>
<video:publication_date>2019-09-01T02:47:12Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2021-04-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.4375</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/5xEi8qg266g/why-do-movies-feel-so-different-now</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/5xEi8qg266g/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>Why Do Movies Feel So Different Now?</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/5xEi8qg266g/hqdefault.jpg</video:thumbnail_loc>
<video:description>A video essay by Thomas Flight asking why recent movies feel different from older ones. It looks at changes in how films are made, shot and told. HN people link it as a good overview of the topic and use it in arguments about changing storytelling.</video:description>
<video:player_loc>https://www.youtube.com/embed/5xEi8qg266g</video:player_loc>
<video:duration>2255</video:duration>
<video:view_count>5076890</video:view_count>
<video:tag>why modern movies feel different</video:tag>
<video:publication_date>2023-05-23T15:07:23Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2025-08-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.4375</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/8Au47gnXs0w/see-in-complete-darkness-with-touch</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/8Au47gnXs0w/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>See in complete darkness with touch</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/8Au47gnXs0w/hqdefault.jpg</video:thumbnail_loc>
<video:description>Stuff Made Here builds an iPad case that uses the iPad&apos;s lidar and a set of motor-driven tactile pins so a blind person can feel what is in front of them. The video walks through the engineering, the tactile display and the limits the prototype ran into. HN people admire the build as an impressive piece of assistive-tech making and cite it when discussing tactile displays and the limits of sensory resolution.</video:description>
<video:player_loc>https://www.youtube.com/embed/8Au47gnXs0w</video:player_loc>
<video:duration>853</video:duration>
<video:view_count>6108392</video:view_count>
<video:tag>tactile lidar display for the blind</video:tag>
<video:publication_date>2020-06-20T15:43:15Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2020-07-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.4375</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/xxjiQoTp864/adobe-max-2011-photoshop-image-deblurring-sneak</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/xxjiQoTp864/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>Adobe MAX 2011 - Photoshop Image Deblurring sneak</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/xxjiQoTp864/hqdefault.jpg</video:thumbnail_loc>
<video:description>A sneak peek from Adobe MAX 2011 showing a Photoshop prototype that removes motion blur from photos. The audience reacts with astonishment as a blurry image is made readable. HN remembers it as a jaw-dropping demo, and reaches for it whenever image deblurring, restoration or upscaling comes up.</video:description>
<video:player_loc>https://www.youtube.com/embed/xxjiQoTp864</video:player_loc>
<video:duration>386</video:duration>
<video:view_count>1788903</video:view_count>
<video:tag>photoshop deblur sneak peek</video:tag>
<video:publication_date>2011-10-07T23:43:13Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2012-03-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.4375</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/essNmNOrQto/zulu-alpha-kilo-spec-saynotospec</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/essNmNOrQto/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>Zulu Alpha Kilo – Spec | #saynotospec</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/essNmNOrQto/hqdefault.jpg</video:thumbnail_loc>
<video:description>A video from the advertising agency Zulu Alpha Kilo in its Say No to Spec campaign. It shows people from various industries reacting to being asked to work for free in the hope of getting hired. HN people submitted it repeatedly as a clear argument against free spec work in creative fields.</video:description>
<video:player_loc>https://www.youtube.com/embed/essNmNOrQto</video:player_loc>
<video:duration>153</video:duration>
<video:view_count>2740772</video:view_count>
<video:tag>against spec work</video:tag>
<video:publication_date>2015-11-05T13:08:49Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2018-04-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.4375</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/JCJUPJ_zDQ4/bringing-page-transitions-to-the-web</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/JCJUPJ_zDQ4/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>Bringing page transitions to the web</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/JCJUPJ_zDQ4/hqdefault.jpg</video:thumbnail_loc>
<video:description>A Chrome team talk from Google I/O 2022 on bringing page transitions to the web. It introduces a browser API for animated transitions between pages that behave more like native mobile apps. HN people submit it as the accompanying talk for the Chrome page transitions work and as the introduction to native-like web transitions.</video:description>
<video:player_loc>https://www.youtube.com/embed/JCJUPJ_zDQ4</video:player_loc>
<video:duration>777</video:duration>
<video:view_count>234690</video:view_count>
<video:tag>web page transitions api</video:tag>
<video:publication_date>2022-05-12T16:00:53Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2023-11-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.4375</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/YCjNT9qGjh4/half-life-2-20th-anniversary-documentary</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/YCjNT9qGjh4/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>Half-Life 2: 20th Anniversary Documentary</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/YCjNT9qGjh4/hqdefault.jpg</video:thumbnail_loc>
<video:description>Valve&apos;s documentary for the 20th anniversary of Half-Life 2, with interviews on how the game was made. It covers the state of the games industry at the time, Valve&apos;s technology, and the art direction, including an interview with art lead Viktor Antonov. HN people recommend it as an excellent look at the industry of the time and the technology Valve built, and cite it for details like dropping the episodic plan.</video:description>
<video:player_loc>https://www.youtube.com/embed/YCjNT9qGjh4</video:player_loc>
<video:duration>7278</video:duration>
<video:view_count>9344988</video:view_count>
<video:tag>half-life 2 making-of</video:tag>
<video:publication_date>2024-11-15T22:13:33Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2025-10-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.4375</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/C1UUVdN3kdQ/dylan-field-pitches-seed-stage-figma-to-daniel-gross</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/C1UUVdN3kdQ/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>Dylan Field pitches seed-stage Figma to Daniel Gross</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/C1UUVdN3kdQ/hqdefault.jpg</video:thumbnail_loc>
<video:description>A recording of Dylan Field pitching and demoing an early version of Figma to investor Daniel Gross at seed stage, from 2013. It shows the early browser-based design tool and how Field framed the idea. HN people cite it as an impressive early pitch for Figma and as an example of an experimental project that grew into a major product, though one commenter finds it only mildly impressive.</video:description>
<video:player_loc>https://www.youtube.com/embed/C1UUVdN3kdQ</video:player_loc>
<video:duration>964</video:duration>
<video:view_count>126866</video:view_count>
<video:tag>early figma pitch</video:tag>
<video:publication_date>2020-06-09T00:03:25Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2022-10-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.4375</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/_QST1ZAJ29o/the-world-premiere-of-the-amiga-1985-andy-warhol-debbie-harry</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/_QST1ZAJ29o/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>The World Premiere of the Amiga (1985, Andy Warhol, Debbie Harry)</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/_QST1ZAJ29o/hqdefault.jpg</video:thumbnail_loc>
<video:description>Footage of the 1985 world premiere of the Commodore Amiga at Lincoln Center in New York, with Andy Warhol and Debbie Harry on stage. It includes Warhol painting Harry live on the Amiga and early demos such as the Mandrill and the bouncing ball. HN people share it as a record of the Amiga launch and a window into the computer&apos;s artistic ambitions.</video:description>
<video:player_loc>https://www.youtube.com/embed/_QST1ZAJ29o</video:player_loc>
<video:duration>995</video:duration>
<video:view_count>19535</video:view_count>
<video:tag>amiga 1985 launch event</video:tag>
<video:publication_date>2023-05-14T17:00:18Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2026-01-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.4375</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/ERB1TJBn32c/michael-chan-inline-styles-themes-media-queries-contexts-and-when-it-s-best-to</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/ERB1TJBn32c/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>Michael Chan - Inline Styles: themes, media queries, contexts, &amp; when it&apos;s best to use CSS</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/ERB1TJBn32c/hqdefault.jpg</video:thumbnail_loc>
<video:description>Michael Chan&apos;s ReactEurope 2015 talk on inline styles in React. He covers how to handle themes, media queries and contexts with styles written in JavaScript, and when plain CSS is still the better choice. HN people point to it as the talk that captured the emerging thinking on inline styles in React during the early CSS-in-JS debate.</video:description>
<video:player_loc>https://www.youtube.com/embed/ERB1TJBn32c</video:player_loc>
<video:duration>1844</video:duration>
<video:view_count>40805</video:view_count>
<video:tag>inline styles in react</video:tag>
<video:publication_date>2015-07-06T15:09:59Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2015-08-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.4375</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/qeUAHHPt-LY/making-audio-waves-that-look-and-sound-like-things</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/qeUAHHPt-LY/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>Making Audio Waves That Look and Sound Like Things</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/qeUAHHPt-LY/hqdefault.jpg</video:thumbnail_loc>
<video:description>Japhy Riddle shows how to shape audio so that its waveform looks like an object when plotted while it still sounds like it, such as a cow. It touches on spectrograms and 3D waveform illusions. HN people share it as a delightful demonstration of sound that is also a picture, and point to it from threads on spectrogram images and waveform rendering.</video:description>
<video:player_loc>https://www.youtube.com/embed/qeUAHHPt-LY</video:player_loc>
<video:duration>259</video:duration>
<video:view_count>4353604</video:view_count>
<video:tag>audio waveforms that look like things</video:tag>
<video:publication_date>2018-12-03T18:38:34Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2024-02-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.4375</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/UxGxsGnbyJ4/implicit-surfaces-and-independent-research</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/UxGxsGnbyJ4/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>Implicit Surfaces &amp; Independent Research</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/UxGxsGnbyJ4/hqdefault.jpg</video:thumbnail_loc>
<video:description>Matt Keeter gives a talk on implicit surfaces, signed distance fields and what independent research looks like. It surveys his work on representing and rendering shapes as math, using interval arithmetic for speed. HN people send newcomers here as the best explanation of implicit surfaces and signed distance fields, and for a sense of how independent research works.</video:description>
<video:player_loc>https://www.youtube.com/embed/UxGxsGnbyJ4</video:player_loc>
<video:duration>2587</video:duration>
<video:view_count>5419</video:view_count>
<video:tag>implicit surfaces and sdfs</video:tag>
<video:publication_date>2025-03-12T18:55:05Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2026-04-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.4375</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/_Lmi6cmrq0w/how-computer-generated-animations-were-made-circa-1964-at-and-t-archives</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/_Lmi6cmrq0w/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>How Computer-Generated Animations Were Made, Circa 1964 - AT&amp;T Archives</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/_Lmi6cmrq0w/hqdefault.jpg</video:thumbnail_loc>
<video:description>A 1964 AT&amp;T Bell Labs film, from the AT&amp;T Archives, on how computer-generated animations were produced. It shows the early technique for making animated movies with a computer. HN people share it as a rare record of how computer animation began at Bell Labs.</video:description>
<video:player_loc>https://www.youtube.com/embed/_Lmi6cmrq0w</video:player_loc>
<video:duration>962</video:duration>
<video:view_count>42132</video:view_count>
<video:tag>early computer animation at bell labs</video:tag>
<video:publication_date>2012-09-10T21:00:19Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2022-02-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.4375</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/dTPI6wh-Lr0/alan-kay-2018-the-best-way-to-predict-the-future-is-to-create-it-but-is-it</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/dTPI6wh-Lr0/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>Alan Kay, 2018: The Best Way to Predict the Future is to Create It. But Is It Already Too Late?</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/dTPI6wh-Lr0/hqdefault.jpg</video:thumbnail_loc>
<video:description>A 2018 talk by Alan Kay, computing pioneer behind Smalltalk and the personal computer vision, on creating a healthy future and the role of education and thinking in it. This is a recording of the talk, uploaded to YouTube. HN people share it as a thoughtful Alan Kay talk on education and learning to think well, and as a source to cite.</video:description>
<video:player_loc>https://www.youtube.com/embed/dTPI6wh-Lr0</video:player_loc>
<video:duration>3946</video:duration>
<video:view_count>9135</video:view_count>
<video:tag>alan kay on education and the future</video:tag>
<video:publication_date>2018-11-11T22:39:54Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2021-11-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.4375</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/xDLxFGXuPEc/cd-blur</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/xDLxFGXuPEc/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>CD / Blur</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/xDLxFGXuPEc/hqdefault.jpg</video:thumbnail_loc>
<video:description>Captain Disillusion explains how blur works and how it can be reversed, in his visual-effects explainer style. He uses the Fourier transform and deconvolution to show how the ENHANCE trope relates to real image processing. HN recommends it as an excellent visual illustration of how the Fourier transform works, and as a popular-science take on blurring and unblurring.</video:description>
<video:player_loc>https://www.youtube.com/embed/xDLxFGXuPEc</video:player_loc>
<video:duration>583</video:duration>
<video:view_count>1416277</video:view_count>
<video:tag>image blur and fourier transform</video:tag>
<video:publication_date>2025-05-22T16:00:00Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2025-09-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.4375</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/kGIIwyJ7G94/bill-atkinson-lisa-source-code</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/kGIIwyJ7G94/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>Bill Atkinson | Lisa Source Code</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/kGIIwyJ7G94/hqdefault.jpg</video:thumbnail_loc>
<video:description>Computer History Museum session with Bill Atkinson, the Apple engineer behind QuickDraw and MacPaint, reviewing the Lisa source code released by the museum. He comments on the code and on how it relates to his own work. HN posted it repeatedly as a first-hand account of the Lisa and Mac graphics software, and cites it for Atkinson&apos;s remarks that the published code is not his QuickDraw.</video:description>
<video:player_loc>https://www.youtube.com/embed/kGIIwyJ7G94</video:player_loc>
<video:duration>2202</video:duration>
<video:view_count>10504</video:view_count>
<video:tag>lisa source code with bill atkinson</video:tag>
<video:publication_date>2025-01-29T00:46:07Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2025-02-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.4375</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/YE8MVNMzpbo/killing-the-walk-monster</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/YE8MVNMzpbo/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>Killing the Walk Monster</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/YE8MVNMzpbo/hqdefault.jpg</video:thumbnail_loc>
<video:description>Casey Muratori of Molly Rocket explains the system he built for player movement and collision in Jonathan Blow&apos;s The Witness, the so-called walk monster. He describes the problems with conventional collision handling and the approach that replaced it. HN people cite it as the definitive account of how custom movement code freed The Witness&apos;s level designers and artists to work without collision bugs.</video:description>
<video:player_loc>https://www.youtube.com/embed/YE8MVNMzpbo</video:player_loc>
<video:duration>3000</video:duration>
<video:view_count>59178</video:view_count>
<video:tag>player movement and collision</video:tag>
<video:publication_date>2020-10-15T02:55:50Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2021-01-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.4375</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/gUnxzVOs3rk/the-virtual-production-of-the-mandalorian-season-one</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/gUnxzVOs3rk/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>The Virtual Production of The Mandalorian Season One</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/gUnxzVOs3rk/hqdefault.jpg</video:thumbnail_loc>
<video:description>An Industrial Light and Magic video on the virtual production of The Mandalorian season one. It explains how a curved wall of LED screens showing real-time rendered scenes, with camera tracking, replaced green screen on set. HN people use it as the reference for how in-camera virtual backdrops with LED walls and a game engine work in practice.</video:description>
<video:player_loc>https://www.youtube.com/embed/gUnxzVOs3rk</video:player_loc>
<video:duration>283</video:duration>
<video:view_count>2477376</video:view_count>
<video:tag>led wall virtual production</video:tag>
<video:publication_date>2020-02-20T17:00:12Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2020-06-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.4375</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/1KhZKNZO8mQ/introducing-gmail-tap</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/1KhZKNZO8mQ/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>Introducing Gmail Tap</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/1KhZKNZO8mQ/hqdefault.jpg</video:thumbnail_loc>
<video:description>Google&apos;s 2012 April Fools video for Gmail Tap, a fake product that lets you write email by tapping out Morse code on two large buttons. It is a deadpan product launch parody. HN people bring it up whenever someone builds a minimal two-button or few-key keyboard, as the joke ancestor of the idea.</video:description>
<video:player_loc>https://www.youtube.com/embed/1KhZKNZO8mQ</video:player_loc>
<video:duration>137</video:duration>
<video:view_count>3552467</video:view_count>
<video:tag>gmail tap morse input</video:tag>
<video:publication_date>2012-04-01T04:15:09Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2015-04-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.4375</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/CnbVCNIh1NA/ninth-racketcon-andrew-blinn-fructure-a-structured-editing-engine-in-racket</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/CnbVCNIh1NA/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>(ninth RacketCon): Andrew Blinn – Fructure: A Structured Editing Engine in Racket</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/CnbVCNIh1NA/hqdefault.jpg</video:thumbnail_loc>
<video:description>Andrew Blinn presents Fructure, a structured editing engine written in Racket, at RacketCon. In a structure editor, code is edited as a tree and kept syntactically valid, and the talk shows the interaction design of such an editor. HN people name it as a promising structure editor and point to it whenever structural editing or tools for thought come up.</video:description>
<video:player_loc>https://www.youtube.com/embed/CnbVCNIh1NA</video:player_loc>
<video:duration>1938</video:duration>
<video:view_count>9833</video:view_count>
<video:tag>structured code editing in racket</video:tag>
<video:publication_date>2019-07-19T18:33:04Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2020-08-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.4375</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/86x-u-tz0MA/your-elusive-creative-genius-elizabeth-gilbert</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/86x-u-tz0MA/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>Your elusive creative genius | Elizabeth Gilbert</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/86x-u-tz0MA/hqdefault.jpg</video:thumbnail_loc>
<video:description>Writer Elizabeth Gilbert, author of Eat, Pray, Love, gives a TED talk on the pressure of creative work and the idea that genius is something that visits you rather than something you are. She draws on ancient ideas of daemons and muses to argue for a less anxious relationship with creativity. HN people send it to anyone struggling with creativity, success or the fear of never doing great work again, even though it is about writing.</video:description>
<video:player_loc>https://www.youtube.com/embed/86x-u-tz0MA</video:player_loc>
<video:duration>1169</video:duration>
<video:view_count>5408217</video:view_count>
<video:tag>creative genius and creative anxiety</video:tag>
<video:publication_date>2009-02-09T19:23:53Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2013-01-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.4375</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/65crLKNQR0E/the-flash-games-postmortem</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/65crLKNQR0E/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>The Flash Games Postmortem</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/65crLKNQR0E/hqdefault.jpg</video:thumbnail_loc>
<video:description>Kongregate&apos;s John Cooney gives a 2017 GDC talk summarizing the history of Flash games. He covers how Flash gave game developers a first chance to build and publish games quickly to the web, and how Flash declined. HN people list it as a favorite talk of 2017 and bring it back whenever Flash&apos;s end is discussed.</video:description>
<video:player_loc>https://www.youtube.com/embed/65crLKNQR0E</video:player_loc>
<video:duration>3628</video:duration>
<video:view_count>141596</video:view_count>
<video:tag>flash games history</video:tag>
<video:publication_date>2017-08-07T16:24:57Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2018-01-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.4375</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/WTUafAwrunE/animating-with-code-motion-canvas</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/WTUafAwrunE/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>Animating with Code - Motion Canvas</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/WTUafAwrunE/hqdefault.jpg</video:thumbnail_loc>
<video:description>An intro video by the author of Motion Canvas, a tool for animating with code. It shows how to make animations programmatically, aimed at explaining complex ideas visually. HN people say it explains Motion Canvas better than the project&apos;s own website, and call it the best explainer of what the tool does.</video:description>
<video:player_loc>https://www.youtube.com/embed/WTUafAwrunE</video:player_loc>
<video:duration>418</video:duration>
<video:view_count>252920</video:view_count>
<video:tag>animating with code</video:tag>
<video:publication_date>2022-06-01T14:59:22Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2023-02-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.4375</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/5U6MkU5fLJw/authorship-environments-in-search-of-the-personal-in-personal-computing-by-eric</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/5U6MkU5fLJw/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>&quot;Authorship Environments: In search of the “personal” in personal computing&quot; by Eric Gade</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/5U6MkU5fLJw/hqdefault.jpg</video:thumbnail_loc>
<video:description>Eric Gade&apos;s Strange Loop talk on authorship environments and what it would mean for personal computing to be truly personal. He draws on Smalltalk and HyperCard and the motivations behind his Simpletalk system. HN people list it among candidates for the next big thing in computing, as an argument that a new framework is needed to make computing a personal medium of thought.</video:description>
<video:player_loc>https://www.youtube.com/embed/5U6MkU5fLJw</video:player_loc>
<video:duration>2314</video:duration>
<video:view_count>3463</video:view_count>
<video:tag>personal computing authorship environments</video:tag>
<video:publication_date>2021-10-18T18:33:00Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2021-12-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.4375</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/u1ZB_rGFyeU/ok-go-i-won-t-let-you-down-official-video</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/u1ZB_rGFyeU/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>OK Go - I Won&apos;t Let You Down - Official Video</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/u1ZB_rGFyeU/hqdefault.jpg</video:thumbnail_loc>
<video:description>The official music video for OK Go&apos;s I Won&apos;t Let You Down, shot in Japan as a choreographed single take. It uses electric unicycles, umbrellas, drones and crowds of dancers in one continuous aerial sequence. HN holds it up as an example of OK Go&apos;s inventive, meticulously planned one-take videos, and even as a favourite interview question about how you would plan such a shoot.</video:description>
<video:player_loc>https://www.youtube.com/embed/u1ZB_rGFyeU</video:player_loc>
<video:duration>321</video:duration>
<video:view_count>53526743</video:view_count>
<video:tag>one-take music video</video:tag>
<video:publication_date>2014-10-27T12:15:43Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2026-05-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.4375</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/hrXEtG3JILo/computing-with-projected-light-the-folk-computer-gadget</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/hrXEtG3JILo/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>Computing with Projected Light: The Folk Computer Gadget</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/hrXEtG3JILo/hqdefault.jpg</video:thumbnail_loc>
<video:description>A Recurse Center Localhost talk by the makers of the Folk Computer, a system that computes with projected light in a physical room. It presents the Folk Computer Gadget, which descends from the Dynamicland tradition of working with paper, projection and cameras. HN people submitted it to share the Folk Computer as a live example of physical, shared computing in the Dynamicland tradition.</video:description>
<video:player_loc>https://www.youtube.com/embed/hrXEtG3JILo</video:player_loc>
<video:duration>3553</video:duration>
<video:view_count>2345</video:view_count>
<video:tag>folk computer projected light</video:tag>
<video:publication_date>2025-07-09T16:01:26Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2026-01-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.4375</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/Boi0XEm9-4E/utrecht-planning-for-people-and-bikes-not-for-cars</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/Boi0XEm9-4E/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>Utrecht: Planning for People &amp; Bikes, Not for Cars</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/Boi0XEm9-4E/hqdefault.jpg</video:thumbnail_loc>
<video:description>A Streetfilms short on how Utrecht reshaped its streets to put people and bikes ahead of cars. It shows the redesigned streets, cycling infrastructure and the city&apos;s transformation over time. HN people share it as the example of a fantastic city transformation and as inspiration for bike advocacy elsewhere.</video:description>
<video:player_loc>https://www.youtube.com/embed/Boi0XEm9-4E</video:player_loc>
<video:duration>791</video:duration>
<video:view_count>756185</video:view_count>
<video:tag>utrecht cycling city planning</video:tag>
<video:publication_date>2019-06-27T03:59:00Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2021-04-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.4375</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/agMrewRJTow/how-lexus-fixed-tesla-s-bad-idea-steer-by-wire-yoke</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/agMrewRJTow/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>How Lexus Fixed Tesla&apos;s Bad Idea: Steer-By-Wire Yoke</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/agMrewRJTow/hqdefault.jpg</video:thumbnail_loc>
<video:description>Engineering Explained looks at the Lexus steer-by-wire yoke and why it works better than Tesla&apos;s version. It explains variable-ratio steering and how the system gets by without a mechanical link, using triple redundancy. HN people recommend it as the clear explanation of variable-ratio steering and of why Lexus&apos;s yoke is better than Tesla&apos;s.</video:description>
<video:player_loc>https://www.youtube.com/embed/agMrewRJTow</video:player_loc>
<video:duration>868</video:duration>
<video:view_count>6980464</video:view_count>
<video:tag>steer-by-wire yoke</video:tag>
<video:publication_date>2023-03-17T14:00:01Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2023-12-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.4375</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/hq8DgpgtSQQ/photoshop-s-neural-filters-are-dumb</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/hq8DgpgtSQQ/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>Photoshop&apos;s Neural Filters are dumb</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/hq8DgpgtSQQ/hqdefault.jpg</video:thumbnail_loc>
<video:description>LGR&apos;s humorous take on the neural filters Photoshop added in 2020, which use AI to alter faces and photos. He shows the odd and often unflattering results. HN people bring it up whenever AI photo features produce strange results, because it stays pretty funny.</video:description>
<video:player_loc>https://www.youtube.com/embed/hq8DgpgtSQQ</video:player_loc>
<video:duration>105</video:duration>
<video:view_count>294936</video:view_count>
<video:tag>photoshop neural filters</video:tag>
