kirillcool | 21 hours ago | on: Too Much Color
kirillcool's comments
kirillcool | 4 years ago | on: You can't tell people anything (2004)
I just re-read Wired profile of Xanadu from 1995, and it's the same thing over and over again. It's not the world. It's the message. I mean, once anything is published online, it can never be edited because you link to "start character"-"end character" integer positions as the supposedly immutable snippet? What kind of a universe does that online world live in???
kirillcool | 4 years ago | on: Skia Shaders in Compose Desktop
kirillcool | 4 years ago | on: Image color replacement with numerical optimization
kirillcool | 5 years ago | on: Euler's Fizzbuzz (2020)
kirillcool | 5 years ago | on: Ask HN: What is the best money you have spent on professional development?
kirillcool | 5 years ago | on: Arwes – Futuristic Sci-Fi / Cyberpunk Graphical User Interface Framework
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kirillcool | 6 years ago | on: Designing Accessible Color Systems
kirillcool | 14 years ago | on: About those vector icons
kirillcool | 14 years ago | on: About those vector icons
If you read the closing paragraphs of the article, you will see that I do talk about the physical size of the final representation of the pixel-based icon. However, just because you can use more pixels on higher-resolution displays, it does not mean that you can just take a highly detailed vector artwork and display it.
Being able to display very intricate details for each icon is not necessarily the end goal. The end goal is to preserve the clarity, which is why smaller icons (physically, not pixelwise) should have smaller amount of detail compared to larger ones.
In your example, a 128x128px icon that occupies the same physical size on an extra-high DPI screen as a 16x16px icon on a lower-end screen can (mathematically) have 8 times as much detail along each axis. Just because this is possible to do without losing the signal quality on the level of individual pixels, does not mean that it is desirable from the UX / UI perspective.
I do work with colors pretty much every day as a UI engineer