Experimental systems & recreational products ............................... 02
Built for curiosity, delayed sleep schedules, and questions
that could have remained hypothetical.
After midnight interfaces ................................................................. 03
Unexpected redesigns completed after saying
“just one quick change.”
Button fixation studies ..................................................................... 04
Investigation into whether a button can
feel emotionally supportive.
Features that did not need to exist .................................................. 05
Hover states, unnecessary transitions,
deeply committed details.
Prototypes built out of spite ............................................................. 06
Rejected assumptions revisited for personal reasons.
Things made to see what happens ................................................. 07
No roadmap. No stakeholders. Concerning confidence.
Digital objects with unclear purpose ............................................... 08
Sometimes useful. Usually beautiful.
Vibe-coded utilities ......................................................................... 09
Designed entirely through instinct,
curiosity, and unreasonable optimism.
Tools for problems invented yesterday ............................................ 10
Hyper-specific solutions to highly avoidable situations.
Recreational product design ............................................................. 11
Interfaces built for no market in particular.
Unnecessary systems thinking ........................................................ 12
Every problem briefly treated like infrastructure.
Microinteraction research ................................................................ 13
Because subtle movement changes everything.
Projects that started as jokes ........................................................... 14
Unfortunately became functional.
Small digital fixations ........................................................................ 15
Obsessions disguised as experiments.
Emotionally overdesigned components .......................................... 16
A practical amount of unnecessary care.
Tools with suspiciously specific use cases ...................................... 17
Designed for approximately three people.
Failed productivity attempts ............................................................. 18
Interfaces intended to improve life.
Results inconclusive.
Curiously overpolished things .......................................................... 19
Much more effort than originally intended.
Design exercises that got out of hand ............................................. 20
Escalated beyond reasonable expectations.
Speculative interface program ......................................................... 21
For futures that may never arrive.
Premature design systems .............................................................. 22
Built before understanding the actual problem.
Side quest operations ...................................................................... 23
Low stakes. High emotional investment.
Visual overthinking department ....................................................... 24
Every spacing decision revisited repeatedly.
Rapid prototyping / slow decision making ...................................... 25
Fast execution, delayed certainty.
Rejected ideas, revisited .................................................................. 26
Maybe they were right. Maybe not.
Tools created to avoid small inconveniences .................................. 27
An unreasonable response to mild friction.
Accidental products ......................................................................... 28
Made for fun. Occasionally useful.
v
Systems for vibes ............................................................................ 29
Functionality secondary to feeling.
Things built in a single weekend ..................................................... 30
Please do not inspect too closely.
Interfaces with personality disorders ............................................... 31
Minimalist one day. Maximalist the next.
Digital oddities ................................................................................. 32
Too serious to be jokes.
Too strange to be products.
Unfinished research division ........................................................... 33
Permanently in progress.
Visual experiments .......................................................................... 34
Fonts changed approximately 47 times.
Things made instead of resting ....................................................... 35
Not recommended professionally.
Overengineered for no clear reason ................................................ 36
Could have stayed simple.
Unnecessary delight ........................................................................ 37
Micro-moments nobody asked for.
The “what if?” archive ..................................................................... 38
Questions with suspicious momentum.
Temporary obsessions .................................................................... 39
Unexpectedly permanent.
Small failures / interesting outcomes .............................................. 40
Learning disguised as unnecessary effort.
Designed without permission ...................................................... 41
No committee approval required.
Things that felt important at 1:13 AM ............................................. 42
Context unavailable.
Feature creep support group ........................................................... 43
Still adding things.
Digital curiosities ............................................................................. 44
Built because the idea would not leave.
Highly questionable product decisions ........................................... 45
Defended passionately.
Unused ideas storage ...................................................................... 46
Nothing is truly deleted.
Interfaces that took too long ............................................................ 47
Worth it, allegedly.
Playground division ......................................................................... 48
Where practical thinking briefly disappears.
Research into overdoing it ............................................................... 49
Early findings are concerning.
Small systems / large opinions ........................................................ 50
Unexpected confidence included.
Visual testing lab .............................................................................. 51
Mostly aesthetic arguments.
In case of creative block .................................................................. 52
Build something weird.
Curated chaos ................................................................................. 53
Organized inconsistently.
Low-stakes inventions ..................................................................... 54
Emotionally expensive.
Projects of uncertain necessity ....................................................... 55
Still glad they exist.
Made for no good reason ................................................................. 56
Sometimes the best reason available.
Recreational internet objects ........................................................... 57
Mildly useful. Deeply specific.
Invisible details division ................................................................... 58
Things only noticed subconsciously.
Future abandoned startups ............................................................. 59
Brand identity completed first.
Quick tests that became multi-week projects ................................ 60
Classic misunderstanding.
Unused ideas storage ...................................................................... 46
Nothing is truly deleted.
Interfaces that took too long ............................................................ 47
Worth it, allegedly.
Playground division ......................................................................... 48
Where practical thinking briefly disappears.
Research into overdoing it ............................................................... 49
Early findings are concerning.
Small systems / large opinions ........................................................ 50
Unexpected confidence included.
Visual testing lab .............................................................................. 51
Mostly aesthetic arguments.
In case of creative block .................................................................. 52
Build something weird.
P5.js + Claude
4 October 2025

I’m learning p5.js. More coming soon…
P5.js
Sometime soon…
Made this gesture recognition using p5.js and mediapipe to spell out "having fun"
P5.js
23 Jan 2026

Recently attended a book binding workshop and made myself a journal
Analog :p
Sometime in 2024

Some trinkets for a potential snail mail
Analog :p
Recently


minesweeeeeeper game as a scratch to reveal tool as a cure for my boredom and fidgeting
v0
31 July 2025
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