<video:publication_date>2020-10-21T17:06:54Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2023-03-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.4375</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/HbxWGjQ2szQ/a-tale-of-two-slings-peak-design-and-amazon-basics</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/HbxWGjQ2szQ/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>A Tale of Two Slings: Peak Design and Amazon Basics</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/HbxWGjQ2szQ/hqdefault.jpg</video:thumbnail_loc>
<video:description>A video from Peak Design comparing its Everyday Sling with Amazon&apos;s Amazon Basics sling, which it says copies the design. The company sets the two products side by side and responds to the copy. HN people cite it as the case study of Amazon copying a product design under its own house brand.</video:description>
<video:player_loc>https://www.youtube.com/embed/HbxWGjQ2szQ</video:player_loc>
<video:duration>90</video:duration>
<video:view_count>4727604</video:view_count>
<video:tag>amazon copying a product design</video:tag>
<video:publication_date>2021-03-03T15:55:33Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2023-08-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.4375</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/JQymn5flcek/general-magic-1080p-full-documentary-history-technology-business</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/JQymn5flcek/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>General Magic (1080p) FULL DOCUMENTARY - History, Technology, Business</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/JQymn5flcek/hqdefault.jpg</video:thumbnail_loc>
<video:description>A full documentary about General Magic, the Apple spin-off that tried to build a handheld communicator in the early 1990s. It covers the company&apos;s history, technology and business, and features people such as Bill Atkinson. HN people send it to anyone fascinated by General Magic, noting how early the team imagined the smartphone future, often in threads about Bill Atkinson.</video:description>
<video:player_loc>https://www.youtube.com/embed/JQymn5flcek</video:player_loc>
<video:duration>5568</video:duration>
<video:view_count>73205</video:view_count>
<video:tag>general magic and early smartphones</video:tag>
<video:publication_date>2022-10-06T18:52:28Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2025-06-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.4375</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/lctXaT9pxA0/coding-adventure-procedural-moons-and-planets</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/lctXaT9pxA0/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>Coding Adventure: Procedural Moons and Planets</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/lctXaT9pxA0/hqdefault.jpg</video:thumbnail_loc>
<video:description>Sebastian Lague&apos;s Coding Adventure on generating procedural moons and planets. He builds the noise, craters and shading step by step and shows each stage working. HN points learners of procedural worlds to Lague as a clear, friendly teacher, one commenter calling him the Bob Ross of programming.</video:description>
<video:player_loc>https://www.youtube.com/embed/lctXaT9pxA0</video:player_loc>
<video:duration>1368</video:duration>
<video:view_count>1983649</video:view_count>
<video:tag>procedural planet generation</video:tag>
<video:publication_date>2020-07-11T16:08:12Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2021-12-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.4375</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/-wlCQ4g93oY/how-this-building-powers-the-internet</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/-wlCQ4g93oY/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>How This Building Powers the Internet</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/-wlCQ4g93oY/hqdefault.jpg</video:thumbnail_loc>
<video:description>Architect and YouTuber Stewart Hicks looks at One Wilshire, a Los Angeles office tower that has become one of the key buildings for internet connectivity. The video covers what the building is and why the internet lives there. HN people submitted it as an accessible look at the physical architecture behind the internet.</video:description>
<video:player_loc>https://www.youtube.com/embed/-wlCQ4g93oY</video:player_loc>
<video:duration>821</video:duration>
<video:view_count>1014945</video:view_count>
<video:tag>one wilshire internet building</video:tag>
<video:publication_date>2023-06-01T13:00:00Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2024-10-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.4375</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/cntb3wcZdTw/solstice-5</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/cntb3wcZdTw/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>SOLSTICE - 5</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/cntb3wcZdTw/hqdefault.jpg</video:thumbnail_loc>
<video:description>SOLSTICE 5 is a short sci-fi visual piece by the artist Paul Chadeisson. It is shared mostly for its mood. HN people mention it as an example of a particular atmospheric tone they like.</video:description>
<video:player_loc>https://www.youtube.com/embed/cntb3wcZdTw</video:player_loc>
<video:duration>637</video:duration>
<video:view_count>6182583</video:view_count>
<video:tag>sci-fi mood piece</video:tag>
<video:publication_date>2023-12-11T16:40:17Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2025-05-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.4375</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/tj9UwKQKE3A/sr-71-cockpit-checkout</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/tj9UwKQKE3A/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>SR-71 Cockpit Checkout</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/tj9UwKQKE3A/hqdefault.jpg</video:thumbnail_loc>
<video:description>A former SR-71 Blackbird pilot gives a walkthrough of the spy plane&apos;s cockpit, covering both the front pilot seat and the rear reconnaissance seat. He goes through the instruments and controls and how the crew used them. HN passes it around as a fascinating tour of the Blackbird&apos;s cockpit, including its star-based navigation, and as a companion to other cockpit walkthroughs.</video:description>
<video:player_loc>https://www.youtube.com/embed/tj9UwKQKE3A</video:player_loc>
<video:duration>1198</video:duration>
<video:view_count>2208652</video:view_count>
<video:tag>sr-71 cockpit tour</video:tag>
<video:publication_date>2013-01-24T15:14:48Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2019-05-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.4375</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/DgJS2tQPGKQ/windows-1-0-with-steve-ballmer-1986-hq-60fps</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/DgJS2tQPGKQ/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>Windows 1.0 with Steve Ballmer (1986) (HQ, 60FPS)</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/DgJS2tQPGKQ/hqdefault.jpg</video:thumbnail_loc>
<video:description>A 1986 Microsoft promotional video in which Steve Ballmer walks through Windows 1.0 in a high-energy sales pitch. This is a high-quality restoration of the tape, which turned out to be an internal parody. HN people share it as a period piece of early GUI marketing and as shorthand for Ballmer&apos;s hard-sell salesman persona.</video:description>
<video:player_loc>https://www.youtube.com/embed/DgJS2tQPGKQ</video:player_loc>
<video:duration>67</video:duration>
<video:view_count>1058472</video:view_count>
<video:tag>windows 1.0 promo video</video:tag>
<video:publication_date>2022-04-02T05:12:16Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2025-04-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.4375</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/RbAVNKdk9gA/lemmings-can-you-dig-it-full-2-hour-documentary-30th-anniversary-feature</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/RbAVNKdk9gA/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>Lemmings: Can You Dig It? (Full 2 Hour Documentary - 30th Anniversary Feature Retrospective)</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/RbAVNKdk9gA/hqdefault.jpg</video:thumbnail_loc>
<video:description>A two-hour feature documentary marking the 30th anniversary of Lemmings, the puzzle game from DMA Design. It is a retrospective on how the game was made and what became of it. HN people post it as the definitive long-form look back at Lemmings, and it tends to turn up whenever the game or its legacy comes up.</video:description>
<video:player_loc>https://www.youtube.com/embed/RbAVNKdk9gA</video:player_loc>
<video:duration>7239</video:duration>
<video:view_count>94697</video:view_count>
<video:tag>lemmings making-of</video:tag>
<video:publication_date>2022-02-14T12:00:12Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2024-02-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.4375</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/aJ4TJ4-kkDw/the-artificial-skylight-that-you-won-t-believe-isn-t-real</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/aJ4TJ4-kkDw/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>The artificial skylight that you won&apos;t believe isn&apos;t real</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/aJ4TJ4-kkDw/hqdefault.jpg</video:thumbnail_loc>
<video:description>Lux Magazine presents CoeLux, an artificial skylight that reproduces the look of sunlight and a blue sky inside a room. The video shows how convincing the effect is and where it could be used, such as windowless or underground spaces. HN people point to it as the best example of artificial light that mimics natural light, and as a possible help for windowless rooms.</video:description>
<video:player_loc>https://www.youtube.com/embed/aJ4TJ4-kkDw</video:player_loc>
<video:duration>309</video:duration>
<video:view_count>1827184</video:view_count>
<video:tag>artificial skylight coelux</video:tag>
<video:publication_date>2014-10-07T08:24:48Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2016-05-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.4375</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/MXxSPgt_7Z4/magic-secrets-of-nine-revealed</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/MXxSPgt_7Z4/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>Magic Secrets of Nine REVEALED!</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/MXxSPgt_7Z4/hqdefault.jpg</video:thumbnail_loc>
<video:description>A video that explains how the effects in Nine, a Commodore 64 demo, are achieved. It walks through the tricks the demo uses to push the hardware well past what it was built to do. Submitted three times within a few weeks in 2025 as a worthwhile look at how a C64 demo&apos;s effects are pulled off.</video:description>
<video:player_loc>https://www.youtube.com/embed/MXxSPgt_7Z4</video:player_loc>
<video:duration>1324</video:duration>
<video:view_count>148700</video:view_count>
<video:tag>c64 demo techniques</video:tag>
<video:publication_date>2025-02-28T09:10:15Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2025-03-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.4375</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/uhbDfi7Ee7k/awnings-a-simple-cooling-tech-we-apparently-forgot-about</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/uhbDfi7Ee7k/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>Awnings: a simple cooling tech we apparently forgot about</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/uhbDfi7Ee7k/hqdefault.jpg</video:thumbnail_loc>
<video:description>Technology Connections makes the case that awnings are a cheap, passive way to keep houses cool, because they block sunlight before it heats the windows and the interior. The video explains solar heat gain and why this old building feature fell out of use. HN points to it whenever solar heat gain and passive cooling come up, agreeing that awnings work well even when they are less enthusiastic than the host.</video:description>
<video:player_loc>https://www.youtube.com/embed/uhbDfi7Ee7k</video:player_loc>
<video:duration>1335</video:duration>
<video:view_count>2095497</video:view_count>
<video:tag>awnings and passive cooling</video:tag>
<video:publication_date>2024-07-15T14:55:02Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2024-11-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.4375</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/JnCkF62gkOY/painting-with-maths-in-google-sheets</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/JnCkF62gkOY/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>Painting with Maths in Google Sheets</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/JnCkF62gkOY/hqdefault.jpg</video:thumbnail_loc>
<video:description>Inigo Quilez shows how to paint a picture by writing formulas in Google Sheets, with each spreadsheet cell acting as a pixel. He builds up the image, a flower, purely from mathematical functions. HN people share it as a delightful example of image-making from pure maths, and as a gentler companion to Quilez&apos;s other painting-with-maths videos.</video:description>
<video:player_loc>https://www.youtube.com/embed/JnCkF62gkOY</video:player_loc>
<video:duration>680</video:duration>
<video:view_count>77736</video:view_count>
<video:tag>painting with math formulas in spreadsheets</video:tag>
<video:publication_date>2019-09-17T06:51:53Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2023-09-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.4375</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/4oDZyOf6CW4/tony-fadell-iphone-ipod-nest-steve-jobs-design-and-engineering-lex-fridman</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/4oDZyOf6CW4/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>Tony Fadell: iPhone, iPod, Nest, Steve Jobs, Design, and Engineering | Lex Fridman Podcast #294</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/4oDZyOf6CW4/hqdefault.jpg</video:thumbnail_loc>
<video:description>Lex Fridman interviews Tony Fadell, who worked on the iPod and iPhone at Apple and founded Nest. They talk about working with Steve Jobs and about design and engineering in making products. HN people cite it as a long first-hand account from a key figure in Apple hardware, including for hints about how long Apple&apos;s chip work had been underway.</video:description>
<video:player_loc>https://www.youtube.com/embed/4oDZyOf6CW4</video:player_loc>
<video:duration>9986</video:duration>
<video:view_count>1060230</video:view_count>
<video:tag>tony fadell on product design</video:tag>
<video:publication_date>2022-06-15T18:55:14Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2023-03-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.4375</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/6Qb6QtC6QMs/smooth-maximum-the-most-useful-function</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/6Qb6QtC6QMs/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>Smooth-Maximum, the most useful function</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/6Qb6QtC6QMs/hqdefault.jpg</video:thumbnail_loc>
<video:description>Inigo Quilez, the graphics programmer behind Shadertoy and much of the signed-distance-field modeling toolkit, explains the smooth maximum (and its twin, smooth minimum) and why blending two shapes or values with it is so useful. The video is a short, math-driven walkthrough aimed at people who write shaders and procedural graphics. HN users submit it as a quick, high-quality explainer from a respected graphics author.</video:description>
<video:player_loc>https://www.youtube.com/embed/6Qb6QtC6QMs</video:player_loc>
<video:duration>650</video:duration>
<video:view_count>211777</video:view_count>
<video:tag>smooth maximum function</video:tag>
<video:publication_date>2026-06-27T16:46:50Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2026-07-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.4375</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/ogumRA9LxR4/gdl-presents-make-web-magic-part-iii</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/ogumRA9LxR4/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>GDL Presents: Make Web Magic | Part III</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/ogumRA9LxR4/hqdefault.jpg</video:thumbnail_loc>
<video:description>Paul Irish interviews Hakim El Hattab, creator of reveal.js, in Google&apos;s Make Web Magic series. They talk about his HTML5, CSS and JavaScript interface experiments. HN points to it for anyone interested in bleeding-edge HTML5 experiments and Hakim&apos;s steady stream of UI concepts.</video:description>
<video:player_loc>https://www.youtube.com/embed/ogumRA9LxR4</video:player_loc>
<video:duration>1835</video:duration>
<video:view_count>13170</video:view_count>
<video:tag>hakim el hattab on html5 ui experiments</video:tag>
<video:publication_date>2012-10-09T21:55:14Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2012-12-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.4375</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/gg40RWiaHRY/i-tried-turning-games-into-text</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/gg40RWiaHRY/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>I Tried Turning Games Into Text</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/gg40RWiaHRY/hqdefault.jpg</video:thumbnail_loc>
<video:description>Acerola&apos;s video on turning games into text, rendering a game&apos;s image as ASCII characters with a post-processing shader. He uses edge detection to pick characters that follow the shapes in the scene. HN people recommend it as a nice overview of doing ASCII style in a shader, and as the reference for edge-detected oriented characters.</video:description>
<video:player_loc>https://www.youtube.com/embed/gg40RWiaHRY</video:player_loc>
<video:duration>1098</video:duration>
<video:view_count>571582</video:view_count>
<video:tag>ascii rendering shader</video:tag>
<video:publication_date>2024-06-30T13:38:36Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2025-08-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.4375</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/Jd3-eiid-Uw/head-tracking-for-desktop-vr-displays-using-the-wiiremote</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/Jd3-eiid-Uw/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>Head Tracking for Desktop VR Displays using the WiiRemote</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/Jd3-eiid-Uw/hqdefault.jpg</video:thumbnail_loc>
<video:description>Johnny Lee&apos;s demo of head tracking for desktop VR displays using a Nintendo Wiimote. By tracking infrared LEDs on glasses, the screen updates its view as the head moves, creating a convincing sense of depth through parallax. HN people call it fascinating and awesome, and cite it as the original cheap head-tracking demo whenever parallax displays or tracking interfaces come up.</video:description>
<video:player_loc>https://www.youtube.com/embed/Jd3-eiid-Uw</video:player_loc>
<video:duration>286</video:duration>
<video:view_count>10862008</video:view_count>
<video:tag>wiimote head tracking vr display</video:tag>
<video:publication_date>2007-12-21T15:02:38Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2016-11-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.4375</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/MhYFRr2gUaw/how-we-type-movement-strategies-and-performance-in-everyday-typing-aalto</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/MhYFRr2gUaw/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>How we type: Movement Strategies and Performance in Everyday Typing - Aalto University Research</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/MhYFRr2gUaw/hqdefault.jpg</video:thumbnail_loc>
<video:description>A research video from Aalto University on how people type in everyday use. It presents findings on the movement strategies of typists and what separates faster from slower typing. Submitted twice in 2016 as an interesting look at how people really type, which matters for keyboard design.</video:description>
<video:player_loc>https://www.youtube.com/embed/MhYFRr2gUaw</video:player_loc>
<video:duration>183</video:duration>
<video:view_count>1776692</video:view_count>
<video:tag>how people type</video:tag>
<video:publication_date>2016-02-09T08:36:34Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2016-12-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.4375</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/9-6CKCz58A8/web-animation-gotchas-http-203</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/9-6CKCz58A8/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>Web animation gotchas - HTTP 203</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/9-6CKCz58A8/hqdefault.jpg</video:thumbnail_loc>
<video:description>An episode of the HTTP 203 series from Chrome for Developers in which Jake Archibald and Surma talk through common gotchas in web animation. It is aimed at front-end developers who build animations in CSS and JavaScript. HN people recommend the HTTP 203 series as essential viewing for front-end developers.</video:description>
<video:player_loc>https://www.youtube.com/embed/9-6CKCz58A8</video:player_loc>
<video:duration>1210</video:duration>
<video:view_count>23942</video:view_count>
<video:tag>web animation gotchas</video:tag>
<video:publication_date>2020-11-10T17:23:29Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2021-02-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.4375</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/R-BX4N8egEc/harry-roberts-big-css</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/R-BX4N8egEc/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>Harry Roberts—Big CSS</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/R-BX4N8egEc/hqdefault.jpg</video:thumbnail_loc>
<video:description>Harry Roberts&apos;s talk Big CSS, about writing and organizing CSS on large projects. Commenters connect it to cutting code bloat and non-semantic classes and avoiding inline styles. HN people point to it as a guide to writing leaner, more disciplined CSS, and cite it against inline styles and code bloat.</video:description>
<video:player_loc>https://www.youtube.com/embed/R-BX4N8egEc</video:player_loc>
<video:duration>2539</video:duration>
<video:view_count>17389</video:view_count>
<video:tag>scalable css</video:tag>
<video:publication_date>2012-09-20T19:43:15Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2013-01-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.4375</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/ddO9idmax0o/twitter-in-plain-english</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/ddO9idmax0o/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>Twitter in Plain English</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/ddO9idmax0o/hqdefault.jpg</video:thumbnail_loc>
<video:description>Common Craft&apos;s short animated explainer that describes what Twitter is and why people use it, in simple language with paper-cutout style visuals. It was made in 2008, when many people had not seen the service. HN holds it up as the model for a clear, simple explanatory video, the style founders want to copy for their own product pitch.</video:description>
<video:player_loc>https://www.youtube.com/embed/ddO9idmax0o</video:player_loc>
<video:duration>145</video:duration>
<video:view_count>3101140</video:view_count>
<video:tag>plain-language explainer video</video:tag>
<video:publication_date>2008-03-06T00:24:16Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2021-11-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.4375</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/Ic_5gRVTQ_k/mapping-imaginary-cities-by-mouse-reeve</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/Ic_5gRVTQ_k/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>&quot;Mapping Imaginary Cities&quot; by Mouse Reeve</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/Ic_5gRVTQ_k/hqdefault.jpg</video:thumbnail_loc>
<video:description>A Strange Loop talk by Mouse Reeve, one of the creators of Bookwyrm, on generating maps of imaginary cities with code. It covers how a program can produce believable city layouts. HN people recommend it as an enjoyable talk on procedurally mapping imaginary cities.</video:description>
<video:player_loc>https://www.youtube.com/embed/Ic_5gRVTQ_k</video:player_loc>
<video:duration>2457</video:duration>
<video:view_count>7158</video:view_count>
<video:tag>generating maps of imaginary cities</video:tag>
<video:publication_date>2018-10-15T17:16:39Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2023-07-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.4375</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/vLlWrt-zmTo/microsoft-windows-95-video-guide-with-jennifer-aniston-and-matthew-perry</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/vLlWrt-zmTo/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>Microsoft Windows 95 video Guide with Jennifer Aniston and Matthew Perry</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/vLlWrt-zmTo/hqdefault.jpg</video:thumbnail_loc>
<video:description>A 1995 Microsoft promotional video guide to Windows 95, hosted by Jennifer Aniston and Matthew Perry. It walks through the new desktop, Start menu and features, with a skit about ordering Chinese food by fax. HN sees it as a time capsule of 90s commercial computer demos, showing how a new operating system was sold to ordinary people.</video:description>
<video:player_loc>https://www.youtube.com/embed/vLlWrt-zmTo</video:player_loc>
<video:duration>3392</video:duration>
<video:view_count>325159</video:view_count>
<video:tag>windows 95 promotional guide</video:tag>
<video:publication_date>2017-05-29T16:50:43Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2025-08-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.4375</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/qAOKOJhzYXk/how-the-bbc-makes-planet-earth-look-like-a-hollywood-movie</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/qAOKOJhzYXk/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>How the BBC makes Planet Earth look like a Hollywood movie</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/qAOKOJhzYXk/hqdefault.jpg</video:thumbnail_loc>
<video:description>A Vox explainer on the filmmaking techniques the BBC used to make Planet Earth feel cinematic, covering camera work, stabilization and storytelling choices. HN submitters share it as a look at how nature footage is made to feel like a feature film.</video:description>
<video:player_loc>https://www.youtube.com/embed/qAOKOJhzYXk</video:player_loc>
<video:duration>528</video:duration>
<video:view_count>5227607</video:view_count>
<video:tag>planet earth cinematography</video:tag>
<video:publication_date>2017-02-20T13:00:45Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2017-03-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.4375</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/TbcZyAO6K7c/the-basics-of-demo-programming</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/TbcZyAO6K7c/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>The basics of demo programming</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/TbcZyAO6K7c/hqdefault.jpg</video:thumbnail_loc>
<video:description>An AssemblyTV session on the basics of demo programming, the craft of writing real-time audiovisual demos. It is an introduction to how demoscene effects are made. HN people suggest it as a useful starting point for anyone who wants to learn demo programming.</video:description>
<video:player_loc>https://www.youtube.com/embed/TbcZyAO6K7c</video:player_loc>
<video:duration>2308</video:duration>
<video:view_count>19442</video:view_count>
<video:tag>demo programming basics</video:tag>
<video:publication_date>2011-08-06T22:37:22Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2017-09-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.4375</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/UDu-cnXI8E8/2015-facebook-f8-michael-abrash-why-virtual-reality-will-matter-to-you</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/UDu-cnXI8E8/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>2015 Facebook F8 - Michael Abrash &apos;Why Virtual Reality Will Matter to You&apos;</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/UDu-cnXI8E8/hqdefault.jpg</video:thumbnail_loc>
<video:description>Michael Abrash&apos;s 2015 Facebook F8 talk on why virtual reality will matter. It includes live demonstrations of how the brain handles depth, color, motion and sound, and what it will take to reach convincing VR. HN people recommend it for its demonstrations of how the brain interprets perception, and quote its estimate of the resolution needed for retinal VR.</video:description>
<video:player_loc>https://www.youtube.com/embed/UDu-cnXI8E8</video:player_loc>
<video:duration>4603</video:duration>
<video:view_count>79038</video:view_count>
<video:tag>why vr will matter</video:tag>
<video:publication_date>2015-03-26T20:03:57Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2015-05-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.4375</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/3Q3eITC01Fg/how-does-an-editor-think-and-feel</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/3Q3eITC01Fg/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>How Does an Editor Think and Feel?</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/3Q3eITC01Fg/hqdefault.jpg</video:thumbnail_loc>
<video:description>A video essay by Tony Zhou of Every Frame a Painting about how film editors think and make decisions. It looks at the craft of editing and what an editor is responding to when cutting a scene. HN people submitted it as one of the best Every Frame a Painting essays, a close look at the editor&apos;s craft.</video:description>
<video:player_loc>https://www.youtube.com/embed/3Q3eITC01Fg</video:player_loc>
<video:duration>565</video:duration>
<video:view_count>2768967</video:view_count>
<video:tag>film editing craft</video:tag>
<video:publication_date>2016-05-12T17:12:34Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2017-08-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.4375</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/RzfOeX-r4Ug/embedding-2d-desktops-into-vr</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/RzfOeX-r4Ug/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>Embedding 2D Desktops into VR</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/RzfOeX-r4Ug/hqdefault.jpg</video:thumbnail_loc>
<video:description>Oliver Kreylos demonstrates embedding ordinary 2D desktop windows inside a virtual reality environment. It shows existing desktop applications being used within a 3D virtual space. HN people submitted it as a worth-watching demo of how conventional desktop interfaces could live inside VR.</video:description>
<video:player_loc>https://www.youtube.com/embed/RzfOeX-r4Ug</video:player_loc>
<video:duration>565</video:duration>
<video:view_count>26325</video:view_count>
<video:tag>2d desktop in vr</video:tag>
<video:publication_date>2014-03-28T11:57:07Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2015-08-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.4375</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/lsTiWYSfPck/metamaterial-mechanisms-uist-16</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/lsTiWYSfPck/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>Metamaterial Mechanisms (UIST&apos;16)</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/lsTiWYSfPck/hqdefault.jpg</video:thumbnail_loc>
<video:description>A research video from the Hasso Plattner Institute HCI group, presented at UIST 2016, on metamaterial mechanisms: 3D-printed structures whose cell patterns work as mechanisms without separate assembled parts. HN submitters share it as a striking demo of fabrication research in HCI.</video:description>
<video:player_loc>https://www.youtube.com/embed/lsTiWYSfPck</video:player_loc>
<video:duration>230</video:duration>
<video:view_count>293541</video:view_count>
<video:tag>3d printed metamaterial mechanisms</video:tag>
<video:publication_date>2016-09-08T13:48:32Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2025-03-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.4375</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/cfbjiTrctJs/stash-by-the-black-lotus-tbl-64k-720p-hq-hd-demoscene-demo-the-party-1997</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/cfbjiTrctJs/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>Stash by The Black Lotus [TBL] | 64k (720p HQ HD demoscene demo The Party 1997)</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/cfbjiTrctJs/hqdefault.jpg</video:thumbnail_loc>
<video:description>Stash is a 64 kilobyte demo by The Black Lotus, shown here as a high-quality capture of its release at The Party in 1997. It is a real-time audiovisual piece from the demoscene. HN people name it as a personal favorite among 64k demos, noting that it still runs on modern systems.</video:description>
<video:player_loc>https://www.youtube.com/embed/cfbjiTrctJs</video:player_loc>
<video:duration>266</video:duration>
<video:view_count>20644</video:view_count>
<video:tag>64k demoscene demo</video:tag>
<video:publication_date>2011-08-13T11:09:50Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2024-01-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.4375</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/HeWfkPeDQbY/logstalgia-website-access-log-visualization</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/HeWfkPeDQbY/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>Logstalgia - Website Access Log Visualization</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/HeWfkPeDQbY/hqdefault.jpg</video:thumbnail_loc>
<video:description>A demo of Logstalgia, a tool that visualizes website access logs as a game of Pong. Each web request becomes a ball sent to a paddle, so server traffic can be watched in real time. HN people share it as a favorite demo of turning raw server logs into something playful to watch.</video:description>
<video:player_loc>https://www.youtube.com/embed/HeWfkPeDQbY</video:player_loc>
<video:duration>75</video:duration>
<video:view_count>444977</video:view_count>
<video:tag>access log visualization as pong</video:tag>
<video:publication_date>2010-01-31T01:23:42Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2025-01-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.4375</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/mnxs6CR6Zrk/how-the-wind-waker-redefined-cel-shading</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/mnxs6CR6Zrk/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>How The Wind Waker Redefined Cel Shading</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/mnxs6CR6Zrk/hqdefault.jpg</video:thumbnail_loc>
<video:description>Jasper explains how The Legend of Zelda: The Wind Waker achieved its cel-shaded look, walking through the lighting and shading techniques behind the game&apos;s hand-drawn style. HN cites it as the clear explanation of how Wind Waker&apos;s distinctive look is built, including its heavy use of lookup tables.</video:description>
<video:player_loc>https://www.youtube.com/embed/mnxs6CR6Zrk</video:player_loc>
<video:duration>1123</video:duration>
<video:view_count>472144</video:view_count>
<video:tag>cel shading in wind waker</video:tag>
<video:publication_date>2020-01-25T06:29:36Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2020-02-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.4375</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/mDf7OUJobJs/is-progressive-enhancement-dead-yet</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/mDf7OUJobJs/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>Is progressive enhancement dead yet?</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/mDf7OUJobJs/hqdefault.jpg</video:thumbnail_loc>
<video:description>Heydon Pickering, a web accessibility and front-end author, asks whether progressive enhancement is dead and argues for building web pages that work from a robust base before layering on extras. HN submitters share it as a defense of progressive enhancement in an era of JavaScript-heavy sites.</video:description>
<video:player_loc>https://www.youtube.com/embed/mDf7OUJobJs</video:player_loc>
<video:duration>525</video:duration>
<video:view_count>3398</video:view_count>
<video:tag>progressive enhancement</video:tag>
<video:publication_date>2022-03-20T11:36:29Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2022-05-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.4375</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/MWGBRsV9omw/3d-visualizer-with-oculus-and-hydra</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/MWGBRsV9omw/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>3D Visualizer with Oculus and Hydra</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/MWGBRsV9omw/hqdefault.jpg</video:thumbnail_loc>
<video:description>Oliver Kreylos demonstrates a 3D visualization application running with an Oculus Rift headset and Razer Hydra controllers. The demos let the viewer move around and manipulate 3D data, including scan data of the kind used in medicine. HN people use it as the example of VR doing visualization better than 2D screens, and several recall being blown away by the medical-data demos.</video:description>
<video:player_loc>https://www.youtube.com/embed/MWGBRsV9omw</video:player_loc>
<video:duration>860</video:duration>
<video:view_count>9939</video:view_count>
<video:tag>vr 3d data visualization</video:tag>
<video:publication_date>2013-08-16T00:55:29Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2020-08-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.4375</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/CHCCjlSWbHE/etak-navigator-tour-and-demo</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/CHCCjlSWbHE/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>Etak Navigator Tour &amp; Demo</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/CHCCjlSWbHE/hqdefault.jpg</video:thumbnail_loc>
<video:description>A tour and live demo of the Etak Navigator, a 1985 in-car navigation system that used dead reckoning and map landmarks and stored its maps on cassette tape. The video, posted by EllsworthC, shows the device being used. HN people link it as the best look at how Etak navigation worked in the 1980s, before GPS.</video:description>
<video:player_loc>https://www.youtube.com/embed/CHCCjlSWbHE</video:player_loc>
<video:duration>1895</video:duration>
<video:view_count>18938</video:view_count>
<video:tag>etak car navigation system</video:tag>
<video:publication_date>2016-05-09T22:50:05Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2022-07-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.4375</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/fQvWMoOjmQk/introducing-enso-build-your-data-workflows-in-minutes-not-weeks</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/fQvWMoOjmQk/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>Introducing Enso | Build your data workflows in minutes, not weeks.</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/fQvWMoOjmQk/hqdefault.jpg</video:thumbnail_loc>
<video:description>An introduction to Enso, an open source visual programming tool for building data workflows, in which each piece of code has a graph view alongside a text view. The video demos building and running a workflow in the editor. Enso&apos;s founders and fans point to it as the quickest way to see a language with dual visual and textual forms in action.</video:description>
<video:player_loc>https://www.youtube.com/embed/fQvWMoOjmQk</video:player_loc>
<video:duration>550</video:duration>
<video:view_count>42287</video:view_count>
<video:tag>visual programming environment</video:tag>
<video:publication_date>2021-04-13T16:35:49Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2022-03-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.4375</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/vdGNFhKhoKY/classic-game-postmortem-oregon-trail</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/vdGNFhKhoKY/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>Classic Game Postmortem: Oregon Trail</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/vdGNFhKhoKY/hqdefault.jpg</video:thumbnail_loc>
<video:description>A GDC 2017 Classic Game Postmortem of The Oregon Trail, given by one of the creators of the educational game. It covers how the game began as a classroom project and how it grew. HN treats it as an excellent first-hand source on the history and making of The Oregon Trail.</video:description>
<video:player_loc>https://www.youtube.com/embed/vdGNFhKhoKY</video:player_loc>
<video:duration>3722</video:duration>
<video:view_count>76962</video:view_count>
<video:tag>oregon trail postmortem</video:tag>
<video:publication_date>2017-03-15T16:28:19Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2021-07-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.4375</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/bOf4EMN6-XA/seymour-papert-1983</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/bOf4EMN6-XA/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>Seymour Papert 1983</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/bOf4EMN6-XA/hqdefault.jpg</video:thumbnail_loc>
<video:description>A 1983 video of Seymour Papert, creator of the Logo programming language for children, hosted on Cynthia Solomon&apos;s channel. It shows learners acting out Logo commands with their bodies and includes follow-up comments from Papert. HN people recommend Papert&apos;s old videos as the better way to see ideas like body-syntonic learning, and wish he had introduced computers to ordinary people.</video:description>
<video:player_loc>https://www.youtube.com/embed/bOf4EMN6-XA</video:player_loc>
<video:duration>487</video:duration>
<video:view_count>28220</video:view_count>
<video:tag>seymour papert and logo</video:tag>
<video:publication_date>2007-05-25T19:03:53Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2017-01-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.4375</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/xVodkE47aLw/well-there-s-your-problem-episode-46-five-over-ones</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/xVodkE47aLw/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>Well There&apos;s Your Problem | Episode 46 : Five-over-Ones</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/xVodkE47aLw/hqdefault.jpg</video:thumbnail_loc>
<video:description>An episode of the engineering podcast Well There&apos;s Your Problem, hosted by engineers who review construction and design failures. This one covers five-over-one buildings, the common US apartment type with wood-framed floors above a ground-level base. HN recommends it as an enlightening, if rambling and sweary, look at how American apartment buildings are built and why this construction type is a problem.</video:description>
<video:player_loc>https://www.youtube.com/embed/xVodkE47aLw</video:player_loc>
<video:duration>7741</video:duration>
<video:view_count>291356</video:view_count>
<video:tag>five-over-one apartment construction</video:tag>
<video:publication_date>2020-11-23T13:00:16Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2024-06-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.4375</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/3bs3QX92kYA/moldable-live-programming-with-clerk-by-philippa-markovics</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/3bs3QX92kYA/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>Moldable Live Programming with Clerk (by Philippa Markovics)</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/3bs3QX92kYA/hqdefault.jpg</video:thumbnail_loc>
<video:description>Philippa Markovics presents Clerk, a Clojure tool for moldable live programming, at the London Clojurians meetup. Clerk turns code into notebook-style documents with visualizations while you keep your own editor, a normal REPL and git-stored source. HN treats Clerk as a real step toward Bret Victor-style interactive programming and as a good notebook alternative for exploratory work in Clojure.</video:description>
<video:player_loc>https://www.youtube.com/embed/3bs3QX92kYA</video:player_loc>
<video:duration>818</video:duration>
<video:view_count>4159</video:view_count>
<video:tag>clerk live programming notebooks</video:tag>
<video:publication_date>2023-01-03T14:00:03Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2023-04-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.4375</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/RWtt3Tmnij4/who-framed-roger-rabbit-the-3-rules-of-living-animation</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/RWtt3Tmnij4/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>Who Framed Roger Rabbit - The 3 Rules of Living Animation</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/RWtt3Tmnij4/hqdefault.jpg</video:thumbnail_loc>
<video:description>A video essay by kaptainkristian on how Who Framed Roger Rabbit makes its cartoon characters feel like they live in the same world as the live actors. It breaks the film&apos;s technique down into three rules of &quot;living&quot; animation. HN people treat it as a good companion to the film and to the idea of &quot;bumping the lamp&quot;, enough that one commenter went back to re-watch the movie.</video:description>
<video:player_loc>https://www.youtube.com/embed/RWtt3Tmnij4</video:player_loc>
<video:duration>443</video:duration>
<video:view_count>1276952</video:view_count>
<video:tag>living animation in roger rabbit</video:tag>
<video:publication_date>2017-02-24T16:16:21Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2017-03-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.4375</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/s-CTkbHnpNQ/10-bullets-8-always-be-knolling-by-tom-sachs</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/s-CTkbHnpNQ/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>10 Bullets, #8: &quot;ALWAYS BE KNOLLING&quot;. By Tom Sachs</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/s-CTkbHnpNQ/hqdefault.jpg</video:thumbnail_loc>
<video:description>Bullet number 8 in artist Tom Sachs&apos;s &quot;10 Bullets&quot; series: Always Be Knolling. It describes arranging tools and materials at right angles to keep a workspace organized, a habit of his studio. HN uses it as the standard introduction to knolling, and borrows it as an organizing habit for desks, code and workshops.</video:description>
<video:player_loc>https://www.youtube.com/embed/s-CTkbHnpNQ</video:player_loc>
<video:duration>88</video:duration>
<video:view_count>230998</video:view_count>
<video:tag>knolling</video:tag>
<video:publication_date>2011-06-21T22:11:23Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2022-05-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.4375</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/BdwLczSgvcc/the-federated-wiki-ward-cunningham-at-tedxportland-2012</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/BdwLczSgvcc/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>The Federated Wiki: Ward Cunningham at TEDxPortland 2012</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/BdwLczSgvcc/hqdefault.jpg</video:thumbnail_loc>
<video:description>Ward Cunningham, inventor of the wiki, gives a TEDxPortland talk in 2012 about the Federated Wiki, his follow-up idea in which many people can fork and share pages across independent sites. He describes how it extends open editing. HN people tell critics of his wiki rewrite to watch the talk first and understand what he is trying to do.</video:description>
<video:player_loc>https://www.youtube.com/embed/BdwLczSgvcc</video:player_loc>
<video:duration>537</video:duration>
<video:view_count>7021</video:view_count>
<video:tag>federated wiki</video:tag>
<video:publication_date>2012-05-23T18:43:18Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2015-02-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.4375</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/dcfwLhDDMz4/vcf-east-xi-ted-nelson</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/dcfwLhDDMz4/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>VCF East XI -- Ted Nelson</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/dcfwLhDDMz4/hqdefault.jpg</video:thumbnail_loc>
<video:description>Ted Nelson, creator of the Xanadu hypertext project and author of Computer Lib, speaks at the Vintage Computer Festival East XI in 2016. The talk covers his long-running vision of hypertext and his view of how personal computing should work. HN points to it as a companion to Nelson&apos;s Xanadu prototype, for hearing his ideas about text and linking from the man himself.</video:description>
<video:player_loc>https://www.youtube.com/embed/dcfwLhDDMz4</video:player_loc>
<video:duration>4276</video:duration>
<video:view_count>357</video:view_count>
<video:tag>ted nelson and xanadu hypertext</video:tag>
<video:publication_date>2016-08-29T15:27:06Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2017-12-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.4375</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/0Cz8CjLq0fQ/music-video-vfx-magic-with-atarashii-gakko</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/0Cz8CjLq0fQ/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>Music Video VFX Magic With ATARASHII GAKKO!</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/0Cz8CjLq0fQ/hqdefault.jpg</video:thumbnail_loc>
<video:description>A Captain Disillusion episode in which he works with the Japanese pop group Atarashii Gakko on their music videos. It shows how the visual effects were made and explains the techniques behind them. HN people like it as a behind-the-scenes look at how music video effects are made, with the techniques actually explained.</video:description>
<video:player_loc>https://www.youtube.com/embed/0Cz8CjLq0fQ</video:player_loc>
<video:duration>1321</video:duration>
<video:view_count>2684545</video:view_count>
<video:tag>music video vfx</video:tag>
<video:publication_date>2022-07-26T22:00:11Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2022-10-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.4375</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/188fipF-i5I/you-re-wrong-about-qwerty</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/188fipF-i5I/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>You&apos;re wrong about QWERTY</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/188fipF-i5I/hqdefault.jpg</video:thumbnail_loc>
<video:description>A video from the Atomic Frontier channel arguing that common beliefs about the QWERTY keyboard layout are wrong. It looks at why the layout looks the way it does and how people think about it. HN people submit it as a corrective on keyboard layouts, alongside other videos about why typing feels the way it does.</video:description>
<video:player_loc>https://www.youtube.com/embed/188fipF-i5I</video:player_loc>
<video:duration>877</video:duration>
<video:view_count>727284</video:view_count>
<video:tag>qwerty keyboard layout myths</video:tag>
<video:publication_date>2023-11-18T14:12:42Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2025-06-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.4375</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/DiFtmrpuwNY/steve-mann-explains-the-eyetap</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/DiFtmrpuwNY/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>Steve Mann explains the EyeTap</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/DiFtmrpuwNY/hqdefault.jpg</video:thumbnail_loc>
<video:description>Steve Mann, the wearable computing researcher, explains the EyeTap, a head-worn device that captures the wearer&apos;s view and re-displays it to the eye. He covers what it is for and how it differs from a simple heads-up display. HN people use it as the source on wearable AR, especially in Glass and real-world ad-blocking threads, where Mann&apos;s decades of earlier work get pointed out.</video:description>
<video:player_loc>https://www.youtube.com/embed/DiFtmrpuwNY</video:player_loc>
<video:duration>399</video:duration>
<video:view_count>50728</video:view_count>
<video:tag>eyetap wearable computing</video:tag>
<video:publication_date>2010-01-16T18:24:07Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2021-12-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.4375</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/lDcVrVA4bSQ/we-the-tiny-house-people-documentary-small-homes-tiny-flats-and-wee-shelters</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/lDcVrVA4bSQ/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>We The Tiny House People (Documentary): Small Homes, Tiny Flats &amp; Wee Shelters</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/lDcVrVA4bSQ/hqdefault.jpg</video:thumbnail_loc>
<video:description>Kirsten Dirksen&apos;s documentary visits people living in tiny houses, small flats and other small shelters. It looks at how they fit a life into very little space and why they chose to. HN offers it as the companion to micro-apartment and flatpack-house threads, the place to see what the tiny home movement looks like in practice.</video:description>
<video:player_loc>https://www.youtube.com/embed/lDcVrVA4bSQ</video:player_loc>
<video:duration>4906</video:duration>
<video:view_count>4950309</video:view_count>
<video:tag>tiny houses and small living</video:tag>
<video:publication_date>2012-04-23T18:02:29Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2013-08-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.4375</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/lYpX4l2UeZg/hans-rosling-the-river-of-myths</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/lYpX4l2UeZg/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>Hans Rosling: The River of Myths</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/lYpX4l2UeZg/hqdefault.jpg</video:thumbnail_loc>
<video:description>Hans Rosling of Gapminder gives a talk on the myths people hold about global poverty, health and population, and corrects them with data. It is hosted on Bill Gates&apos;s channel. HN cites it for the data-backed claim that falling child mortality leads women to have fewer children.</video:description>
<video:player_loc>https://www.youtube.com/embed/lYpX4l2UeZg</video:player_loc>
<video:duration>171</video:duration>
<video:view_count>192170</video:view_count>
<video:tag>data-driven myth busting on global development</video:tag>
<video:publication_date>2013-01-31T18:31:56Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2015-01-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.4375</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/o4MwTvtyrUQ/what-is-a-browser</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/o4MwTvtyrUQ/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>What is a Browser?</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/o4MwTvtyrUQ/hqdefault.jpg</video:thumbnail_loc>
<video:description>Google employees ask people on the street in Times Square what a web browser is. Many cannot tell a browser from a search engine. HN uses it as the standard reminder that ordinary users do not share techies&apos; mental models, for arguments about privacy, security and design.</video:description>
<video:player_loc>https://www.youtube.com/embed/o4MwTvtyrUQ</video:player_loc>
<video:duration>153</video:duration>
<video:view_count>1371903</video:view_count>
<video:tag>what people think a browser is</video:tag>
<video:publication_date>2009-04-30T20:14:01Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2016-03-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.4375</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/rC4FCS-oMpg/makepad-designing-modern-uis-with-rust-rik-arends-rustnl-2023</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/rC4FCS-oMpg/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>Makepad: Designing modern UIs with Rust - Rik Arends - RustNL 2023</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/rC4FCS-oMpg/hqdefault.jpg</video:thumbnail_loc>
<video:description>Rik Arends of Makepad talks at RustNL 2023 about designing modern UIs with Rust. The talk covers Makepad&apos;s approach to fast, GPU-driven interfaces and includes a demo of a zoomable text interface. HN points to it for the performance of Makepad&apos;s UI and the zoomable-text demo around the 14:45 mark.</video:description>
<video:player_loc>https://www.youtube.com/embed/rC4FCS-oMpg</video:player_loc>
<video:duration>3320</video:duration>
<video:view_count>59657</video:view_count>
<video:tag>makepad ui toolkit in rust</video:tag>
<video:publication_date>2023-05-31T09:25:39Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2024-08-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.4375</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/gDrHkNgGQDs/ted-talking-fast-how-computer-documents-got-dumbed-down-and-the-alternative</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/gDrHkNgGQDs/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>Ted Talking Fast: How Computer Documents Got Dumbed Down-- and the Alternative</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/gDrHkNgGQDs/hqdefault.jpg</video:thumbnail_loc>
<video:description>Ted Nelson, the inventor of hypertext, argues in this talk that computer documents have been dumbed down and describes the alternative he has long proposed. It covers his critique of how documents and the web ended up the way they are. HN people list it among favorite tech talks as more hypertext and UX material, and point to it as the full-length Nelson talk behind his ideas.</video:description>
<video:player_loc>https://www.youtube.com/embed/gDrHkNgGQDs</video:player_loc>
<video:duration>2179</video:duration>
<video:view_count>857</video:view_count>
<video:tag>ted nelson on dumbed-down documents</video:tag>
<video:publication_date>2018-01-09T20:16:39Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2018-04-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.4375</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/cjriSNgFHsM/beos-demo-video</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/cjriSNgFHsM/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>BeOS Demo Video</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/cjriSNgFHsM/hqdefault.jpg</video:thumbnail_loc>
<video:description>A demo video of BeOS, the 1990s multimedia operating system. It shows audio and video playing smoothly while windows are dragged around, to show off the system&apos;s concurrency on modest hardware. HN people use it to show why BeOS felt years ahead of Windows and Mac in the late 90s, with a fast, smooth interface on the same hardware.</video:description>
<video:player_loc>https://www.youtube.com/embed/cjriSNgFHsM</video:player_loc>
<video:duration>1189</video:duration>
<video:view_count>23053</video:view_count>
<video:tag>beos desktop demo</video:tag>
<video:publication_date>2011-12-10T17:22:19Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2024-04-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.4375</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/4JWwOzEDGss/philip-glass-sesame-street-geometry-of-circles-mp4</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/4JWwOzEDGss/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>Philip Glass - Sesame Street - Geometry of Circles.mp4</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/4JWwOzEDGss/hqdefault.jpg</video:thumbnail_loc>
<video:description>A vintage Sesame Street animated segment, Geometry of Circles, scored by composer Philip Glass. Geometric shapes move to his minimalist music. HN people share it as an example of how creative and ambitious Sesame Street&apos;s animation and music segments used to be, and credit it for lasting tastes in music.</video:description>
<video:player_loc>https://www.youtube.com/embed/4JWwOzEDGss</video:player_loc>
<video:duration>160</video:duration>
<video:view_count>153976</video:view_count>
<video:tag>philip glass sesame street animation</video:tag>
<video:publication_date>2012-05-13T09:22:49Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2021-05-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.4375</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/svLzmFuSBhk/how-to-make-3d-fractals</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/svLzmFuSBhk/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>How to Make 3D Fractals</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/svLzmFuSBhk/hqdefault.jpg</video:thumbnail_loc>
<video:description>CodeParade explains how to render 3D fractals with ray marching, showing how distance functions let you draw shapes such as the Mandelbulb in a shader. HN submitters share it as an approachable, visual introduction to ray-marched fractals.</video:description>
<video:player_loc>https://www.youtube.com/embed/svLzmFuSBhk</video:player_loc>
<video:duration>468</video:duration>
<video:view_count>1843309</video:view_count>
<video:tag>3d fractals with ray marching</video:tag>
<video:publication_date>2018-05-19T08:33:10Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2020-05-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.4375</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/AtPA6nIBs5g/back-to-the-future-vfxcool-1-2</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/AtPA6nIBs5g/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>Back to the Future | VFXcool (1/2)</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/AtPA6nIBs5g/hqdefault.jpg</video:thumbnail_loc>
<video:description>Captain Disillusion explains the special effects of Back to the Future in the first of two parts, focusing on how Industrial Light and Magic used computer-controlled camera rigs to repeat the same camera move for composited shots. It is a short visual-effects history from the era before CGI. HN people cite it as a succinct account of motion-control cameras and of small, talented VFX teams solving problems cleverly.</video:description>
<video:player_loc>https://www.youtube.com/embed/AtPA6nIBs5g</video:player_loc>
<video:duration>645</video:duration>
<video:view_count>2155598</video:view_count>
<video:tag>back to the future visual effects</video:tag>
<video:publication_date>2017-08-31T19:26:06Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2024-11-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.4375</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/Na9iO_HEe14/the-map-that-saved-the-most-lives</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/Na9iO_HEe14/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>The map that saved the most lives</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/Na9iO_HEe14/hqdefault.jpg</video:thumbnail_loc>
<video:description>A Map Men video, part of Jay Foreman&apos;s series on maps and borders, about a map the title credits with saving the most lives. It includes a sponsorship sketch partway through. Submitted as a good short Map Men video, and held up in an advertising thread for the quality of its sponsor sketch.</video:description>
<video:player_loc>https://www.youtube.com/embed/Na9iO_HEe14</video:player_loc>
<video:duration>488</video:duration>
<video:view_count>2565999</video:view_count>
<video:tag>life-saving maps</video:tag>
<video:publication_date>2020-11-16T17:00:01Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2021-09-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.4375</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/rApTzWboLrA/the-library-of-rare-colors</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/rApTzWboLrA/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>The library of rare colors</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/rApTzWboLrA/hqdefault.jpg</video:thumbnail_loc>
<video:description>Tom Scott visits a collection of rare pigments and talks about colors that are hard to make, find or reproduce. It is a short explainer on where colors come from and why some are rare. HN offers it, with Scott&apos;s pink video, as a pair to watch for anyone curious about color, especially around rare and endangered pigments.</video:description>
<video:player_loc>https://www.youtube.com/embed/rApTzWboLrA</video:player_loc>
<video:duration>313</video:duration>
<video:view_count>3306068</video:view_count>
<video:tag>rare pigments and colors</video:tag>
<video:publication_date>2019-03-18T16:00:08Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2019-11-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.4375</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/3smr5CEdksc/making-strong-shelves-with-topology-optimization</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/3smr5CEdksc/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>Making STRONG shelves with Topology Optimization</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/3smr5CEdksc/hqdefault.jpg</video:thumbnail_loc>
<video:description>Thomas Sanladerer of Made with Layers designs shelf brackets with topology optimization in the free version of Fusion 360 and prints them in PLA on a Prusa i3 MK3. He shows how the software removes material and what the strength tests show. HN people share it as an accessible example of generative design in practice and cite it in CAD discussions.</video:description>
<video:player_loc>https://www.youtube.com/embed/3smr5CEdksc</video:player_loc>
<video:duration>855</video:duration>
<video:view_count>1447556</video:view_count>
<video:tag>topology optimization for 3d printing</video:tag>
<video:publication_date>2019-07-26T12:48:36Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2020-06-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.4375</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/sI-1YNAmWlk/how-to-quickly-build-a-cycling-city-paris</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/sI-1YNAmWlk/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>How to (Quickly) Build a Cycling City - Paris</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/sI-1YNAmWlk/hqdefault.jpg</video:thumbnail_loc>
<video:description>Not Just Bikes looks at how Paris is building out cycling infrastructure quickly and compares that approach with other ways of making cities less car-centric. HN cites it, alongside the channel&apos;s other videos, in threads on road safety, parking and car-light cities.</video:description>
<video:player_loc>https://www.youtube.com/embed/sI-1YNAmWlk</video:player_loc>
<video:duration>780</video:duration>
<video:view_count>1354793</video:view_count>
<video:tag>paris cycling infrastructure</video:tag>
<video:publication_date>2021-12-17T20:00:13Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2022-12-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.4375</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/FsbLEtS0uls/google-i-o-2013-project-ground-truth-accurate-maps-via-algorithms-and-elbow</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/FsbLEtS0uls/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>Google I/O 2013 - Project Ground Truth: Accurate Maps Via Algorithms and Elbow Grease</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/FsbLEtS0uls/hqdefault.jpg</video:thumbnail_loc>
<video:description>A Google I/O 2013 talk on Project Ground Truth, Google&apos;s effort to build accurate map data using algorithms and a lot of manual work. It covers how the map data behind Google Maps is made and corrected. HN people recommend it as the best look at how the data behind Google Maps is actually produced, including the internal tools used to edit it.</video:description>
<video:player_loc>https://www.youtube.com/embed/FsbLEtS0uls</video:player_loc>
<video:duration>2421</video:duration>
<video:view_count>65987</video:view_count>
<video:tag>how google maps data is made</video:tag>
<video:publication_date>2013-05-17T00:39:25Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2014-12-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.4375</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/7h4tepFbMso/apple-and-steve-jobs-biggest-mistakes-ep-1-the-macintosh</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/7h4tepFbMso/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>Apple and Steve Jobs&apos; Biggest Mistakes Ep 1 - The Macintosh</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/7h4tepFbMso/hqdefault.jpg</video:thumbnail_loc>
<video:description>The 8-Bit Guy argues that the original Macintosh was among Apple and Steve Jobs&apos; biggest mistakes, comparing it with the Apple IIgs and what Apple might have done by continuing the Apple II line. The first episode of a series, it is a retrospective on 1980s Apple product decisions rather than on interface design as such. HN people link it in debates about whether the Apple IIgs was the better machine and what a more gradual Apple II roadmap might have looked like.</video:description>
<video:player_loc>https://www.youtube.com/embed/7h4tepFbMso</video:player_loc>
<video:duration>468</video:duration>
<video:view_count>1375550</video:view_count>
<video:tag>macintosh vs apple iigs</video:tag>
<video:publication_date>2015-01-19T02:46:09Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2017-11-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.4375</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/Lb-cKVxmVGk/alan-kay-on-computer-science-degree</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/Lb-cKVxmVGk/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>Alan Kay on Computer Science Degree</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/Lb-cKVxmVGk/hqdefault.jpg</video:thumbnail_loc>
<video:description>A short clip of Alan Kay answering a question about whether to get a computer science degree. It was posted by Kenneth Friedman, who has collected many Kay talks and interviews. Kay gives his view on university computing education and what it fails to teach. HN people use it as Alan Kay&apos;s counterpoint when the value of a CS degree comes up, and it was also submitted on its own twice.</video:description>
<video:player_loc>https://www.youtube.com/embed/Lb-cKVxmVGk</video:player_loc>
<video:duration>46</video:duration>
<video:view_count>6358</video:view_count>
<video:tag>alan kay on cs education</video:tag>
<video:publication_date>2015-07-28T22:39:07Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2020-09-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.4375</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/XR6eM_5pAb0/coldfront16-glenn-maddern-the-future-of-reusable-css</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/XR6eM_5pAb0/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>ColdFront16 • Glenn Maddern: The Future of Reusable CSS</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/XR6eM_5pAb0/hqdefault.jpg</video:thumbnail_loc>
<video:description>Glenn Maddern, co-creator of CSS Modules and styled-components, talks at ColdFront 2016 about how reusable CSS and component libraries should be styled. He covers why existing approaches fall short and where CSS theming might head. HN people point to it as the background reading for how component libraries should be styled, in discussions of styled-components and CSS theming.</video:description>
<video:player_loc>https://www.youtube.com/embed/XR6eM_5pAb0</video:player_loc>
<video:duration>2306</video:duration>
<video:view_count>10090</video:view_count>
<video:tag>reusable css for component libraries</video:tag>
<video:publication_date>2016-09-19T04:10:34Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2019-12-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.4375</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/_d6KuiuteIA/introducing-the-leap-motion</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/_d6KuiuteIA/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>Introducing the Leap Motion</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/_d6KuiuteIA/hqdefault.jpg</video:thumbnail_loc>
<video:description>The 2012 introductory video for the Leap Motion, a small sensor that tracks hand and finger movements for controlling a computer with gestures. It shows the device being used to interact with software in mid-air. HN people shared it as an early look at gesture-based input, and as one of the peripherals imagined for VR headsets like the Oculus Rift.</video:description>
<video:player_loc>https://www.youtube.com/embed/_d6KuiuteIA</video:player_loc>
<video:duration>72</video:duration>
<video:view_count>10875095</video:view_count>
<video:tag>leap motion gesture controller</video:tag>
<video:publication_date>2012-05-21T10:15:34Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2013-02-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.4375</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/IPczQgCuOOc/harold-cohen-the-age-of-intelligent-machines-1987-clip</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/IPczQgCuOOc/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>Harold Cohen - The Age of Intelligent Machines - 1987 (Clip)</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/IPczQgCuOOc/hqdefault.jpg</video:thumbnail_loc>
<video:description>A clip of Harold Cohen from the 1987 documentary The Age of Intelligent Machines, in which the artist describes writing programs that make drawings. Cohen is known for AARON, the program he developed to produce art. HN people submit it as a short first-hand look at an artist who made drawings through programs, often posted when Cohen died.</video:description>
<video:player_loc>https://www.youtube.com/embed/IPczQgCuOOc</video:player_loc>
<video:duration>136</video:duration>
<video:view_count>16744</video:view_count>
<video:tag>harold cohen and aaron</video:tag>
<video:publication_date>2016-03-07T19:51:05Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2021-02-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.4375</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/j14b25SnYRY/blender-2-8-beginner-tutorial-part-1-introduction</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/j14b25SnYRY/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>Blender 2.8 Beginner Tutorial - Part 1: Introduction</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/j14b25SnYRY/hqdefault.jpg</video:thumbnail_loc>
<video:description>The first part of a beginner tutorial series for Blender 2.8 from CG Boost. It introduces the program and the steps to get started with 3D modeling. HN people recommend the series as a better way to learn Blender 2.8 by following along.</video:description>
<video:player_loc>https://www.youtube.com/embed/j14b25SnYRY</video:player_loc>
<video:duration>333</video:duration>
<video:view_count>378433</video:view_count>
<video:tag>blender beginner tutorial</video:tag>
<video:publication_date>2019-09-05T13:38:37Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2021-02-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.4375</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/ztsi0CLxmjw/non-euclidean-virtual-reality</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/ztsi0CLxmjw/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>Non-euclidean virtual reality</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/ztsi0CLxmjw/hqdefault.jpg</video:thumbnail_loc>
<video:description>Henry Segerman demonstrates a virtual reality experience of non-Euclidean geometry, where you move through spaces such as hyperbolic space. It shows how curved geometries look and feel from the inside. HN cites it as the example of VR making abstract geometry intuitive, both for teaching math and as an art medium beyond ordinary 3D.</video:description>
<video:player_loc>https://www.youtube.com/embed/ztsi0CLxmjw</video:player_loc>
<video:duration>731</video:duration>
<video:view_count>981833</video:view_count>
<video:tag>non-euclidean virtual reality</video:tag>
<video:publication_date>2017-03-21T15:19:08Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2022-01-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.4375</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/vTMEdHcKgM4/coding-adventure-terraforming</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/vTMEdHcKgM4/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>Coding Adventure: Terraforming</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/vTMEdHcKgM4/hqdefault.jpg</video:thumbnail_loc>
<video:description>Sebastian Lague&apos;s Coding Adventure episode on terraforming, where he builds a system for sculpting a procedurally generated 3D world by adding and removing terrain. It is a narrated, visual walkthrough of the code and the experiments along the way. HN people submit it as a well-made, visually satisfying coding adventure from a channel known for beautiful procedural graphics.</video:description>
<video:player_loc>https://www.youtube.com/embed/vTMEdHcKgM4</video:player_loc>
<video:duration>1343</video:duration>
<video:view_count>1691742</video:view_count>
<video:tag>procedural terrain sculpting</video:tag>
<video:publication_date>2021-05-29T13:43:51Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2022-01-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.4375</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/1hqt8JkYRdI/organic-towns-from-square-tiles-a-talk-by-oskar-stalberg-at-indiecade-europe</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/1hqt8JkYRdI/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>ORGANIC TOWNS FROM SQUARE TILES - a talk by OSKAR STÅLBERG at INDIECADE EUROPE 2019</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/1hqt8JkYRdI/hqdefault.jpg</video:thumbnail_loc>
<video:description>Oskar Stalberg, creator of Townscaper, gives an IndieCade Europe 2019 talk on building organic-looking towns from a grid of square tiles. He explains the technique and the grid behind his building toy. HN points to it whenever Townscaper comes up, as the clearest explanation of how the game&apos;s grid and generation work.</video:description>
<video:player_loc>https://www.youtube.com/embed/1hqt8JkYRdI</video:player_loc>
<video:duration>1917</video:duration>
<video:view_count>36391</video:view_count>
<video:tag>townscaper procedural towns</video:tag>
<video:publication_date>2020-03-17T13:04:26Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2021-12-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.4375</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/eGnzzZjTM8Y/chm-live-insanely-great-the-apple-mac-at-40</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/eGnzzZjTM8Y/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>CHM Live | Insanely Great: The Apple Mac at 40</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/eGnzzZjTM8Y/hqdefault.jpg</video:thumbnail_loc>
<video:description>A Computer History Museum live event marking the 40th anniversary of the Apple Macintosh, titled Insanely Great. It looks back at the original Mac and its place in the history of personal computing. HN people submitted it as a worthwhile record of the Mac&apos;s 40th anniversary.</video:description>
<video:player_loc>https://www.youtube.com/embed/eGnzzZjTM8Y</video:player_loc>
<video:duration>7062</video:duration>
<video:view_count>22920</video:view_count>
<video:tag>macintosh 40th anniversary</video:tag>
<video:publication_date>2024-01-26T21:39:17Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2024-02-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.4375</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/8dinUbg2h70/the-implementation-of-rewind-in-braid</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/8dinUbg2h70/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>The Implementation of Rewind in Braid</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/8dinUbg2h70/hqdefault.jpg</video:thumbnail_loc>
<video:description>Jonathan Blow&apos;s GDC talk on how he built the time-rewind mechanic in Braid. He explains the technical approach, which stores keyframes and diffs rather than using immutable data structures, and the memory limits he had to work within, such as background particles. HN people send it to anyone curious how Braid&apos;s rewind works, and use it as an example of a hard implementation behind a simple player experience.</video:description>
<video:player_loc>https://www.youtube.com/embed/8dinUbg2h70</video:player_loc>
<video:duration>1616</video:duration>
<video:view_count>140635</video:view_count>
<video:tag>implementing rewind in braid</video:tag>
<video:publication_date>2016-12-12T17:21:06Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2023-11-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.4375</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/tYytVzbPky8/how-to-datamosh-part-1</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/tYytVzbPky8/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>HOW TO DATAMOSH: PART 1</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/tYytVzbPky8/hqdefault.jpg</video:thumbnail_loc>
<video:description>Part 1 of a how-to on datamoshing, the video glitch effect made by manipulating compressed video, for example by removing keyframes so that motion smears across frames. HN people share it as the how-to for the datamosh effect, alongside the music videos and glitch art that made it popular.</video:description>
<video:player_loc>https://www.youtube.com/embed/tYytVzbPky8</video:player_loc>
<video:duration>580</video:duration>
<video:view_count>433036</video:view_count>
<video:tag>datamoshing</video:tag>
<video:publication_date>2009-02-24T12:37:26Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2019-02-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.4375</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/TO0Tx3w5abQ/why-i-use-wave-function-collapse-to-create-levels-for-my-game</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/TO0Tx3w5abQ/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>Why I use Wave Function Collapse to create levels for my game</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/TO0Tx3w5abQ/hqdefault.jpg</video:thumbnail_loc>
<video:description>A developer explains why he uses the Wave Function Collapse algorithm to generate levels for his game, and shows the algorithm at work. It is a programming-focused walkthrough of procedural generation. HN people submit it as a clear, practical demonstration of Wave Function Collapse used for real level generation.</video:description>
<video:player_loc>https://www.youtube.com/embed/TO0Tx3w5abQ</video:player_loc>
<video:duration>933</video:duration>
<video:view_count>314544</video:view_count>
<video:tag>wave function collapse level generation</video:tag>
<video:publication_date>2022-08-05T15:40:20Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2024-02-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.4375</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/qwIAjB99ucw/blit-terminal-1982</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/qwIAjB99ucw/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>Blit Terminal (1982)</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/qwIAjB99ucw/hqdefault.jpg</video:thumbnail_loc>
<video:description>A vintage demo video from 1982 of the Blit, the bitmap graphics terminal from Bell Labs. It shows windows, mouse use and graphics on a Unix terminal, with a synth soundtrack. HN shares it to show what the Blit was and compares it to early VR and spatial computing today.</video:description>
<video:player_loc>https://www.youtube.com/embed/qwIAjB99ucw</video:player_loc>
<video:duration>239</video:duration>
<video:view_count>67265</video:view_count>
<video:tag>blit bitmap terminal</video:tag>
<video:publication_date>2010-03-07T01:38:13Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2022-07-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.4375</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/5BIP_N9qQm4/introducing-sile-a-new-typesetting-system</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/5BIP_N9qQm4/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>Introducing SILE: A New Typesetting System</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/5BIP_N9qQm4/hqdefault.jpg</video:thumbnail_loc>
<video:description>Simon Cozens introduces SILE at FOSDEM 2015, a typesetting system written in Lua that is separate from TeX but reimplements some of its algorithms. He explains what it is and how it handles page layout and different scripts. HN people use it as the introduction to SILE when looking for a modern alternative to TeX, with the caveat that it may be out of date.</video:description>
<video:player_loc>https://www.youtube.com/embed/5BIP_N9qQm4</video:player_loc>
<video:duration>2845</video:duration>
<video:view_count>5321</video:view_count>
<video:tag>sile typesetting system</video:tag>
<video:publication_date>2015-03-21T14:18:58Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2021-05-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.4375</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/dGiqrsv530Y/an-experimental-new-way-to-design-software</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/dGiqrsv530Y/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>An experimental new way to design software</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/dGiqrsv530Y/hqdefault.jpg</video:thumbnail_loc>
<video:description>Anthropic&apos;s short demo of an experiment in which Claude generates working software and interface on the fly, instead of running pre-built apps. It shows the idea of an interface produced by the model as you use it, with no fixed code behind the screens. HN mostly cites it as an early glimpse of a future where AI simulates whatever application you want and software writes itself.</video:description>
<video:player_loc>https://www.youtube.com/embed/dGiqrsv530Y</video:player_loc>
<video:duration>102</video:duration>
<video:view_count>208857</video:view_count>
<video:tag>model-generated interfaces</video:tag>
<video:publication_date>2025-09-29T16:57:14Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2025-10-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.4375</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/Bxdt6T_1qgc/coding-challenge-181-weighted-voronoi-stippling</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/Bxdt6T_1qgc/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>Coding Challenge 181: Weighted Voronoi Stippling</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/Bxdt6T_1qgc/hqdefault.jpg</video:thumbnail_loc>
<video:description>Daniel Shiffman of The Coding Train works through a coding challenge that builds weighted Voronoi stippling, turning an image into a pattern of dots whose density follows the image brightness. He codes it live in p5.js and explains the algorithm along the way. HN people recommend it as a more fun and better-looking alternative to standard dithering for turning images into dots.</video:description>
<video:player_loc>https://www.youtube.com/embed/Bxdt6T_1qgc</video:player_loc>
<video:duration>1739</video:duration>
<video:view_count>216496</video:view_count>
<video:tag>weighted voronoi stippling</video:tag>
<video:publication_date>2024-02-22T14:51:52Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2026-05-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.4375</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/HV7Dmo277Rs/javascript-haikus-my-adventures-in-tiny-coding-frank-force-js-gamedev-summit</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/HV7Dmo277Rs/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>JavaScript Haikus: My Adventures in Tiny Coding - Frank Force, JS GameDev Summit 2023</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/HV7Dmo277Rs/hqdefault.jpg</video:thumbnail_loc>
<video:description>Frank Force&apos;s talk at JS GameDev Summit 2023 about his work in tiny coding: very small JavaScript programs that produce games, music and animation. He explains the tricks and tools behind his micro projects. HN people share it as the explanation behind his jaw-dropping tiny-code work, such as a short film in 256 bytes.</video:description>
<video:player_loc>https://www.youtube.com/embed/HV7Dmo277Rs</video:player_loc>
<video:duration>1231</video:duration>
<video:view_count>9266</video:view_count>
<video:tag>tiny javascript creative coding</video:tag>
<video:publication_date>2023-10-04T10:57:00Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2025-08-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.4375</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/vJG698U2Mvo/selective-attention-test</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/vJG698U2Mvo/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>selective attention test</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/vJG698U2Mvo/hqdefault.jpg</video:thumbnail_loc>
<video:description>Daniel Simons&apos;s selective attention test, the short video in which viewers count basketball passes by one team and many miss a person in a gorilla suit walking through the scene. It is a classic demonstration of inattentional blindness. HN reaches for it to show that human attention is selective, with examples from drivers not seeing cyclists and motorcyclists to the limits of attention compared with LLMs.</video:description>
<video:player_loc>https://www.youtube.com/embed/vJG698U2Mvo</video:player_loc>
<video:duration>82</video:duration>
<video:view_count>34142043</video:view_count>
<video:tag>selective attention test</video:tag>
<video:publication_date>2010-03-10T13:52:42Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2019-10-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.4375</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/Lw4W9V57SKs/revision-2026-compo-pc-demo</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/Lw4W9V57SKs/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>Revision 2026 - Compo - PC Demo</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/Lw4W9V57SKs/hqdefault.jpg</video:thumbnail_loc>
<video:description>A stream of the PC demo competition at the Revision 2026 demoparty. HN people point to a segment about 95 minutes in, a Razor 1911 retrospective on the group&apos;s 40 years of demoscene work. It runs from the C64 through Amiga and DOS to the modern PC scene. HN recommends it as a blend of old and new demoscene, with Razor 1911&apos;s retrospective as the main draw.</video:description>
<video:player_loc>https://www.youtube.com/embed/Lw4W9V57SKs</video:player_loc>
<video:duration>6213</video:duration>
<video:view_count>29447</video:view_count>
<video:tag>demoscene compo</video:tag>
<video:publication_date>2026-04-06T02:05:40Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2026-10-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.4375</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/hyCIpKAIFyo/pipe-dream-animusic-com</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/hyCIpKAIFyo/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>&quot;Pipe Dream&quot; - Animusic.com</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/hyCIpKAIFyo/hqdefault.jpg</video:thumbnail_loc>
<video:description>Pipe Dream is a computer-animated music video from Animusic, in which fantastic machines play music, with the animation driven by MIDI data. It is one of the studio&apos;s best-known pieces. HN people bring it up in every thread about music machines and marble machines, as the CG version of those real-world builds.</video:description>
<video:player_loc>https://www.youtube.com/embed/hyCIpKAIFyo</video:player_loc>
<video:duration>209</video:duration>
<video:view_count>17656879</video:view_count>
<video:tag>animusic cg music machines</video:tag>
<video:publication_date>2008-03-18T00:11:38Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2024-03-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.4375</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/GSGKEy8vHqg/computemusic-now-andrew-sorensen-at-tedxqut</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/GSGKEy8vHqg/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>ComputeMusic(now): Andrew Sorensen at TEDxQUT</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/GSGKEy8vHqg/hqdefault.jpg</video:thumbnail_loc>
<video:description>Andrew Sorensen&apos;s TEDxQUT talk, in which he live-codes music using the Extempore programming environment. He writes and changes code while it is running, so the code becomes the performance. HN people point to it as the best example of live coding as performance art and as an introduction to Extempore.</video:description>
<video:player_loc>https://www.youtube.com/embed/GSGKEy8vHqg</video:player_loc>
<video:duration>648</video:duration>
<video:view_count>61409</video:view_count>
<video:tag>live coding music with extempore</video:tag>
<video:publication_date>2013-09-17T03:16:43Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2021-09-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.4375</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/S8yRaWY1xV8/birdhouse-a-notepad-for-twitter</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/S8yRaWY1xV8/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>Birdhouse: A notepad for Twitter</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/S8yRaWY1xV8/hqdefault.jpg</video:thumbnail_loc>
<video:description>A product video for Birdhouse, an iPhone notepad app for Twitter, made by Adam Lisagor&apos;s Sandwich video studio. It is a short, charming demo in the style of Lisagor&apos;s early startup videos. HN people hold it up as one of the best startup demo videos, as charming as the Square one and a marker of Adam Lisagor&apos;s early work.</video:description>
<video:player_loc>https://www.youtube.com/embed/S8yRaWY1xV8</video:player_loc>
<video:duration>122</video:duration>
<video:view_count>101851</video:view_count>
<video:tag>startup product video</video:tag>
<video:publication_date>2009-04-13T18:37:22Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2015-04-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.4375</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/dicYf7OiS3Q/introduction-artsey-one-handed-keyboard</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/dicYf7OiS3Q/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>Introduction: ARTSEY One Handed Keyboard</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/dicYf7OiS3Q/hqdefault.jpg</video:thumbnail_loc>
<video:description>An introduction to ARTSEY, a one-handed keyboard that uses just eight keys. It shows the layout and the idea of typing with chords from one hand. HN people submitted it as a curious example of a compact one-handed keyboard.</video:description>
<video:player_loc>https://www.youtube.com/embed/dicYf7OiS3Q</video:player_loc>
<video:duration>127</video:duration>
<video:view_count>262568</video:view_count>
<video:tag>one-handed chorded keyboard</video:tag>
<video:publication_date>2021-04-13T19:47:06Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2023-10-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.4375</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/WRkYP7wnD40/the-making-of-tank</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/WRkYP7wnD40/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>The Making of TANK</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/WRkYP7wnD40/hqdefault.jpg</video:thumbnail_loc>
<video:description>A making-of video for TANK, a simulated vector-animated short film, from Maxon Red Giant. It shows how the neon vector look was produced. HN people post it as the behind-the-scenes look at TANK, and recommend it as semi-related to the Tron look.</video:description>
<video:player_loc>https://www.youtube.com/embed/WRkYP7wnD40</video:player_loc>
<video:duration>1181</video:duration>
<video:view_count>129630</video:view_count>
<video:tag>making of tank</video:tag>
<video:publication_date>2018-05-23T16:53:30Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2018-12-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.4375</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/QOAW9ioWAvE/d-i-c-e-summit-2002-mark-cerny</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/QOAW9ioWAvE/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>D.I.C.E. Summit 2002 - Mark Cerny</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/QOAW9ioWAvE/hqdefault.jpg</video:thumbnail_loc>
<video:description>Mark Cerny&apos;s talk at the 2002 D.I.C.E. Summit on his Method of game development. It lays out how a game project should move from preproduction to production, with preproduction ending only when there is real, playable gameplay to show. HN people cite it for the rule that a game should not enter full production until the gameplay is proven fun.</video:description>
<video:player_loc>https://www.youtube.com/embed/QOAW9ioWAvE</video:player_loc>
<video:duration>3332</video:duration>
<video:view_count>98257</video:view_count>
<video:tag>cerny method game development</video:tag>
<video:publication_date>2012-06-22T06:42:51Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2022-07-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.4375</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/ts_4vOUDImE/coca-cola-small-world-machines-bringing-india-and-pakistan-together</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/ts_4vOUDImE/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>Coca-Cola Small World Machines - Bringing India &amp; Pakistan Together</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/ts_4vOUDImE/hqdefault.jpg</video:thumbnail_loc>
<video:description>A Coca-Cola ad about its Small World Machines, vending machines placed in shopping malls in Lahore and New Delhi with a live video link between them. People in India and Pakistan complete simple tasks together through the screens and share a Coke. HN offers it as a good example of a brand using an installation to connect people, and a counterpoint when arguing about what corporations can do for the world.</video:description>
<video:player_loc>https://www.youtube.com/embed/ts_4vOUDImE</video:player_loc>
<video:duration>182</video:duration>
<video:view_count>4772537</video:view_count>
<video:tag>coca-cola social installation ad</video:tag>
<video:publication_date>2013-05-20T03:37:39Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2013-11-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.4375</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/iIiAAhUeR6Y/choice-happiness-and-spaghetti-sauce-malcolm-gladwell</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/iIiAAhUeR6Y/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>Choice, happiness and spaghetti sauce | Malcolm Gladwell</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/iIiAAhUeR6Y/hqdefault.jpg</video:thumbnail_loc>
<video:description>Malcolm Gladwell&apos;s TED talk about spaghetti sauce, the food maker Howard Moskowitz and what he found about choice and what people say they want. It argues that there is no single perfect product, only the right variety for different groups. HN people cite it as the evidence that people don&apos;t know what they want, and as a story for why different people respond to different options.</video:description>
<video:player_loc>https://www.youtube.com/embed/iIiAAhUeR6Y</video:player_loc>
<video:duration>1096</video:duration>
<video:view_count>2013112</video:view_count>
<video:tag>choice and spaghetti sauce</video:tag>
<video:publication_date>2007-01-16T16:40:16Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2024-04-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.4375</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/Lsg84NtJbmI/so-you-want-to-be-a-front-end-engineer</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/Lsg84NtJbmI/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>So, You Want to be a Front-End Engineer</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/Lsg84NtJbmI/hqdefault.jpg</video:thumbnail_loc>
<video:description>A talk by David Mosher on what it takes to become a front-end engineer. It covers the browser and web fundamentals a front-end developer should know, aimed at people entering the field around 2012. HN people submitted it in 2012 and 2013, and one later footnoted it as part of teaching browser and web fundamentals.</video:description>
<video:player_loc>https://www.youtube.com/embed/Lsg84NtJbmI</video:player_loc>
<video:duration>3595</video:duration>
<video:view_count>69817</video:view_count>
<video:tag>becoming a front-end engineer</video:tag>
<video:publication_date>2012-10-24T14:14:21Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2013-07-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.4375</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/eRsGyueVLvQ/sintel-open-movie-by-blender-foundation</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/eRsGyueVLvQ/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>Sintel - Open Movie by Blender Foundation</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/eRsGyueVLvQ/hqdefault.jpg</video:thumbnail_loc>
<video:description>Sintel is the 2010 open animated short from the Blender Foundation, made with Blender and released under a Creative Commons license. It follows a young woman and her search for a baby dragon. HN cites it as proof of what Blender can do and as a freely licensed film for demoing video tools.</video:description>
<video:player_loc>https://www.youtube.com/embed/eRsGyueVLvQ</video:player_loc>
<video:duration>888</video:duration>
<video:view_count>5853125</video:view_count>
<video:tag>blender open movie</video:tag>
<video:publication_date>2010-09-30T13:28:21Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2014-04-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.4375</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/40L3SGmcPDQ/mind-control-device-demonstration-tan-le</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/40L3SGmcPDQ/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>Mind Control Device Demonstration - Tan Le</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/40L3SGmcPDQ/hqdefault.jpg</video:thumbnail_loc>
<video:description>Tan Le of Emotiv demonstrates the Emotiv headset, a consumer brain-computer interface. The demo includes training the headset to recognize a user&apos;s mental commands. HN people cite it as a working example of brain-computer input, as a possible peripheral for VR and as an illustration of how the headset&apos;s training works.</video:description>
<video:player_loc>https://www.youtube.com/embed/40L3SGmcPDQ</video:player_loc>
<video:duration>1319</video:duration>
<video:view_count>766824</video:view_count>
<video:tag>brain-computer interface demo</video:tag>
<video:publication_date>2008-12-31T21:56:41Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2013-02-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.4375</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/92QmjS-xDaI/cad-in-blender-is-here-cad-sketcher-intro-constraint-driven-design</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/92QmjS-xDaI/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>CAD In Blender Is HERE! | CAD Sketcher Intro | Constraint Driven Design</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/92QmjS-xDaI/hqdefault.jpg</video:thumbnail_loc>
<video:description>Keep Making introduces CAD Sketcher, a Blender add-on that adds constraint-driven 2D sketching and parametric CAD-style modeling. The video walks through the basics of the tool. HN people share it as the introductory tutorial for the CAD Sketcher add-on whenever Blender and parametric design come up.</video:description>
<video:player_loc>https://www.youtube.com/embed/92QmjS-xDaI</video:player_loc>
<video:duration>682</video:duration>
<video:view_count>478251</video:view_count>
<video:tag>cad sketcher for blender</video:tag>
<video:publication_date>2022-04-22T17:14:35Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2022-05-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.4375</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/ImaH51F4HBw/marshall-mcluhan-full-lecture-the-medium-is-the-message-1977-part-1-v-3</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/ImaH51F4HBw/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>Marshall Mcluhan Full lecture: The medium is the message - 1977 part 1 v 3</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/ImaH51F4HBw/hqdefault.jpg</video:thumbnail_loc>
<video:description>The first part of a 1977 lecture by Marshall McLuhan on his best-known idea, that the medium is the message. He argues that a communication medium shapes how people think and live regardless of the content it carries. HN people recommend it as eloquent first-hand McLuhan and apply his idea to software, arguing that programming languages and platforms shape what gets built.</video:description>
<video:player_loc>https://www.youtube.com/embed/ImaH51F4HBw</video:player_loc>
<video:duration>863</video:duration>
<video:view_count>563615</video:view_count>
<video:tag>mcluhan the medium is the message</video:tag>
<video:publication_date>2011-08-09T16:08:58Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2018-02-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.4375</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/u4L130DkdOw/see-how-the-rest-of-the-world-lives-organized-by-income-anna-rosling-ronnlund</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/u4L130DkdOw/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>See how the rest of the world lives, organized by income | Anna Rosling Rönnlund</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/u4L130DkdOw/hqdefault.jpg</video:thumbnail_loc>
<video:description>Anna Rosling Rönnlund of Gapminder presents Dollar Street, a project built from photos of homes at many income levels taken in dozens of countries. Sorting the photos of everyday things like beds, stoves and toys by income shows that how people live depends more on income than on nationality. HN finds it an insightful way to see global living standards through photos used as data, and pairs it with Hans Rosling&apos;s talks for perspective on world progress.</video:description>
<video:player_loc>https://www.youtube.com/embed/u4L130DkdOw</video:player_loc>
<video:duration>702</video:duration>
<video:view_count>881448</video:view_count>
<video:tag>dollar street photos by income</video:tag>
<video:publication_date>2018-01-18T21:35:45Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2023-01-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.4375</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/-2NBTOZnEy8/mockup-monday-9-emacs-on-the-iphone</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/-2NBTOZnEy8/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>Mockup Monday #9: Emacs on the iPhone</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/-2NBTOZnEy8/hqdefault.jpg</video:thumbnail_loc>
<video:description>A short mockup video by Shane Celis, part of his Mockup Monday series, imagining how Emacs could work on an iPhone&apos;s touch screen. It is a design sketch of a touch interface for a keyboard-driven editor rather than a working app. HN people submitted it as a curious design exercise in bringing a keyboard-heavy programming tool to a phone.</video:description>
<video:player_loc>https://www.youtube.com/embed/-2NBTOZnEy8</video:player_loc>
<video:duration>295</video:duration>
<video:view_count>4927</video:view_count>
<video:tag>emacs touch interface mockup</video:tag>
<video:publication_date>2014-04-07T17:36:45Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2019-12-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.4375</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/kaBte1cBi5U/chris-crawford-s-the-dragon-speech-stfr</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/kaBte1cBi5U/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>Chris Crawford&apos;s &quot;The Dragon Speech&quot; (STFR)</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/kaBte1cBi5U/hqdefault.jpg</video:thumbnail_loc>
<video:description>Game designer Chris Crawford&apos;s &quot;Dragon Speech&quot;, a talk on what interactive games could be. It is often cited for the argument that games can offer the interactivity that makes one-on-one teaching effective. HN treats it as the origin of the games-for-education argument: worth watching and arguing with, but not worth endorsing outright.</video:description>
<video:player_loc>https://www.youtube.com/embed/kaBte1cBi5U</video:player_loc>
<video:duration>2789</video:duration>
<video:view_count>14270</video:view_count>
<video:tag>games as interactive teaching</video:tag>
<video:publication_date>2014-09-12T21:40:10Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2020-06-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.4375</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/3AtBE9BOvvk/real-life-emoji-keyboard</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/3AtBE9BOvvk/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>Real Life Emoji Keyboard!</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/3AtBE9BOvvk/hqdefault.jpg</video:thumbnail_loc>
<video:description>Tom Scott shows a physical emoji keyboard he built, with every emoji of the time on 14 full keyboards covered in thousands of hand-placed stickers. It is driven by AutoHotKey scripting. HN people cite it whenever emoji input or odd keyboards come up, as a delightful stunt and an example of AutoHotKey abuse.</video:description>
<video:player_loc>https://www.youtube.com/embed/3AtBE9BOvvk</video:player_loc>
<video:duration>133</video:duration>
<video:view_count>735477</video:view_count>
<video:tag>physical emoji keyboard</video:tag>
<video:publication_date>2015-09-21T13:00:30Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2021-10-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.4375</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/rn4T9Y9PbgQ/interactive-sketching-of-urban-procedural-models-siggraph-2016</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/rn4T9Y9PbgQ/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>Interactive Sketching of Urban Procedural Models - SIGGRAPH 2016</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/rn4T9Y9PbgQ/hqdefault.jpg</video:thumbnail_loc>
<video:description>A SIGGRAPH 2016 research video on interactive sketching of urban procedural models, in which a user sketches to steer the procedural generation of city layouts and buildings. HN submitters post it as a demonstration of how sketch input can control procedural city generation.</video:description>
<video:player_loc>https://www.youtube.com/embed/rn4T9Y9PbgQ</video:player_loc>
<video:duration>295</video:duration>
<video:view_count>30197</video:view_count>
<video:tag>sketch-driven procedural city modeling</video:tag>
<video:publication_date>2016-04-20T17:49:05Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2019-04-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.4375</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/H58-n7uldoU/light-table-a-new-ide</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/H58-n7uldoU/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>Light Table - a new IDE</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/H58-n7uldoU/hqdefault.jpg</video:thumbnail_loc>
<video:description>Chris Granger&apos;s demonstration of Light Table, a new IDE that shows code results inline as you work. It is built around immediate feedback and a more direct, visual way of working with programs. HN people list it among the tools that put Bret Victor&apos;s ideas into practice, and recall it whenever an editor shows inline REPL results.</video:description>
<video:player_loc>https://www.youtube.com/embed/H58-n7uldoU</video:player_loc>
<video:duration>280</video:duration>
<video:view_count>33729</video:view_count>
<video:tag>light table ide</video:tag>
<video:publication_date>2012-04-13T15:00:24Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2023-01-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.4375</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/FiCqlYKRlAA/new-technology-haptic-feedback-for-touchscreens</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/FiCqlYKRlAA/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>New Technology: Haptic Feedback for Touchscreens</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/FiCqlYKRlAA/hqdefault.jpg</video:thumbnail_loc>
<video:description>A short GameSpot piece on haptic feedback for touchscreens, showing technology that lets a flat screen give tactile sensations instead of a plain vibration. It is a demo of the idea rather than a design talk. HN people link it as the example of electrostatic touchscreen haptics, wanting something better than a plain vibration for touch devices.</video:description>
<video:player_loc>https://www.youtube.com/embed/FiCqlYKRlAA</video:player_loc>
<video:duration>340</video:duration>
<video:view_count>79847</video:view_count>
<video:tag>touchscreen haptic feedback</video:tag>
<video:publication_date>2012-01-11T10:09:27Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2013-09-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.4375</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/IOxIUeroIVQ/the-first-tiling-window-manager-siemens-rtl-tiled-window-manager-released-in</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/IOxIUeroIVQ/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>The First Tiling Window Manager - Siemens RTL Tiled Window Manager (released in 1988)</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/IOxIUeroIVQ/hqdefault.jpg</video:thumbnail_loc>
<video:description>A demo of the Siemens RTL Tiled Window Manager, released in 1988 and described as the first tiling window manager. It shows windows arranged side by side without overlapping. HN people share it as a record of the earliest tiling window manager, long before the idea became popular on Linux.</video:description>
<video:player_loc>https://www.youtube.com/embed/IOxIUeroIVQ</video:player_loc>
<video:duration>621</video:duration>
<video:view_count>5248</video:view_count>
<video:tag>first tiling window manager</video:tag>
<video:publication_date>2019-06-10T01:14:31Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2022-09-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.4375</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/fp0t2jCMGZE/one-of-those-days-compo-version</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/fp0t2jCMGZE/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>One Of Those Days (compo version)</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/fp0t2jCMGZE/hqdefault.jpg</video:thumbnail_loc>
<video:description>The competition version of One Of Those Days, an 8 kilobyte demoscene intro by Loonies that won the 8k category at Revision 2018. It runs as a short, funny real-time animation generated by a tiny program. HN people share it as a funny and impressive example of what an 8kb demo can do, next to Elevated.</video:description>
<video:player_loc>https://www.youtube.com/embed/fp0t2jCMGZE</video:player_loc>
<video:duration>204</video:duration>
<video:view_count>55787</video:view_count>
<video:tag>8kb demoscene intro</video:tag>
<video:publication_date>2018-04-02T02:15:59Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2018-09-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.4375</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/8za_4g5zCOM/crazy-keyboard-you-wear-tap-wearable-keyboard-and-mouse</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/8za_4g5zCOM/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>CRAZY Keyboard You WEAR! - TAP Wearable Keyboard &amp; Mouse</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/8za_4g5zCOM/hqdefault.jpg</video:thumbnail_loc>
<video:description>Linus Tech Tips reviews the TAP, a wearable device that works as a keyboard and mouse using finger taps. The video demonstrates how the tap-based input works and how practical it is to learn. HN people mention it in Doug Engelbart threads as a decent review of a modern chorded-input device, related to his keyset.</video:description>
<video:player_loc>https://www.youtube.com/embed/8za_4g5zCOM</video:player_loc>
<video:duration>448</video:duration>
<video:view_count>3760946</video:view_count>
<video:tag>tap wearable keyboard review</video:tag>
<video:publication_date>2018-04-27T07:00:33Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2025-03-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.4375</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/-KJUVJAUY8o/pteromys-interactive-design-and-optimization-of-free-formed-free-flight-model</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/-KJUVJAUY8o/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>Pteromys: Interactive Design and Optimization of Free-formed Free-flight Model Airplanes</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/-KJUVJAUY8o/hqdefault.jpg</video:thumbnail_loc>
<video:description>A research video accompanying the 2014 SIGGRAPH paper Pteromys, which presents an interactive tool for designing free-form model airplanes. The system simulates flight and optimizes the shape so unusual designs still fly. HN people cite it as a favorite example of research that combines interactive design with physical simulation, especially in paper airplane threads.</video:description>
<video:player_loc>https://www.youtube.com/embed/-KJUVJAUY8o</video:player_loc>
<video:duration>190</video:duration>
<video:view_count>105162</video:view_count>
<video:tag>computational airplane design</video:tag>
<video:publication_date>2014-06-20T13:50:00Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2023-05-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.4375</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/vGUNqq3jVLg/writing-advice-from-matt-stone-and-trey-parker-nyu-mtvu-s-stand-in</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/vGUNqq3jVLg/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>Writing Advice from Matt Stone &amp; Trey Parker @ NYU | MTVU&apos;s &quot;Stand In&quot;</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/vGUNqq3jVLg/hqdefault.jpg</video:thumbnail_loc>
<video:description>South Park creators Matt Stone and Trey Parker talk to NYU students on MTVU&apos;s Stand In and give advice on writing. The best-known part is their rule that story beats should be joined by but or therefore rather than and then. HN circulates it as the source of the but/therefore rule for story structure, and links the excerpt whenever writing or generated stories come up.</video:description>
<video:player_loc>https://www.youtube.com/embed/vGUNqq3jVLg</video:player_loc>
<video:duration>135</video:duration>
<video:view_count>1338343</video:view_count>
<video:tag>story structure writing advice</video:tag>
<video:publication_date>2017-01-25T06:36:56Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2024-06-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.4375</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/4cMVKW-fR1M/windows-8-operating-under-the-influence</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/4cMVKW-fR1M/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>Windows 8: Operating Under the Influence</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/4cMVKW-fR1M/hqdefault.jpg</video:thumbnail_loc>
<video:description>A 3SheetsResearch video in which the reviewer tries Windows 8 while drunk, as an informal and comic test of how intuitive the interface is. It plays as a review and a rough usability test at once. HN people pass it around as a funny take on the idea of testing interfaces on a drunk user, to see whether they work without much thought.</video:description>
<video:player_loc>https://www.youtube.com/embed/4cMVKW-fR1M</video:player_loc>
<video:duration>276</video:duration>
<video:view_count>595448</video:view_count>
<video:tag>drunk usability test of windows 8</video:tag>
<video:publication_date>2012-11-01T13:12:14Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2015-03-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.4375</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/vI5pbDFDZyI/how-highways-almost-destroyed-amsterdam-plan-jokinen</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/vI5pbDFDZyI/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>How Highways Almost Destroyed Amsterdam - Plan Jokinen</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/vI5pbDFDZyI/hqdefault.jpg</video:thumbnail_loc>
<video:description>Not Just Bikes tells a short history of Plan Jokinen, the 1960s proposal to cut highways through central Amsterdam. It explains how public protest in the 1970s stopped it and set the city on its cycling-friendly path. HN uses it as the go-to example that the Netherlands was once as car-dependent as anywhere else and only narrowly avoided car-centric planning.</video:description>
<video:player_loc>https://www.youtube.com/embed/vI5pbDFDZyI</video:player_loc>
<video:duration>206</video:duration>
<video:view_count>407623</video:view_count>
<video:tag>amsterdam highways plan jokinen</video:tag>
<video:publication_date>2019-10-21T07:00:04Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2022-07-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.4375</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/e2H35SlLmUA/t-e-d-d-y-draw-in-2d-outputs-in-3d</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/e2H35SlLmUA/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>T.E.D.D.Y. (Draw in 2D - Outputs in 3D)</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/e2H35SlLmUA/hqdefault.jpg</video:thumbnail_loc>
<video:description>A demo of Teddy, a research system from Takeo Igarashi&apos;s group at the University of Tokyo. The user draws a 2D outline with simple strokes and the software turns it into a rounded 3D solid, then edits it with more gestures. HN treats it as a favorite example of a gestural interface that makes 3D modeling easy for people who are not artists.</video:description>
<video:player_loc>https://www.youtube.com/embed/e2H35SlLmUA</video:player_loc>
<video:duration>302</video:duration>
<video:view_count>346972</video:view_count>
<video:tag>sketch-based 3d modeling</video:tag>
<video:publication_date>2006-09-16T02:53:29Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2015-10-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.4375</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/L4FLWSt9Px4/a-short-history-of-live-programming-forward-3-web-summit</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/L4FLWSt9Px4/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>A Short History of Live Programming - Forward 3 Web Summit</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/L4FLWSt9Px4/hqdefault.jpg</video:thumbnail_loc>
<video:description>A talk at the Forward 3 Web Summit tracing the history of live programming, in which programmers see the effects of their code as they write it. It surveys earlier systems and ideas that shaped this way of working. HN people submit it as a compact history of live programming.</video:description>
<video:player_loc>https://www.youtube.com/embed/L4FLWSt9Px4</video:player_loc>
<video:duration>2447</video:duration>
<video:view_count>5666</video:view_count>
<video:tag>history of live programming</video:tag>
<video:publication_date>2015-08-19T22:18:38Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2016-01-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.4375</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/lK_cdkpazjI/a-sci-fi-short-film-sight-by-sight-systems-thecgbros</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/lK_cdkpazjI/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>A Sci-Fi Short Film : &quot;Sight&quot;  - by Sight Systems | TheCGBros</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/lK_cdkpazjI/hqdefault.jpg</video:thumbnail_loc>
<video:description>&quot;Sight&quot; is a sci-fi short film by Sight Systems set in a near future where augmented reality, seen through contact lenses, gamifies everyday life such as cooking and dating. HN keeps linking it as a disquieting picture of where AR glasses and gamification are heading, from the Google Glass era to Meta&apos;s smart glasses.</video:description>
<video:player_loc>https://www.youtube.com/embed/lK_cdkpazjI</video:player_loc>
<video:duration>473</video:duration>
<video:view_count>2181242</video:view_count>
<video:tag>ar future short film</video:tag>
<video:publication_date>2012-08-01T07:09:46Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2013-10-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.4375</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/BytowtVycc0/the-history-of-cursor-keys</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/BytowtVycc0/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>The History of Cursor Keys</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/BytowtVycc0/hqdefault.jpg</video:thumbnail_loc>
<video:description>The 8-Bit Guy traces the history of cursor keys on computer keyboards, looking at how different machines and manufacturers arranged them over the years. It is a look at one small piece of keyboard design. HN people submit it as an entertaining history of a keyboard layout detail most people take for granted.</video:description>
<video:player_loc>https://www.youtube.com/embed/BytowtVycc0</video:player_loc>
<video:duration>945</video:duration>
<video:view_count>765401</video:view_count>
<video:tag>history of cursor keys</video:tag>
<video:publication_date>2023-04-30T18:17:45Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2025-06-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.4375</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/i3Xack9ufYk/apparatus-a-hybrid-graphics-editor-programming-environment-by-toby-schachman</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/i3Xack9ufYk/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>&quot;Apparatus: A Hybrid Graphics Editor / Programming Environment&quot; by Toby Schachman</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/i3Xack9ufYk/hqdefault.jpg</video:thumbnail_loc>
<video:description>Toby Schachman&apos;s Strange Loop talk on Apparatus, a tool that combines a graphics editor with a programming environment. It shows drawing shapes and defining their behavior in the same space. HN people submitted it as a standout example of blurring the line between drawing and programming, and cite it among related graphical-plus-code tools.</video:description>
<video:player_loc>https://www.youtube.com/embed/i3Xack9ufYk</video:player_loc>
<video:duration>2277</video:duration>
<video:view_count>14338</video:view_count>
<video:tag>apparatus hybrid editor and programming environment</video:tag>
<video:publication_date>2015-09-28T13:20:08Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2015-11-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.4375</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/RMK9AphfLco/before-siri-and-alexa-there-was-eliza</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/RMK9AphfLco/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>Before Siri and Alexa, there was ELIZA</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/RMK9AphfLco/hqdefault.jpg</video:thumbnail_loc>
<video:description>A short clip about ELIZA, the 1960s chatbot built at MIT that answers by reflecting a user&apos;s words back. It shows a conversation with the program and how shallow its understanding is. HN people share it as a short, clear demonstration of how ELIZA works and why its apparent understanding is superficial.</video:description>
<video:player_loc>https://www.youtube.com/embed/RMK9AphfLco</video:player_loc>
<video:duration>110</video:duration>
<video:view_count>154686</video:view_count>
<video:tag>eliza chatbot</video:tag>
<video:publication_date>2017-09-30T00:34:19Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2025-12-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.4375</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/go3P1Op9tF8/css-icon-tutorial-3-draw-eye-icon-with-pure-css</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/go3P1Op9tF8/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>CSS Icon Tutorial 3 - Draw Eye Icon with Pure Css</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/go3P1Op9tF8/hqdefault.jpg</video:thumbnail_loc>
<video:description>Part three of a CSS icon tutorial series by Wendy of Typogram, showing how to draw an eye icon with pure CSS and no image files. It is a step-by-step screen recording of building the shapes with borders and radii. HN people share it as an approachable tutorial on crafting icons out of CSS alone, with the author herself offering it to those interested in CSS icons.</video:description>
<video:player_loc>https://www.youtube.com/embed/go3P1Op9tF8</video:player_loc>
<video:duration>680</video:duration>
<video:view_count>3316</video:view_count>
<video:tag>pure css icon drawing</video:tag>
<video:publication_date>2015-11-07T02:19:23Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2016-10-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.4375</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/j5bEQC6TTeM/your-life-is-not-a-hero-s-journey</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/j5bEQC6TTeM/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>Your Life is Not a Hero&apos;s Journey</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/j5bEQC6TTeM/hqdefault.jpg</video:thumbnail_loc>
<video:description>A video essay from Like Stories of Old arguing that your life is not a Hero&apos;s Journey. It compares the story structure used in films with how real lives unfold, and is part of a series on stories and reality. HN people submitted it as a thought-provoking essay against fitting your life to a story template.</video:description>
<video:player_loc>https://www.youtube.com/embed/j5bEQC6TTeM</video:player_loc>
<video:duration>1695</video:duration>
<video:view_count>317316</video:view_count>
<video:tag>hero&apos;s journey versus real life</video:tag>
<video:publication_date>2020-05-12T18:49:49Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2020-07-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.4375</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/tGzJ8F9rC1s/ultorg-a-general-purpose-user-interface-for-relational-databases</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/tGzJ8F9rC1s/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>Ultorg: A General-Purpose User Interface for Relational Databases</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/tGzJ8F9rC1s/hqdefault.jpg</video:thumbnail_loc>
<video:description>A talk from MIT CSAIL on Ultorg, a general-purpose user interface for relational databases. It lets people browse, query and edit database content in a spreadsheet-like view without writing SQL. HN offers it as an interesting approach to a better data grid, a spreadsheet-like interface onto a relational database.</video:description>
<video:player_loc>https://www.youtube.com/embed/tGzJ8F9rC1s</video:player_loc>
<video:duration>3740</video:duration>
<video:view_count>3331</video:view_count>
<video:tag>spreadsheet-like interface for databases</video:tag>
<video:publication_date>2020-09-04T13:36:53Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2022-03-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.4375</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/XehNK7UpZsc/the-next-major-rts-will-fail-this-is-why</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/XehNK7UpZsc/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>The Next Major RTS Will Fail. This Is Why.</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/XehNK7UpZsc/hqdefault.jpg</video:thumbnail_loc>
<video:description>GiantGrantGames argues that the next big real-time strategy game will fail because the genre&apos;s makers keep serving a hardcore audience. The video makes the case for single-player campaigns, story and mod support as what could give RTS games crossover appeal. HN people recommend it as a compelling case that single-player and modding are overlooked keys to RTS success.</video:description>
<video:player_loc>https://www.youtube.com/embed/XehNK7UpZsc</video:player_loc>
<video:duration>1509</video:duration>
<video:view_count>985515</video:view_count>
<video:tag>rts game design</video:tag>
<video:publication_date>2022-03-20T10:40:41Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2024-01-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.4375</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/FlApbxLz6pA/intersection-design-the-dutch-cycle-friendly-way</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/FlApbxLz6pA/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>Intersection design, the Dutch - cycle friendly - way</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/FlApbxLz6pA/hqdefault.jpg</video:thumbnail_loc>
<video:description>A BicycleDutch video explaining how the Dutch design road junctions to be safe for people on bikes. It shows how separated lanes keep cyclists and drivers from crossing paths at intersections. HN people use it as the standard example of a solved problem: cycle-friendly junction design in the Netherlands, cited in threads about bike lanes and unsafe turns.</video:description>
<video:player_loc>https://www.youtube.com/embed/FlApbxLz6pA</video:player_loc>
<video:duration>142</video:duration>
<video:view_count>965236</video:view_count>
<video:tag>dutch cycle-friendly junction design</video:tag>
<video:publication_date>2011-04-03T22:29:43Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2016-11-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.4375</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/-QY2x6aZzqc/introduction-to-live-coding-music-and-visuals</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/-QY2x6aZzqc/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>Introduction to Live Coding Music and Visuals</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/-QY2x6aZzqc/hqdefault.jpg</video:thumbnail_loc>
<video:description>Alex McLean, the creator of the TidalCycles live coding system, gives an introduction to live coding music and visuals. It surveys what live coding is and some of the tools used to do it. HN people recommend it as a good starting overview of the live coding scene and its tools for anyone entering creative coding.</video:description>
<video:player_loc>https://www.youtube.com/embed/-QY2x6aZzqc</video:player_loc>
<video:duration>788</video:duration>
<video:view_count>59581</video:view_count>
<video:tag>live coding music and visuals</video:tag>
<video:publication_date>2020-04-08T17:06:00Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2023-12-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.4375</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/xJsUDcSc6hE/asteroid-discovery-1980-2012-uhdtv</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/xJsUDcSc6hE/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>Asteroid Discovery - 1980-2012 - UHDTV</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/xJsUDcSc6hE/hqdefault.jpg</video:thumbnail_loc>
<video:description>Scott Manley&apos;s visualization of every asteroid discovery between 1980 and 2012, shown as orbits that appear as they are found. The view starts with about ten thousand known asteroids and ends with a dense field of orbits. HN people share it as a striking time-lapse showing how fast discoveries accelerated, and as a related visualization to other asteroid-tracking stories.</video:description>
<video:player_loc>https://www.youtube.com/embed/xJsUDcSc6hE</video:player_loc>
<video:duration>194</video:duration>
<video:view_count>230668</video:view_count>
<video:tag>asteroid discovery visualization</video:tag>
<video:publication_date>2012-09-06T22:44:57Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2015-07-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.4375</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/EJ7KAD0NyGw/revision-2023-event-shader-showdown-2023-final</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/EJ7KAD0NyGw/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>Revision 2023 - Event - Shader Showdown 2023 Final</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/EJ7KAD0NyGw/hqdefault.jpg</video:thumbnail_loc>
<video:description>The final of the Shader Showdown at the Revision 2023 demoparty, a live-coding competition in which contestants write real-time shaders on stage against the clock. The audience sees the code and the visuals it produces at the same time. HN people use it as the example of the demoscene&apos;s live-coding community and as evidence that the scene is still active.</video:description>
<video:player_loc>https://www.youtube.com/embed/EJ7KAD0NyGw</video:player_loc>
<video:duration>1934</video:duration>
<video:view_count>4577</video:view_count>
<video:tag>live-coded shader competition</video:tag>
<video:publication_date>2023-04-08T22:23:19Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2024-02-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.4375</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/HnZipJOan54/demonstrating-shem-and-golem</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/HnZipJOan54/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>Demonstrating Shem &amp; Golem</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/HnZipJOan54/hqdefault.jpg</video:thumbnail_loc>
<video:description>A presentation by xixixao of Shem, a Lisp-like language that compiles to JavaScript, and Golem, the browser-based IDE designed together with it. He argues that language innovation needs its own tooling and cannot happen inside a plain REPL. HN people recommend it as a worked example of designing a language and its IDE together in the Bret Victor spirit, and often cite it for tooling features they miss elsewhere.</video:description>
<video:player_loc>https://www.youtube.com/embed/HnZipJOan54</video:player_loc>
<video:duration>1654</video:duration>
<video:view_count>3898</video:view_count>
<video:tag>designing a language and ide together</video:tag>
<video:publication_date>2015-06-29T19:01:38Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2016-03-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.4375</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/Mqaobr6w6_I/how-technicolor-changed-movies</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/Mqaobr6w6_I/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>How Technicolor changed movies</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/Mqaobr6w6_I/hqdefault.jpg</video:thumbnail_loc>
<video:description>A Vox explainer on how Technicolor changed movies. It traces the development of color film and how it shaped what Hollywood films looked like, with The Wizard of Oz as one example. Submitted twice as a good short history of film color, and cited for the detail about the sepia house in The Wizard of Oz.</video:description>
<video:player_loc>https://www.youtube.com/embed/Mqaobr6w6_I</video:player_loc>
<video:duration>665</video:duration>
<video:view_count>3549338</video:view_count>
<video:tag>technicolor history</video:tag>
<video:publication_date>2017-12-01T14:03:01Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2019-01-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.4375</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/RoGuvvzHY1A/underground-dome-house-of-the-family-who-led-geese-to-fly-home</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/RoGuvvzHY1A/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>Underground dome house of the family who led geese to fly home</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/RoGuvvzHY1A/hqdefault.jpg</video:thumbnail_loc>
<video:description>Kirsten Dirksen tours an underground dome house built by the family known for leading geese to fly home. The tour includes details of how they live below ground, among them a chest fridge. HN people point to it as an interesting real example of living underground or semi-subterranean for cooling and protection from weather.</video:description>
<video:player_loc>https://www.youtube.com/embed/RoGuvvzHY1A</video:player_loc>
<video:duration>1413</video:duration>
<video:view_count>4766940</video:view_count>
<video:tag>underground dome house</video:tag>
<video:publication_date>2019-08-17T18:32:40Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2026-03-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.4375</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/rg7Fvvl3taU/learn-css-grid-the-easy-way</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/rg7Fvvl3taU/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>Learn CSS Grid the easy way</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/rg7Fvvl3taU/hqdefault.jpg</video:thumbnail_loc>
<video:description>Kevin Powell&apos;s tutorial on CSS Grid. He builds up the core grid concepts step by step so that layout with grid makes sense. HN lists Powell among the best places to learn CSS, and says this intro made scattered snippets of grid knowledge click.</video:description>
<video:player_loc>https://www.youtube.com/embed/rg7Fvvl3taU</video:player_loc>
<video:duration>2224</video:duration>
<video:view_count>1037473</video:view_count>
<video:tag>css grid</video:tag>
<video:publication_date>2021-11-25T15:29:15Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2022-12-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.4375</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/Mlrrc_vy79E/diablo-original-game-development</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/Mlrrc_vy79E/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>Diablo: Original Game Development</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/Mlrrc_vy79E/hqdefault.jpg</video:thumbnail_loc>
<video:description>A game-development postmortem on the original Diablo, told by a member of its original team. It covers how the game was made, including the multiplayer work and the business deals behind it, such as the contract with Blizzard. HN people count it among the best GDC postmortems and mine it for anecdotes, such as the story of a missed Hotmail investment.</video:description>
<video:player_loc>https://www.youtube.com/embed/Mlrrc_vy79E</video:player_loc>
<video:duration>4663</video:duration>
<video:view_count>11937</video:view_count>
<video:tag>diablo postmortem</video:tag>
<video:publication_date>2017-08-25T22:51:32Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2023-10-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.4375</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/OHPkdMGI6D4/vfx-artists-react-to-dune-bad-and-great-cgi</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/OHPkdMGI6D4/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>VFX Artists React to DUNE Bad &amp; Great CGi</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/OHPkdMGI6D4/hqdefault.jpg</video:thumbnail_loc>
<video:description>Corridor Crew&apos;s VFX artists react to the effects in the old and new Dune films, picking out what works and what does not in the CGI. They also explain how some of the practical effects in the original film were done. HN people share it in debates about practical effects versus CGI, as proof that the skill of the filmmakers matters more than the technique, and for the behind-the-scenes effects tricks.</video:description>
<video:player_loc>https://www.youtube.com/embed/OHPkdMGI6D4</video:player_loc>
<video:duration>1301</video:duration>
<video:view_count>6652514</video:view_count>
<video:tag>dune vfx breakdown</video:tag>
<video:publication_date>2021-11-13T17:00:29Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2023-09-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.4375</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/iwzzv1biHv8/the-datasaurus-dozen</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/iwzzv1biHv8/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>The Datasaurus Dozen</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/iwzzv1biHv8/hqdefault.jpg</video:thumbnail_loc>
<video:description>Matt Parker of Stand-up Maths explains the Datasaurus Dozen, sets of points with the same summary statistics but very different shapes when plotted. He talks with the people behind the datasets about why plotting your data matters. HN people share it as the friendliest demonstration that you should visualize data rather than trust the mean and other summary numbers.</video:description>
<video:player_loc>https://www.youtube.com/embed/iwzzv1biHv8</video:player_loc>
<video:duration>498</video:duration>
<video:view_count>137116</video:view_count>
<video:tag>datasaurus dozen</video:tag>
<video:publication_date>2020-01-20T19:29:56Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2022-07-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.4375</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/rVc_0dUxlsQ/how-do-blind-people-play-computer-games-1-3</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/rVc_0dUxlsQ/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>How do blind people play (computer)games 1/3</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/rVc_0dUxlsQ/hqdefault.jpg</video:thumbnail_loc>
<video:description>The first of three videos on how blind people play computer games. It shows how a blind player gets around games using sound and assistive tools. HN submitters share it as an eye-opening look at how blind players use games.</video:description>
<video:player_loc>https://www.youtube.com/embed/rVc_0dUxlsQ</video:player_loc>
<video:duration>889</video:duration>
<video:view_count>3913</video:view_count>
<video:tag>blind gamers and computer games</video:tag>
<video:publication_date>2011-05-02T12:22:54Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2023-06-01</lastmod>
<changefreq>monthly</changefreq>
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</url>
<url>
<loc>https://www.designertube.app/watch/jVhlJNJopOQ/papyrus-snl</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/jVhlJNJopOQ/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>Papyrus - SNL</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/jVhlJNJopOQ/hqdefault.jpg</video:thumbnail_loc>
<video:description>A Saturday Night Live sketch in which a man (Ryan Gosling) is haunted by the Papyrus typeface used in the Avatar logo. It plays the font&apos;s overuse and the designer&apos;s guilt for laughs. HN pulls it out whenever Papyrus, Avatar&apos;s title treatment or tired typography comes up, as the shared joke that explains itself.</video:description>
<video:player_loc>https://www.youtube.com/embed/jVhlJNJopOQ</video:player_loc>
<video:duration>186</video:duration>
<video:view_count>25855162</video:view_count>
<video:tag>papyrus font joke</video:tag>
<video:publication_date>2017-10-01T05:58:45Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2025-12-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.4375</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/FBaZQojd1_s/douglas-trumbull-master-class-higher-learning</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/FBaZQojd1_s/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>DOUGLAS TRUMBULL | Master Class | Higher Learning</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/FBaZQojd1_s/hqdefault.jpg</video:thumbnail_loc>
<video:description>A roughly 100-minute master class by Douglas Trumbull at the Toronto International Film Festival. The visual effects pioneer discusses his work on films such as 2001, Silent Running and Close Encounters of the Third Kind. HN people recommend it as an amazing long lecture from a visual effects master, and link it whenever Trumbull or analog effects come up.</video:description>
<video:player_loc>https://www.youtube.com/embed/FBaZQojd1_s</video:player_loc>
<video:duration>5863</video:duration>
<video:view_count>160236</video:view_count>
<video:tag>douglas trumbull film effects career</video:tag>
<video:publication_date>2012-12-13T23:47:09Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2021-07-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.4375</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/adEr2aRwHnI/xerox-alto-restoration-part-16-our-disk-goes-down-the-alto-connects-to-google</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/adEr2aRwHnI/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>Xerox Alto Restoration Part 16 - our disk goes down, the Alto connects to Google and draws fractals</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/adEr2aRwHnI/hqdefault.jpg</video:thumbnail_loc>
<video:description>Part 16 of CuriousMarc&apos;s Xerox Alto restoration series. The team&apos;s disk fails, so they netboot the Alto, and Ken shows its network features, including connecting to Google and drawing fractals. HN people like the unpolished repair videos for their raw detail, and cite this episode in discussions of the restored Alto.</video:description>
<video:player_loc>https://www.youtube.com/embed/adEr2aRwHnI</video:player_loc>
<video:duration>629</video:duration>
<video:view_count>44616</video:view_count>
<video:tag>xerox alto restoration</video:tag>
<video:publication_date>2017-06-18T07:04:10Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2017-11-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.4375</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/FvS_DG8yIqQ/real-pixel-coding</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/FvS_DG8yIqQ/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>real pixel coding</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/FvS_DG8yIqQ/hqdefault.jpg</video:thumbnail_loc>
<video:description>Inigo Quilez&apos;s demo of real pixel coding, in which an image drawn in Photoshop is saved so that the pixels themselves become a running 256-byte intro. It shows an animation produced by placing pixels instead of writing conventional code. HN people hold it up as live coding at its best and as a favorite demoscene trick, recalled whenever something clever is stored in an odd format.</video:description>
<video:player_loc>https://www.youtube.com/embed/FvS_DG8yIqQ</video:player_loc>
<video:duration>205</video:duration>
<video:view_count>66911</video:view_count>
<video:tag>pixel-placed 256-byte intro</video:tag>
<video:publication_date>2011-04-11T08:52:40Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2015-11-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.4375</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/T14dL9MeMHE/atari-8-bit-gui-low-level-gfx-rewrite</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/T14dL9MeMHE/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>Atari 8-bit GUI: Low-level GFX Rewrite</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/T14dL9MeMHE/hqdefault.jpg</video:thumbnail_loc>
<video:description>A demo of a graphical user interface for the Atari 8-bit computers, with a classic Mac-style look, running after a rewrite of its low-level graphics code. It shows windows and menus on a 1.79MHz machine. HN people share it as an impressive feat of software craft, a responsive GUI on hardware that never shipped with one.</video:description>
<video:player_loc>https://www.youtube.com/embed/T14dL9MeMHE</video:player_loc>
<video:duration>115</video:duration>
<video:view_count>17811</video:view_count>
<video:tag>gui on atari 8-bit</video:tag>
<video:publication_date>2018-02-26T18:00:11Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2022-07-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.4375</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/YCqnD40Q5T8/io-games-and-the-rise-of-fake-multiplayer</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/YCqnD40Q5T8/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>.io Games and The Rise of Fake Multiplayer</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/YCqnD40Q5T8/hqdefault.jpg</video:thumbnail_loc>
<video:description>Miziziziz looks at the trend of .io browser games that fake multiplayer by filling lobbies with bots. The video explains how the deception works and why developers do it. HN people cite it as the explanation of online games that quietly run on bots, and tie it to dynamic difficulty and the dead-internet idea.</video:description>
<video:player_loc>https://www.youtube.com/embed/YCqnD40Q5T8</video:player_loc>
<video:duration>408</video:duration>
<video:view_count>5162019</video:view_count>
<video:tag>fake multiplayer in io games</video:tag>
<video:publication_date>2020-03-20T06:19:11Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2022-06-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.4375</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/YewNEAIkbG4/the-computer-chronicles-windows-3-0-1990</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/YewNEAIkbG4/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>The Computer Chronicles - Windows 3.0 (1990)</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/YewNEAIkbG4/hqdefault.jpg</video:thumbnail_loc>
<video:description>An episode of the PBS-style TV series The Computer Chronicles covering the release of Microsoft Windows 3.0 in 1990. It shows the software and discusses how it compares with the Macintosh and other graphical environments of the time. HN people share it as a period record of the Windows 3.0 launch, including mentions of competitors like GEOS.</video:description>
<video:player_loc>https://www.youtube.com/embed/YewNEAIkbG4</video:player_loc>
<video:duration>1722</video:duration>
<video:view_count>1063159</video:view_count>
<video:tag>windows 3.0 launch coverage</video:tag>
<video:publication_date>2013-08-01T07:37:25Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2020-10-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.4375</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/wMNdr8dV23A/clicks-communicator-first-look</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/wMNdr8dV23A/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>Clicks Communicator: First Look</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/wMNdr8dV23A/hqdefault.jpg</video:thumbnail_loc>
<video:description>A first-look video from Clicks of the Clicks Communicator, a phone built around a physical keyboard. It introduces the device and what it is meant to offer over a touchscreen-only phone. HN people submitted it as the hands-on introduction to a new physical-keyboard phone.</video:description>
<video:player_loc>https://www.youtube.com/embed/wMNdr8dV23A</video:player_loc>
<video:duration>386</video:duration>
<video:view_count>1591328</video:view_count>
<video:tag>physical keyboard phone</video:tag>
<video:publication_date>2026-06-30T04:00:09Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2026-08-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.4375</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/eKtsY7hYTPg/shadertoy-livecoding-the-drive-home-1-basic-setup</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/eKtsY7hYTPg/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>ShaderToy LiveCoding - The Drive Home - 1. Basic Setup</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/eKtsY7hYTPg/hqdefault.jpg</video:thumbnail_loc>
<video:description>The first part of a live-coding series by The Art of Code (Martijn Steinrucken) on ShaderToy, rebuilding his shader The Drive Home, a rainy night drive. This episode covers the basic setup of the scene. HN people send it to anyone who liked the rain shader, as the accessible making-of and one of the best shader tutorial channels.</video:description>
<video:player_loc>https://www.youtube.com/embed/eKtsY7hYTPg</video:player_loc>
<video:duration>939</video:duration>
<video:view_count>27516</video:view_count>
<video:tag>shadertoy rain shader tutorial</video:tag>
<video:publication_date>2017-11-06T00:54:38Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2025-04-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.4375</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/imkSdlbXB_U/animate-moths-in-blender-lazy-tutorials</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/imkSdlbXB_U/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>Animate Moths in Blender - Lazy Tutorials</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/imkSdlbXB_U/hqdefault.jpg</video:thumbnail_loc>
<video:description>A one-minute Lazy Tutorial by Ian Hubert on animating a swarm of moths in Blender. It gives a quick shortcut to get the effect, in his fast and funny style. HN people single it out as a favorite of Ian Hubert&apos;s short Blender tutorials, and as a fun add-on for threads about boids.</video:description>
<video:player_loc>https://www.youtube.com/embed/imkSdlbXB_U</video:player_loc>
<video:duration>60</video:duration>
<video:view_count>952620</video:view_count>
<video:tag>blender moth animation</video:tag>
<video:publication_date>2019-08-30T04:29:19Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2021-07-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.4375</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/jNas99oEXBU/in-search-of-moebius-bbc-4-documentary</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/jNas99oEXBU/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>In Search of Moebius (BBC 4 Documentary)</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/jNas99oEXBU/hqdefault.jpg</video:thumbnail_loc>
<video:description>In Search of Moebius is a BBC 4 documentary on the French comics artist Jean Giraud, known as Moebius. It follows him and his work in comics. HN people submitted it as a documentary on a comics master.</video:description>
<video:player_loc>https://www.youtube.com/embed/jNas99oEXBU</video:player_loc>
<video:duration>3135</video:duration>
<video:view_count>1097613</video:view_count>
<video:tag>moebius comics artist</video:tag>
<video:publication_date>2013-03-16T13:06:17Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2016-04-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.4375</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/jziQBWQxvok/kefrens-desert-dream-amiga-demo-hd-50fps</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/jziQBWQxvok/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>Kefrens - Desert Dream - Amiga Demo (HD 50fps)</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/jziQBWQxvok/hqdefault.jpg</video:thumbnail_loc>
<video:description>Desert Dream is an Amiga demo by the Kefrens group, a piece of demoscene code, graphics and tracker music made to show off what the hardware can do. This is an HD 50fps capture. HN lists it among the Amiga demoscene classics worth seeing, and quotes its closing line about becoming a legend.</video:description>
<video:player_loc>https://www.youtube.com/embed/jziQBWQxvok</video:player_loc>
<video:duration>799</video:duration>
<video:view_count>191988</video:view_count>
<video:tag>amiga demoscene</video:tag>
<video:publication_date>2014-11-02T22:01:32Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2021-08-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.4375</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/LUQaCoxybW8/an-urban-planner-plays-sim-city</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/LUQaCoxybW8/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>An Urban Planner Plays Sim City</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/LUQaCoxybW8/hqdefault.jpg</video:thumbnail_loc>
<video:description>A working urban planner plays SimCity and comments on where the game matches or departs from real planning practice. It comes from the City Beautiful channel, which makes videos about cities and urban design. HN people point to it as a good example of real urban planning mimicking the simulation, and as an expert&apos;s check on how accurate SimCity is.</video:description>
<video:player_loc>https://www.youtube.com/embed/LUQaCoxybW8</video:player_loc>
<video:duration>2093</video:duration>
<video:view_count>2399266</video:view_count>
<video:tag>simcity and urban planning</video:tag>
<video:publication_date>2018-07-26T16:52:58Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2018-09-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.4375</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/9g8CdctxmeU/live-coding-a-realtime-raytracing-shader</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/9g8CdctxmeU/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>Live coding a realtime raytracing shader</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/9g8CdctxmeU/hqdefault.jpg</video:thumbnail_loc>
<video:description>Inigo Quilez live-codes a real-time raytracer in GLSL, writing the shader from scratch in about 24 minutes while the result updates on screen. It shows the live shader-editing setup as well as the raytracing technique. HN people cite it as the inspiration for browser-based live shader editors and for the idea of coding visuals with instant feedback.</video:description>
<video:player_loc>https://www.youtube.com/embed/9g8CdctxmeU</video:player_loc>
<video:duration>1458</video:duration>
<video:view_count>66162</video:view_count>
<video:tag>live coding a raytracing shader</video:tag>
<video:publication_date>2011-07-21T06:04:52Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2012-09-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.4375</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/gC3WEwSJoHs/the-making-of-prince-of-persia-trailer-2012-e-book</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/gC3WEwSJoHs/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>The Making of Prince of Persia Trailer - 2012 e-book</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/gC3WEwSJoHs/hqdefault.jpg</video:thumbnail_loc>
<video:description>A trailer for Jordan Mechner&apos;s 2012 e-book on the making of Prince of Persia, drawn from his development journals. It includes original footage of the 1989 game&apos;s development. HN people submitted it as a glimpse behind the making of a classic game, and point to it for the original footage.</video:description>
<video:player_loc>https://www.youtube.com/embed/gC3WEwSJoHs</video:player_loc>
<video:duration>77</video:duration>
<video:view_count>199639</video:view_count>
<video:tag>making of prince of persia</video:tag>
<video:publication_date>2011-10-12T20:11:31Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2016-05-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.4375</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/_QP5X6fcukM/papers-please-trailer</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/_QP5X6fcukM/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>Papers, Please - Trailer</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/_QP5X6fcukM/hqdefault.jpg</video:thumbnail_loc>
<video:description>The trailer for Papers, Please, Lucas Pope&apos;s game about working as a border inspector in the fictional state of Arstotzka. It shows the document-checking gameplay and the game&apos;s bleak bureaucratic setting. HN people use it as an example of a dystopian game whose oppression comes from monotonous bureaucratic process, and of a one-person game that found its audience.</video:description>
<video:player_loc>https://www.youtube.com/embed/_QP5X6fcukM</video:player_loc>
<video:duration>119</video:duration>
<video:view_count>3223453</video:view_count>
<video:tag>papers please trailer</video:tag>
<video:publication_date>2013-04-11T13:49:43Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2017-06-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.4375</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/zikI2fazPLo/fighter-pilot-breaks-down-every-button-in-an-f-15-cockpit-ars-technica</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/zikI2fazPLo/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>Fighter Pilot Breaks Down Every Button in an F-15 Cockpit | Ars Technica</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/zikI2fazPLo/hqdefault.jpg</video:thumbnail_loc>
<video:description>In an Ars Technica video, a fighter pilot goes through the controls and displays of an F-15 cockpit one by one. He explains what each switch, button and screen does and how they are used in flight. HN holds up the F-15 cockpit as a pinnacle of interface design, with no touchscreens and no ambiguity, in contrast to slick sci-fi UIs.</video:description>
<video:player_loc>https://www.youtube.com/embed/zikI2fazPLo</video:player_loc>
<video:duration>854</video:duration>
<video:view_count>3181467</video:view_count>
<video:tag>f-15 cockpit controls</video:tag>
<video:publication_date>2020-06-30T15:00:05Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2020-07-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.4375</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/JQ0iMulicgg/it-s-not-fair-having-12-pairs-of-legs-aimee-mullins</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/JQ0iMulicgg/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>It&apos;s not fair having 12 pairs of legs | Aimee Mullins</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/JQ0iMulicgg/hqdefault.jpg</video:thumbnail_loc>
<video:description>A TED talk by Aimee Mullins, an athlete and model who uses prosthetic legs, on how her different legs change what she can do and how she is seen. She treats prosthetics as an expression of identity and a source of possibility rather than a deficit. HN people link it in discussions of prosthetics and amputee stories, as a reference for prosthetic limbs that need not look like real ones.</video:description>
<video:player_loc>https://www.youtube.com/embed/JQ0iMulicgg</video:player_loc>
<video:duration>599</video:duration>
<video:view_count>1184922</video:view_count>
<video:tag>prosthetic legs and identity</video:tag>
<video:publication_date>2009-03-11T15:01:35Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2012-08-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.4375</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/I2l0qklSzks/next-generation-ui-that-can-be-touched-with-fingers-against-objects-in-the-real</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/I2l0qklSzks/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>Next Generation UI that can be touched with fingers against objects in the real world</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/I2l0qklSzks/hqdefault.jpg</video:thumbnail_loc>
<video:description>A demo of an interface concept from ikinamo in which people touch real-world objects with their fingers to interact with a computer system. It shows data moving between the physical and virtual worlds through touch. HN people submitted it as an example of a touch interface that blends the real and the virtual.</video:description>
<video:player_loc>https://www.youtube.com/embed/I2l0qklSzks</video:player_loc>
<video:duration>222</video:duration>
<video:view_count>713045</video:view_count>
<video:tag>touching real objects as an interface</video:tag>
<video:publication_date>2013-04-15T10:24:25Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2013-12-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.4375</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/3g8JiGjRQNE/the-story-of-the-power-glove</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/3g8JiGjRQNE/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>The Story of the Power Glove</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/3g8JiGjRQNE/hqdefault.jpg</video:thumbnail_loc>
<video:description>The Gaming Historian tells the story of the Nintendo Power Glove, the glove-style controller made for the NES. It covers where the product came from and how it worked as a way of controlling games. HN people share it as a well-told history of a famously odd input device, and refer back to it when new sensors or gesture controllers appear.</video:description>
<video:player_loc>https://www.youtube.com/embed/3g8JiGjRQNE</video:player_loc>
<video:duration>1630</video:duration>
<video:view_count>2398561</video:view_count>
<video:tag>nintendo power glove history</video:tag>
<video:publication_date>2015-09-25T18:24:06Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2022-12-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.4375</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/JKO9fEjNiio/vr-editor-building-vr-in-vr-with-ue4-feature-highlight-unreal-engine</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/JKO9fEjNiio/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>VR Editor: Building VR in VR with UE4 | Feature Highlight | Unreal Engine</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/JKO9fEjNiio/hqdefault.jpg</video:thumbnail_loc>
<video:description>An Unreal Engine feature highlight of its VR Editor, which lets developers build and edit a VR scene while inside VR. It shows authoring tools used in the same immersive space as the scene. HN people hold it up as the kind of tool that fixes the painful authoring of VR content, and as an app demo of immersive editing.</video:description>
<video:player_loc>https://www.youtube.com/embed/JKO9fEjNiio</video:player_loc>
<video:duration>119</video:duration>
<video:view_count>751638</video:view_count>
<video:tag>editing vr inside vr</video:tag>
<video:publication_date>2016-02-04T19:24:03Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2018-04-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.4375</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/2TtnD4jmCDQ/all-the-colours-including-grue-how-languages-see-colours-differently</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/2TtnD4jmCDQ/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>All The Colours, Including Grue: How Languages See Colours Differently</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/2TtnD4jmCDQ/hqdefault.jpg</video:thumbnail_loc>
<video:description>Tom Scott explains how different languages divide the color spectrum differently, including cases where one word covers both blue and green. He gives a short tour of color terms across languages. HN people send it as a quick, clear explainer for color-word differences and as supporting material for the idea that language shapes how we see color.</video:description>
<video:player_loc>https://www.youtube.com/embed/2TtnD4jmCDQ</video:player_loc>
<video:duration>176</video:duration>
<video:view_count>2337267</video:view_count>
<video:tag>language and color perception</video:tag>
<video:publication_date>2013-06-07T11:49:11Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2021-01-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.4375</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/Q13CishCKXY/project-starline-feel-like-you-re-there-together</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/Q13CishCKXY/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>Project Starline: Feel like you&apos;re there, together</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/Q13CishCKXY/hqdefault.jpg</video:thumbnail_loc>
<video:description>Google&apos;s Project Starline demo video, showing a booth that gives video calls a life-size, three-dimensional feel without a headset. People in the video talk as if sitting across from each other. HN people cite it as proof that video calls are not a solved problem, and as the most promising headset-free approach to telepresence.</video:description>
<video:player_loc>https://www.youtube.com/embed/Q13CishCKXY</video:player_loc>
<video:duration>111</video:duration>
<video:view_count>1241976</video:view_count>
<video:tag>project starline telepresence</video:tag>
<video:publication_date>2021-05-18T18:53:35Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2023-01-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.4375</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/GlXNVnftaNs/car-free-streets-are-amazing-and-we-need-more-of-them</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/GlXNVnftaNs/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>Car-free Streets are Amazing (and we need more of them)</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/GlXNVnftaNs/hqdefault.jpg</video:thumbnail_loc>
<video:description>A Not Just Bikes video arguing for car-free and car-light streets, using the Dutch idea of autoluw streets. It looks at the effects on neighborhoods and at how cities such as Copenhagen and Groningen pedestrianised despite opposition. HN people recommend it as a good overview of autoluw streets and of how car-free streets win over initially angry residents.</video:description>
<video:player_loc>https://www.youtube.com/embed/GlXNVnftaNs</video:player_loc>
<video:duration>364</video:duration>
<video:view_count>483606</video:view_count>
<video:tag>car-free streets</video:tag>
<video:publication_date>2019-11-18T09:00:04Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2022-08-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.4375</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/NEJZlGuWGV8/expanding-in-three-dimensions</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/NEJZlGuWGV8/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>Expanding in three dimensions</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/NEJZlGuWGV8/hqdefault.jpg</video:thumbnail_loc>
<video:description>Mathematician and maker Henry Segerman shows expanding racks in three dimensions, a mechanical idea of structures that grow outward in all directions. The video demonstrates physical models of the mechanism. Submitted twice in 2025 and 2026 as a neat piece of 3D mechanism design, and one commenter links it as a source of an idea they met again.</video:description>
<video:player_loc>https://www.youtube.com/embed/NEJZlGuWGV8</video:player_loc>
<video:duration>1552</video:duration>
<video:view_count>282408</video:view_count>
<video:tag>3d expanding racks</video:tag>
<video:publication_date>2025-12-30T15:33:54Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2026-01-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.4375</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/wgUkjbMhF18/earthships-america-s-off-grid-desert-community</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/wgUkjbMhF18/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>Earthships - America&apos;s Off-Grid Desert Community</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/wgUkjbMhF18/hqdefault.jpg</video:thumbnail_loc>
<video:description>A video tour of the Earthship community in the New Mexico desert, where off-grid homes are built from repurposed materials such as tires. It shows how the houses are meant to supply their own heat, water and food. HN submits it as an example of off-grid, self-sustaining home design, and cites it when off-grid or low-energy building comes up.</video:description>
<video:player_loc>https://www.youtube.com/embed/wgUkjbMhF18</video:player_loc>
<video:duration>2020</video:duration>
<video:view_count>7497838</video:view_count>
<video:tag>earthship off-grid homes</video:tag>
<video:publication_date>2021-07-02T18:45:07Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2021-09-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.4375</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/2XkV6IpV2Y0/the-history-and-future-of-everything-time</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/2XkV6IpV2Y0/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>The History and Future of Everything -- Time</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/2XkV6IpV2Y0/hqdefault.jpg</video:thumbnail_loc>
<video:description>A Kurzgesagt animated video covering time on the largest scales, an animated timeline of the universe&apos;s history and future. It uses simple illustrated visuals and narration to make huge spans of time understandable. HN people link it as a good, well-narrated example of explaining unimaginable scales, and discuss it in threads about Kurzgesagt&apos;s information design.</video:description>
<video:player_loc>https://www.youtube.com/embed/2XkV6IpV2Y0</video:player_loc>
<video:duration>430</video:duration>
<video:view_count>7511594</video:view_count>
<video:tag>animated explainer of cosmic time</video:tag>
<video:publication_date>2013-12-19T16:21:33Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2014-11-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.4375</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/pq7NLMwynYg/using-the-internet-for-the-1st-time-recipe-websites</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/pq7NLMwynYg/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>Using the Internet for the 1st time [Recipe Websites]</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/pq7NLMwynYg/hqdefault.jpg</video:thumbnail_loc>
<video:description>Kai Lentit&apos;s comedy sketch in which a newcomer uses the internet for the first time and tries to read a recipe online. It parodies the ads, popups and clutter of recipe websites and the modern web. HN passes it around as a funny demonstration of how bad the modern web has gotten.</video:description>
<video:player_loc>https://www.youtube.com/embed/pq7NLMwynYg</video:player_loc>
<video:duration>591</video:duration>
<video:view_count>150949</video:view_count>
<video:tag>modern web clutter satire</video:tag>
<video:publication_date>2023-05-14T18:38:19Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2023-06-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.4375</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/3xx7sgNVE-A/i-made-a-1d-game</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/3xx7sgNVE-A/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>I Made a 1D Game 🎮</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/3xx7sgNVE-A/hqdefault.jpg</video:thumbnail_loc>
<video:description>Mashpoe shows a video game that exists in only one dimension and is played with 3D glasses. The video walks through the idea and the finished game. HN people submit it as a clever design experiment and point to it as a model for one-dimensional games, for instance on an LED strip.</video:description>
<video:player_loc>https://www.youtube.com/embed/3xx7sgNVE-A</video:player_loc>
<video:duration>678</video:duration>
<video:view_count>1845870</video:view_count>
<video:tag>one-dimensional game</video:tag>
<video:publication_date>2021-03-09T15:30:00Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2024-11-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.4375</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/K0Tsa3smr1w/inspiring-a-future-clojure-editor-with-forgotten-lisp-ux-shaun-lebron</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/K0Tsa3smr1w/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>Inspiring a future Clojure editor with forgotten Lisp UX - Shaun Lebron</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/K0Tsa3smr1w/hqdefault.jpg</video:thumbnail_loc>
<video:description>Shaun Lebron&apos;s ClojureTV talk on forgotten Lisp editing ideas that could inspire a future Clojure editor. He covers the history of structured and projectional editing in Lisp and the thinking behind Parinfer. HN people cite it as the best summary of past attempts at structural Lisp editors, and as the source for Parinfer making parentheses automatic.</video:description>
<video:player_loc>https://www.youtube.com/embed/K0Tsa3smr1w</video:player_loc>
<video:duration>2132</video:duration>
<video:view_count>23429</video:view_count>
<video:tag>lisp editor ux and parinfer</video:tag>
<video:publication_date>2017-10-12T21:46:32Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2018-08-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.4375</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/fMlmzTBF_LE/samplr-for-touchbar</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/fMlmzTBF_LE/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>Samplr for Touchbar</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/fMlmzTBF_LE/hqdefault.jpg</video:thumbnail_loc>
<video:description>A demo of Samplr, a music sampling app that runs on the Touch Bar of the MacBook Pro. It shows playing and manipulating samples with touches on the strip instead of the usual screen or keyboard. HN people hold it up as the one Touch Bar app that shows how good the strip could be.</video:description>
<video:player_loc>https://www.youtube.com/embed/fMlmzTBF_LE</video:player_loc>
<video:duration>67</video:duration>
<video:view_count>36928</video:view_count>
<video:tag>touch bar music sampler</video:tag>
<video:publication_date>2020-07-09T17:02:54Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2022-12-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.4375</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/3ikye7Qc7Ak/lea-verou-more-css-secrets-another-10-things-you-may-not-know-about-css-at</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/3ikye7Qc7Ak/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>Lea Verou, &quot;More CSS Secrets: Another 10 things you may not know about CSS&quot; at W3Conf 2013</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/3ikye7Qc7Ak/hqdefault.jpg</video:thumbnail_loc>
<video:description>Lea Verou&apos;s W3Conf 2013 talk, a follow-up to her earlier CSS Secrets talk, presents ten more lesser-known things you can do with CSS. It is aimed at working front-end developers and designers who code. HN people submitted it as a worthwhile collection of CSS techniques from one of the best-known CSS speakers.</video:description>
<video:player_loc>https://www.youtube.com/embed/3ikye7Qc7Ak</video:player_loc>
<video:duration>3640</video:duration>
<video:view_count>82906</video:view_count>
<video:tag>css tricks and secrets</video:tag>
<video:publication_date>2013-02-25T20:02:19Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2013-04-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.4375</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/7BB8TkY4Aeg/shadertoy-com-best-of-shaders-in-8k50</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/7BB8TkY4Aeg/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>Shadertoy.com Best Of Shaders in 8K50</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/7BB8TkY4Aeg/hqdefault.jpg</video:thumbnail_loc>
<video:description>A compilation by the Shadertoy user dorni of standout shaders from Shadertoy.com, rendered as 8K video at 50 frames per second. It is a showcase of real-time procedural graphics written entirely in code, with no commentary. HN people link it as the high-resolution way to see Shadertoy&apos;s best work, including the intro shader from the Planet Shadertoy thread.</video:description>
<video:player_loc>https://www.youtube.com/embed/7BB8TkY4Aeg</video:player_loc>
<video:duration>390</video:duration>
<video:view_count>40376</video:view_count>
<video:tag>shadertoy best of compilation</video:tag>
<video:publication_date>2018-01-03T13:00:01Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2020-05-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.4375</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/tGOBOw9s-QM/how-the-dutch-slow-drivers-for-safer-streets-shorts</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/tGOBOw9s-QM/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>How the Dutch Slow Drivers for Safer Streets #shorts</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/tGOBOw9s-QM/hqdefault.jpg</video:thumbnail_loc>
<video:description>A short from Not Just Bikes on how Dutch street design slows drivers down. It shows traffic calming that works through the shape of the road instead of signs. HN uses it as the short answer to how to get drivers to slow down, in threads on pedestrian deaths and distracted driving.</video:description>
<video:player_loc>https://www.youtube.com/embed/tGOBOw9s-QM</video:player_loc>
<video:duration>60</video:duration>
<video:view_count>5468869</video:view_count>
<video:tag>dutch traffic calming</video:tag>
<video:publication_date>2021-03-07T03:30:34Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2023-06-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.4375</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/L9Di-UVC-_4/why-every-map-of-china-is-just-slightly-wrong</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/L9Di-UVC-_4/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>Why Every Map of China is Just Slightly Wrong</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/L9Di-UVC-_4/hqdefault.jpg</video:thumbnail_loc>
<video:description>A Half as Interesting explainer on why maps of China are slightly wrong. It describes how mapmaking in China is regulated and licensed, and how maps are deliberately altered to comply. HN people use it as the short explanation of China&apos;s deliberately inaccurate maps, linked in threads on mapping, GPS and censorship.</video:description>
<video:player_loc>https://www.youtube.com/embed/L9Di-UVC-_4</video:player_loc>
<video:duration>342</video:duration>
<video:view_count>4037213</video:view_count>
<video:tag>deliberately wrong maps of china</video:tag>
<video:publication_date>2019-03-28T16:16:13Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2019-07-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.4375</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/LiD7dnqY034/printscreen-fabricating-highly-customizable-thin-film-touch-displays</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/LiD7dnqY034/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>PrintScreen: Fabricating Highly Customizable Thin-film Touch-Displays</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/LiD7dnqY034/hqdefault.jpg</video:thumbnail_loc>
<video:description>A video from Saarland University&apos;s HCI Lab showing PrintScreen, a research method for fabricating thin-film touch displays with custom shapes and sizes. The video demonstrates how such displays can be produced and what they can show. It accompanies a 2014 human-computer interaction research paper. Submitted to HN in 2014 and again in 2025 as a worthwhile look at printed, customizable display hardware.</video:description>
<video:player_loc>https://www.youtube.com/embed/LiD7dnqY034</video:player_loc>
<video:duration>217</video:duration>
<video:view_count>106582</video:view_count>
<video:tag>printed thin-film touch displays</video:tag>
<video:publication_date>2014-10-02T13:29:34Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2025-11-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.4375</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/VDk9jjdiXJQ/twit-specials-the-making-of-old-spice-s-commercial-the-man-your-man-could-smell</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/VDk9jjdiXJQ/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>TWiT Specials: The making of Old Spice&apos;s commercial: The Man Your Man Could Smell Like</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/VDk9jjdiXJQ/hqdefault.jpg</video:thumbnail_loc>
<video:description>A TWiT special in which Leo Laporte interviews the creators of Old Spice&apos;s &quot;The Man Your Man Could Smell Like&quot; commercial. They explain how the ad was made behind the scenes. HN people share it as proof that the ad was a hardware and in-camera feat with minimal CGI, and as the behind-the-scenes companion to a famous commercial.</video:description>
<video:player_loc>https://www.youtube.com/embed/VDk9jjdiXJQ</video:player_loc>
<video:duration>1176</video:duration>
<video:view_count>1901628</video:view_count>
<video:tag>making of the old spice ad</video:tag>
<video:publication_date>2010-02-12T01:21:28Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2010-07-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.4375</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/L4QYkEpw9pA/why-finland-is-building-a-wood-city</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/L4QYkEpw9pA/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>Why Finland is Building a Wood City</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/L4QYkEpw9pA/hqdefault.jpg</video:thumbnail_loc>
<video:description>A B1M video on why Finland is building a district of Helsinki almost entirely from timber. It explains the case for wood as a modern construction material at city scale. HN people recommend it, with other B1M timber videos, to anyone interested in timber construction, and quote its line about the new Helsinki district.</video:description>
<video:player_loc>https://www.youtube.com/embed/L4QYkEpw9pA</video:player_loc>
<video:duration>385</video:duration>
<video:view_count>786152</video:view_count>
<video:tag>timber city in finland</video:tag>
<video:publication_date>2020-09-09T10:50:59Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2021-12-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.4375</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/faJ8N0giqzw/tangible-functional-programming</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/faJ8N0giqzw/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>Tangible Functional Programming</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/faJ8N0giqzw/hqdefault.jpg</video:thumbnail_loc>
<video:description>Conal Elliott&apos;s Google TechTalk on tangible functional programming, an approach where functional programs get user interfaces that can be seen and manipulated directly. The talk includes a demo of a UI for working with higher-order functions. HN people point to it as a good source of ideas for visual programming and for visualizing higher-order functions.</video:description>
<video:player_loc>https://www.youtube.com/embed/faJ8N0giqzw</video:player_loc>
<video:duration>3385</video:duration>
<video:view_count>59454</video:view_count>
<video:tag>tangible functional programming</video:tag>
<video:publication_date>2007-11-20T10:49:38Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2011-12-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.4375</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/VnSMIgsPj5M/benedict-cumberbatch-reads-sol-lewitt-s-letter-to-eva-hesse</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/VnSMIgsPj5M/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>Benedict Cumberbatch reads Sol LeWitt&apos;s letter to Eva Hesse</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/VnSMIgsPj5M/hqdefault.jpg</video:thumbnail_loc>
<video:description>Benedict Cumberbatch reads Sol LeWitt&apos;s letter to Eva Hesse at Letters Live. In it the artist tells his friend to stop overthinking and just keep making work. HN people share it as a pep talk against creative paralysis, and pair it with writing and making more.</video:description>
<video:player_loc>https://www.youtube.com/embed/VnSMIgsPj5M</video:player_loc>
<video:duration>370</video:duration>
<video:view_count>1410031</video:view_count>
<video:tag>lewitt letter to hesse</video:tag>
<video:publication_date>2016-09-26T15:44:16Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2020-10-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.4375</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/emh22gT5e9k/the-blit-the-first-unix-graphical-multi-programming-terminal-by-rob-pike-and</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/emh22gT5e9k/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>The Blit - The first Unix graphical multi-programming terminal by Rob Pike and Bart Locanthi</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/emh22gT5e9k/hqdefault.jpg</video:thumbnail_loc>
<video:description>A 1982 promotional demo of the Blit, a graphical multi-programming terminal for Unix built by Rob Pike and Bart Locanthi at Bell Labs. It shows several windows running at once on a bitmapped display driven by a mouse. HN treats it as an early window system demo, comparing it to the Mother of All Demos and tracing it to Pike&apos;s later Acme and rio.</video:description>
<video:player_loc>https://www.youtube.com/embed/emh22gT5e9k</video:player_loc>
<video:duration>244</video:duration>
<video:view_count>25051</video:view_count>
<video:tag>blit graphical unix terminal</video:tag>
<video:publication_date>2009-08-07T22:50:31Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2014-09-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.4375</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/tSnnfUj1XCQ/intentional-programming-demo-part-1-editor</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/tSnnfUj1XCQ/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>Intentional Programming demo (Part 1) - Editor</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/tSnnfUj1XCQ/hqdefault.jpg</video:thumbnail_loc>
<video:description>Part 1 of a demo of Charles Simonyi&apos;s Intentional Programming, showing its editor. Programs are stored as structured intentions and projected into different views for reading and editing. HN returns to it as the early example of projectional editing and multiple views of code, cited whenever new programming tools claim the idea.</video:description>
<video:player_loc>https://www.youtube.com/embed/tSnnfUj1XCQ</video:player_loc>
<video:duration>599</video:duration>
<video:view_count>14432</video:view_count>
<video:tag>intentional programming editor</video:tag>
<video:publication_date>2006-08-25T01:21:08Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2014-09-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.4375</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/2YBtspm8j8M/this-is-a-generic-brand-video-by-dissolve</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/2YBtspm8j8M/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>This Is a Generic Brand Video, by Dissolve</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/2YBtspm8j8M/hqdefault.jpg</video:thumbnail_loc>
<video:description>A parody from Dissolve that strings together stock footage and the usual narration of a corporate brand video until it says nothing at all. It pokes fun at the clichés of brand films and advertising. HN people use it as shorthand for empty brand and advertising videos, and compare real ads from Uber, Netflix and the Super Bowl to it.</video:description>
<video:player_loc>https://www.youtube.com/embed/2YBtspm8j8M</video:player_loc>
<video:duration>170</video:duration>
<video:view_count>3001106</video:view_count>
<video:tag>brand video clichés parody</video:tag>
<video:publication_date>2014-03-21T22:41:39Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2019-02-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.4375</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/1gPM3GqjMR4/xanadu-basics-1b-indirect-document-delivery</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/1gPM3GqjMR4/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>Xanadu Basics 1b-- INDIRECT DOCUMENT DELIVERY</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/1gPM3GqjMR4/hqdefault.jpg</video:thumbnail_loc>
<video:description>Ted Nelson explains indirect document delivery, part of his Xanadu Basics series on his hypertext system. He describes how documents can be assembled from links to material held elsewhere rather than copies. HN people like hearing Ted Nelson explain his own hypertext and jump-link ideas, and cite it in discussions of links and tools for thought.</video:description>
<video:player_loc>https://www.youtube.com/embed/1gPM3GqjMR4</video:player_loc>
<video:duration>777</video:duration>
<video:view_count>4980</video:view_count>
<video:tag>xanadu hypertext document delivery</video:tag>
<video:publication_date>2018-05-08T04:18:12Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2019-11-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.4375</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/PGtv-dBi2wE/ray-marching-for-dummies</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/PGtv-dBi2wE/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>Ray Marching for Dummies!</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/PGtv-dBi2wE/hqdefault.jpg</video:thumbnail_loc>
<video:description>A beginner tutorial from The Art of Code on ray marching, a technique for drawing 3D scenes in a fragment shader. It builds up from the basic idea to rendered shapes without needing a 3D engine. HN people recommend it as the step that shows how to get 3D out of fragment shaders, after a 2D beginner video and before the harder material.</video:description>
<video:player_loc>https://www.youtube.com/embed/PGtv-dBi2wE</video:player_loc>
<video:duration>1786</video:duration>
<video:view_count>261614</video:view_count>
<video:tag>ray marching in shaders</video:tag>
<video:publication_date>2018-12-07T18:41:04Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2023-03-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.4375</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/Dgtba_GpG-U/motorcar-compositor-demo-1</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/Dgtba_GpG-U/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>Motorcar Compositor Demo 1</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/Dgtba_GpG-U/hqdefault.jpg</video:thumbnail_loc>
<video:description>A demo by Forrest Reiling of Motorcar, a 3D compositor built on Wayland. It shows application windows placed in a virtual space and used with VR headset and motion controllers. HN people cite it as a concrete working demo of the old idea of a 3D window manager, and as proof of how flexible Wayland is.</video:description>
<video:player_loc>https://www.youtube.com/embed/Dgtba_GpG-U</video:player_loc>
<video:duration>158</video:duration>
<video:view_count>49346</video:view_count>
<video:tag>3d window manager in vr</video:tag>
<video:publication_date>2014-06-09T07:51:34Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2018-10-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.4375</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/PRsWVO8NkAM/typing-in-3d-1st-master-forge-demonstration</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/PRsWVO8NkAM/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>Typing in 3D! (1st Master Forge Demonstration)</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/PRsWVO8NkAM/hqdefault.jpg</video:thumbnail_loc>
<video:description>CharaChorder demonstrates the Master Forge, a device for typing in three dimensions. The video is the first demonstration of how the input method works. Submitted twice in 2024 as a curious new take on the keyboard.</video:description>
<video:player_loc>https://www.youtube.com/embed/PRsWVO8NkAM</video:player_loc>
<video:duration>1005</video:duration>
<video:view_count>483384</video:view_count>
<video:tag>3d typing device</video:tag>
<video:publication_date>2024-05-26T09:04:00Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2024-12-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.4375</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/9HI8FerKr6Q/a-unified-approach-to-grown-structures</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/9HI8FerKr6Q/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>a unified approach to grown structures</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/9HI8FerKr6Q/hqdefault.jpg</video:thumbnail_loc>
<video:description>A showreel by deskriptiv of differential growth algorithms, which grow organic line and surface structures from simple rules, titled a unified approach to grown structures. It is a visual demonstration of generative form-making with no spoken explanation. HN people share it as a striking example of digital art built from differential growth algorithms, and as the source for growth-based 3D-printed wearables.</video:description>
<video:player_loc>https://www.youtube.com/embed/9HI8FerKr6Q</video:player_loc>
<video:duration>332</video:duration>
<video:view_count>403249</video:view_count>
<video:tag>differential growth algorithms</video:tag>
<video:publication_date>2014-11-26T13:46:35Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2015-07-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.4375</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/IwL3yXdupv0/dynabook-the-complete-story</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/IwL3yXdupv0/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>Dynabook: The Complete Story</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/IwL3yXdupv0/hqdefault.jpg</video:thumbnail_loc>
<video:description>A Computer History Museum video about the Dynabook, Alan Kay&apos;s vision of a portable personal computer for learning. It tells the story of how the idea came about and what became of it. HN people submit it as a reference on the Dynabook idea in threads about the history of personal computing.</video:description>
<video:player_loc>https://www.youtube.com/embed/IwL3yXdupv0</video:player_loc>
<video:duration>7000</video:duration>
<video:view_count>7234</video:view_count>
<video:tag>dynabook history</video:tag>
<video:publication_date>2017-09-29T20:19:15Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2018-09-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.4375</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/JlL6ZHChhQE/3-arches-and-chains</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/JlL6ZHChhQE/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>3. Arches and Chains</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/JlL6ZHChhQE/hqdefault.jpg</video:thumbnail_loc>
<video:description>Lecture 3, Arches and Chains, from the Engineering Models series. It explains how a hanging chain traces the ideal shape of an arch and how that principle, used in Gaudi&apos;s hanging chain models, is turned into structural form. HN people recommend it as a good overview of the hanging chain technique, and link it whenever Gaudi&apos;s Sagrada Familia comes up.</video:description>
<video:player_loc>https://www.youtube.com/embed/JlL6ZHChhQE</video:player_loc>
<video:duration>567</video:duration>
<video:view_count>870282</video:view_count>
<video:tag>hanging chain models and arch form</video:tag>
<video:publication_date>2018-03-09T17:10:52Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2022-10-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.4375</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/2KDkFgOHZ5I/android-experiments-object-magic-calendar</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/2KDkFgOHZ5I/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>Android Experiments OBJECT グランプリ : Magic Calendar</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/2KDkFgOHZ5I/hqdefault.jpg</video:thumbnail_loc>
<video:description>A Google Japan video presenting Magic Calendar, an entry in the Android Experiments OBJECT competition. It shows a calendar-style physical object built around a screen. HN people post it as an appealing calendar-on-the-wall concept and later compare newer e-ink calendar projects to it.</video:description>
<video:player_loc>https://www.youtube.com/embed/2KDkFgOHZ5I</video:player_loc>
<video:duration>111</video:duration>
<video:view_count>351757</video:view_count>
<video:tag>magic calendar android experiment</video:tag>
<video:publication_date>2017-02-13T01:03:49Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2017-04-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.4375</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/78Ru62uFM0s/aspect-ratios-with-sinners-director-ryan-coogler</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/78Ru62uFM0s/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>Aspect Ratios with Sinners Director Ryan Coogler</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/78Ru62uFM0s/hqdefault.jpg</video:thumbnail_loc>
<video:description>Kodak interviews director Ryan Coogler about the aspect ratio choices in his film Sinners. He talks through why different ratios serve different scenes and how format shapes the way an audience sees a story. HN people submitted it as a rare director&apos;s-eye look at framing and aspect ratio as deliberate storytelling choices.</video:description>
<video:player_loc>https://www.youtube.com/embed/78Ru62uFM0s</video:player_loc>
<video:duration>642</video:duration>
<video:view_count>1117982</video:view_count>
<video:tag>aspect ratio in filmmaking</video:tag>
<video:publication_date>2025-04-10T17:14:09Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2026-03-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.4375</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/Iy8R5TZNV1A/the-paradox-of-choice-why-more-is-less</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/Iy8R5TZNV1A/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>The Paradox of Choice - Why More Is Less</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/Iy8R5TZNV1A/hqdefault.jpg</video:thumbnail_loc>
<video:description>Psychologist Barry Schwartz&apos;s Google talk on the paradox of choice. He argues that having more options can leave people less satisfied and more anxious instead of freer. HN people point to it for choice overload, from threads on why too many options reduce buying to people struggling with choice anxiety.</video:description>
<video:player_loc>https://www.youtube.com/embed/Iy8R5TZNV1A</video:player_loc>
<video:duration>3848</video:duration>
<video:view_count>320882</video:view_count>
<video:tag>paradox of choice</video:tag>
<video:publication_date>2007-07-23T23:01:09Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2020-11-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.4375</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/PMltMdi1Wzg/the-sdf-of-a-line-segment</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/PMltMdi1Wzg/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>The SDF of a Line Segment</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/PMltMdi1Wzg/hqdefault.jpg</video:thumbnail_loc>
<video:description>Inigo Quilez derives the signed distance function of a line segment, one of the basic building blocks of shader-based shape drawing. He builds the shape from equations step by step. HN people recommend Quilez&apos;s SDF videos as an illuminating way to use equations to describe geometry.</video:description>
<video:player_loc>https://www.youtube.com/embed/PMltMdi1Wzg</video:player_loc>
<video:duration>436</video:duration>
<video:view_count>106890</video:view_count>
<video:tag>sdf of a line segment</video:tag>
<video:publication_date>2020-01-09T00:00:20Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2025-08-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.4375</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/WrxZ4AZPdOQ/the-drive-home-shadertoy</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/WrxZ4AZPdOQ/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>The Drive Home - ShaderToy</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/WrxZ4AZPdOQ/hqdefault.jpg</video:thumbnail_loc>
<video:description>Martijn Steinrucken of The Art of Code shows The Drive Home, his moody rainy night-drive shader on Shadertoy. The video lets viewers see and hear the shader on any device. HN people praise its rare, moody aesthetic, and point to the author as someone who does incredible shader work and explains it clearly.</video:description>
<video:player_loc>https://www.youtube.com/embed/WrxZ4AZPdOQ</video:player_loc>
<video:duration>121</video:duration>
<video:view_count>11132</video:view_count>
<video:tag>the drive home shader</video:tag>
<video:publication_date>2017-07-05T17:30:16Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2022-09-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.4375</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/n-zESacteu4/jay-austin-s-beautiful-illegal-tiny-house</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/n-zESacteu4/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>Jay Austin&apos;s Beautiful, Illegal Tiny House</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/n-zESacteu4/hqdefault.jpg</video:thumbnail_loc>
<video:description>ReasonTV profiles Jay Austin, who designed and built a small house in Washington, DC that ran afoul of local zoning rules. It shows the house and the regulations that made it illegal. HN uses it in zoning and housing debates as an example of how rules limit small-footprint housing and building innovation.</video:description>
<video:player_loc>https://www.youtube.com/embed/n-zESacteu4</video:player_loc>
<video:duration>632</video:duration>
<video:view_count>3064086</video:view_count>
<video:tag>tiny house and zoning</video:tag>
<video:publication_date>2014-08-07T10:37:33Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2024-01-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.4375</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/LbY0mBXKKT0/the-making-of-outer-wilds-documentary</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/LbY0mBXKKT0/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>The Making of Outer Wilds - Documentary</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/LbY0mBXKKT0/hqdefault.jpg</video:thumbnail_loc>
<video:description>A /noclip documentary on the making of Outer Wilds, the space exploration game from Mobius Digital. It follows the developers through the game&apos;s design and the engineering behind its small, hand-built solar system. Spoilers for the game are included. HN people cite it for the technical side of Outer Wilds, such as the player staying at the origin while the world moves, and as evidence of how the game was built.</video:description>
<video:player_loc>https://www.youtube.com/embed/LbY0mBXKKT0</video:player_loc>
<video:duration>3057</video:duration>
<video:view_count>2542385</video:view_count>
<video:tag>making of outer wilds</video:tag>
<video:publication_date>2020-01-01T17:00:12Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2020-07-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.4375</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/ptUj8JRAYu8/markus-kayser-solar-sinter-project</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/ptUj8JRAYu8/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>Markus Kayser - Solar Sinter Project</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/ptUj8JRAYu8/hqdefault.jpg</video:thumbnail_loc>
<video:description>Markus Kayser&apos;s Solar Sinter Project shows a machine that uses focused sunlight to fuse desert sand, layer by layer, into 3D objects of glass. It is a prototype of making things from sun and sand. HN keeps citing it as the idea of 3D printing with sunlight and sand, from desert construction to lunar bricks.</video:description>
<video:player_loc>https://www.youtube.com/embed/ptUj8JRAYu8</video:player_loc>
<video:duration>367</video:duration>
<video:view_count>692772</video:view_count>
<video:tag>solar sintering sand 3d printing</video:tag>
<video:publication_date>2011-06-28T00:07:17Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2025-01-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.4375</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/GZGY0wPAnus/the-art-of-misdirection-apollo-robbins-ted</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/GZGY0wPAnus/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>The art of misdirection | Apollo Robbins | TED</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/GZGY0wPAnus/hqdefault.jpg</video:thumbnail_loc>
<video:description>Apollo Robbins, a stage pickpocket, explains in a TED talk how he uses misdirection to steer people&apos;s attention. He shows how easily attention can be manipulated. HN people cite it as evidence that human attention is small and easily manipulated, in threads about persuasion and attention.</video:description>
<video:player_loc>https://www.youtube.com/embed/GZGY0wPAnus</video:player_loc>
<video:duration>528</video:duration>
<video:view_count>28437567</video:view_count>
<video:tag>attention and misdirection</video:tag>
<video:publication_date>2013-09-13T16:07:37Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2021-10-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.4375</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/P5fWPBOdrY8/a-video-about-blockhead-experimental-digital-audio-workstation</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/P5fWPBOdrY8/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>A video about Blockhead (experimental digital audio workstation)</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/P5fWPBOdrY8/hqdefault.jpg</video:thumbnail_loc>
<video:description>A video from colugo presenting Blockhead, an experimental digital audio workstation. It shows how the program rethinks the way music is built compared with conventional DAWs. Submitted twice in 2023 as a radical new take on the DAW, and linked again in a thread on the future of the DAW.</video:description>
<video:player_loc>https://www.youtube.com/embed/P5fWPBOdrY8</video:player_loc>
<video:duration>2023</video:duration>
<video:view_count>107715</video:view_count>
<video:tag>experimental daw</video:tag>
<video:publication_date>2023-09-23T06:00:10Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2023-11-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.4375</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/HAT4iewOHDs/how-complex-is-personal-computing</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/HAT4iewOHDs/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>How Complex is &quot;Personal Computing&quot;?</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/HAT4iewOHDs/hqdefault.jpg</video:thumbnail_loc>
<video:description>A 2015 presentation by Alan Kay and researchers from the Viewpoints Research Institute on the STEPS project, which asks how small a complete personal computing system can be. Segments include 2D rendering with Gezira and Nile, domain-specific languages with OMeta, and imperative versus declarative programming. HN people recommend it as the talk about the Viewpoints STEPS project, with a good segment on OMeta, in Alan Kay reading lists.</video:description>
<video:player_loc>https://www.youtube.com/embed/HAT4iewOHDs</video:player_loc>
<video:duration>4673</video:duration>
<video:view_count>2563</video:view_count>
<video:tag>steps project and personal computing complexity</video:tag>
<video:publication_date>2015-06-27T17:04:49Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2019-05-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.4375</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/WgriMuXZ3QY/9-fingers-spaceballs-making-of</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/WgriMuXZ3QY/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>9 Fingers / Spaceballs (making of)</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/WgriMuXZ3QY/hqdefault.jpg</video:thumbnail_loc>
<video:description>A making-of video for 9 Fingers, an Amiga demoscene production by Spaceballs. It shows how the group made the demo, including the dance footage they filmed with their friends. HN people keep it in lists of demoscene music and making-of videos, and note how teenagers filmed their high school friends for the dance shots.</video:description>
<video:player_loc>https://www.youtube.com/embed/WgriMuXZ3QY</video:player_loc>
<video:duration>358</video:duration>
<video:view_count>127706</video:view_count>
<video:tag>spaceballs 9 fingers making-of</video:tag>
<video:publication_date>2008-01-16T10:35:55Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2021-08-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.4375</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/dxY5CdZNzsk/css-algorithms-by-lara-schenck</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/dxY5CdZNzsk/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>&quot;CSS Algorithms&quot; by Lara Schenck</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/dxY5CdZNzsk/hqdefault.jpg</video:thumbnail_loc>
<video:description>Lara Schenck&apos;s Strange Loop 2019 talk on CSS and the algorithms behind it. She looks at CSS as a real language with its own logic, and at how programmers talk about it and the people who work in it. HN people submitted it as a talk worth watching on CSS, and one commenter cites it, with strong objection, as an example of how CSS dislike gets discussed.</video:description>
<video:player_loc>https://www.youtube.com/embed/dxY5CdZNzsk</video:player_loc>
<video:duration>2179</video:duration>
<video:view_count>12800</video:view_count>
<video:tag>css as a language</video:tag>
<video:publication_date>2019-09-19T03:07:17Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2021-03-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.4375</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/olqVGz6mOVE/how-how-star-wars-was-saved-in-the-edit-was-saved-in-the-edit-sort-of-but-not</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/olqVGz6mOVE/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>How &quot;How Star Wars was saved in the edit&quot; was saved in the edit (sort of, but not really)</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/olqVGz6mOVE/hqdefault.jpg</video:thumbnail_loc>
<video:description>Nerdonymous&apos;s long rebuttal of the popular video &quot;How Star Wars was saved in the edit&quot;. It argues that the original oversold the story about film editing and the role of Marcia Lucas and others. HN treats it as a better-sourced correction of the popular editing narrative, though some find the tone grating.</video:description>
<video:player_loc>https://www.youtube.com/embed/olqVGz6mOVE</video:player_loc>
<video:duration>7072</video:duration>
<video:view_count>445813</video:view_count>
<video:tag>star wars editing history</video:tag>
<video:publication_date>2020-12-15T10:14:01Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2021-12-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.4375</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/Ocq3NeudsVk/sonification-and-the-problem-with-making-music-from-data</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/Ocq3NeudsVk/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>Sonification &amp; The Problem with Making Music from Data</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/Ocq3NeudsVk/hqdefault.jpg</video:thumbnail_loc>
<video:description>Tantacrul (Martin Keary) looks at sonification, the practice of turning data into sound. He asks when it helps people understand data and when it is just an arbitrary way to make music or publicity. HN people link it as the standard caveat whenever a sonification story appears, for its sorting of real analytic and artistic value from publicity use.</video:description>
<video:player_loc>https://www.youtube.com/embed/Ocq3NeudsVk</video:player_loc>
<video:duration>888</video:duration>
<video:view_count>259018</video:view_count>
<video:tag>sonification critique</video:tag>
<video:publication_date>2017-07-13T21:30:00Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2022-08-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.4375</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/eaXk97ujbPQ/coding-adventure-hydraulic-erosion</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/eaXk97ujbPQ/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>Coding Adventure: Hydraulic Erosion</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/eaXk97ujbPQ/hqdefault.jpg</video:thumbnail_loc>
<video:description>Sebastian Lague&apos;s Coding Adventure on simulating hydraulic erosion, where he builds a terrain generator that carves water-eroded valleys into procedural landscapes. It is a walk through the code and the results. HN people recommend it as an amazing example of a coder building procedural terrain, and as a good companion to articles on erosion.</video:description>
<video:player_loc>https://www.youtube.com/embed/eaXk97ujbPQ</video:player_loc>
<video:duration>319</video:duration>
<video:view_count>985625</video:view_count>
<video:tag>procedural terrain erosion</video:tag>
<video:publication_date>2019-02-28T06:27:55Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2022-10-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.4375</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/1OKZOV-iLj4/harry-roberts-managing-css-projects-with-itcss</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/1OKZOV-iLj4/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>Harry Roberts - Managing CSS Projects with ITCSS</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/1OKZOV-iLj4/hqdefault.jpg</video:thumbnail_loc>
<video:description>Harry Roberts presents ITCSS, a way of organizing CSS into ordered layers from low-specificity to high-specificity code. He explains the problems of large CSS codebases and how the layered structure keeps them manageable. HN treats it as the standard explanation of the pain points ITCSS solves and as the answer to questions about front-end structure and design patterns.</video:description>
<video:player_loc>https://www.youtube.com/embed/1OKZOV-iLj4</video:player_loc>
<video:duration>4432</video:duration>
<video:view_count>62287</video:view_count>
<video:tag>itcss css architecture</video:tag>
<video:publication_date>2014-11-09T09:42:32Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2022-03-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.4375</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/20ihzA8v89U/art-and-and-code-symposium-hackety-hack-why-the-lucky-stiff</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/20ihzA8v89U/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>ART &amp;&amp; CODE Symposium: Hackety Hack, why the lucky stiff</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/20ihzA8v89U/hqdefault.jpg</video:thumbnail_loc>
<video:description>why the lucky stiff gives a talk at the 2011 ART &amp;&amp; CODE Symposium about Hackety Hack, his project for teaching programming to beginners. The talk ends with his last project, a card game for teaching coding. HN people share it as the last talk of why the lucky stiff, the Ruby community figure who vanished from the internet, and urge people to watch its closing section.</video:description>
<video:player_loc>https://www.youtube.com/embed/20ihzA8v89U</video:player_loc>
<video:duration>1874</video:duration>
<video:view_count>1882</video:view_count>
<video:tag>why the lucky stiff teaching programming</video:tag>
<video:publication_date>2019-08-13T17:18:06Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2024-08-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.4375</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/62-pRVZuS5c/the-sdf-of-a-box</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/62-pRVZuS5c/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>The SDF of a Box</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/62-pRVZuS5c/hqdefault.jpg</video:thumbnail_loc>
<video:description>Inigo Quilez, creator of Shadertoy, derives the signed distance function of a box. It is a short math walkthrough of one of the basic building blocks of shader-based rendering. HN people recommend Quilez&apos;s videos alongside his site as a way into graphics programming and generative art.</video:description>
<video:player_loc>https://www.youtube.com/embed/62-pRVZuS5c</video:player_loc>
<video:duration>448</video:duration>
<video:view_count>137929</video:view_count>
<video:tag>signed distance function of a box</video:tag>
<video:publication_date>2019-10-10T17:14:00Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2020-04-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.4375</priority>
</url>
<url>
<loc>https://www.designertube.app/watch/DgPaCWJL7XI/pouff-grocery-trip</loc>
<image:image>
<image:loc>https://i.ytimg.com/vi/DgPaCWJL7XI/hqdefault.jpg</image:loc>
</image:image>
<video:video>
<video:title>Pouff - Grocery Trip</video:title>
<video:thumbnail_loc>https://i.ytimg.com/vi/DgPaCWJL7XI/hqdefault.jpg</video:thumbnail_loc>
<video:description>A music video by Pouff, titled Grocery Trip, made with neural-network image generation in the Deep Dream style. Supermarket scenes melt into surreal, shifting dreamscapes. HN people point to it as a striking example of Deep Dream imagery that resembles a psychedelic experience.</video:description>
<video:player_loc>https://www.youtube.com/embed/DgPaCWJL7XI</video:player_loc>
<video:duration>167</video:duration>
<video:view_count>3484634</video:view_count>
<video:tag>deep dream music video</video:tag>
<video:publication_date>2015-09-15T19:38:30Z</video:publication_date>
<video:family_friendly>yes</video:family_friendly>
</video:video>
<lastmod>2017-11-01</lastmod>
<changefreq>monthly</changefreq>
<priority>0.4375</priority>
</url>
</urlset>
