
The Daily Heller: Tom Geismar on 67 Years and the Number 250 – PRINT Magazine
Geismar looks back as he gears up for the U.S. Semiquincentennial.
James Poniewozik, writing for The New York Times:
Whether they work in sand or spores, heavy-handed metaphor is the true material of choice for all these opening titles. The series are different in genres and tone. But all of them seem to have collectively decided that the best way to convey the sense of epic event TV is with an overture of shape-shifting, literal-minded screen-saver art.
His point is that a recent trend in “prestige TV” main titles is to use particle effects. Particle effects—if you don’t know—are simulations in 3D software that produce, well, particles that can be affected by gravity, wind, and each other—essentially physics. Particles can be styled to look like snow, rain, smoke, fireworks, flower petals, water (yes, water is just particles; see this excellent video from Corridor Digital), or even Mordor’s orc hoards. This functionality has been in After Effects for decades in 2D but has been making its way into 3D packages like Cinema 4D and Blender. There’s a very popular program now called Houdini, which does particle systems and other simulations really well. My theory is that because particle effects are simpler to produce and workstations with GPUs are cheaper and easier to come by, these effects are simply more within reach. They certainly look expensive.
Appearing on Joe Rogan’s podcast, this week, Meta CEO Mark Zuckerberg said that Apple “[hasn’t] really invented anything great in a while. Steve Jobs invented the iPhone and now they’re just kind of sitting on it 20 years later."
Let's take a look at some hard metrics, shall we?
I did a search of the USPTO site for patents filed by Apple and Meta since 2007. In that time period, Apple filed for 44,699 patents. Meta, nee Facebook, filed for 4,839, or about 10% of Apple’s inventions.

I’ve had Matthew Butterick’s Practical Typography website/ebook bookmarked since I discovered it over ten years ago. It’s making the rounds again, and I think it’s a good reminder that we are all “professional writers” as he describes:
When we think of “professional writers” we probably think of novelists, screenwriters, or journalists. But the programmer, the scientist, the lawyer—and you, if your work depends on presenting written ideas—all deserve to be called professional writers.
But as professional writers, we do more than write. We edit, we format, we print, we generate PDFs, we make web pages. More than ever, we’re responsible for delivering the written word to our readers. So we’re not just writers—we’re publishers.
Typography is the visual component of the written word. Thus, being a publisher of the written word necessarily means being a typographer.
He’s right. As much of our work is in producing documents and content, we are publishers. Here are a few of my favorite pages:
This book reminds me of a couple of seminal books from the early 1990s: The Mac Is Not a Typewriter by Robin Williams and Stop Stealing Sheep by Erik Spiekermann and E. M. Ginger. The former is how I learned all the basics, back when I was designing my high school’s newspaper. The latter is more comprehensive, going deeper into how type works conceptually. These three are all essential resources for any designer.

Typography is the visual component of the written word. Thus, being a publisher of the written word necessarily means being a typographer.

Fabricio Teixeira and Caio Braga, in their annual The State of UX report:
Despite all the transformations we’re seeing, one thing we know for sure: Design (the craft, the discipline, the science) is not going anywhere. While Design only became a more official profession in the 19th century, the study of how craft can be applied to improve business dates back to the early 1800s. Since then, only one thing has remained constant: how Design is done is completely different decade after decade. The change we’re discussing here is not a revolution, just an evolution. It’s simply a change in how many roles will be needed and what they will entail. “Digital systems, not people, will do much of the craft of (screen-level) interaction design.”
Scary words for the UX design profession as it stares down the coming onslaught of AI. Our industry isn’t the first one to face this—copywriters, illustrators, and stock photographers have already been facing the disruption of their respective crafts. All of these creatives have had to pivot quickly. And so will we.

I recently read a post on Threads in which Stephen Beck wonders why the New York Times needs an external advertising agency when it already has an award-winning agency in-house. You can read the back-and-forth in the thread itself, but I think Nina Alter’s reply sums it up best:
Creatives need to be free to bring new perspectives. Drink other kool-aid. That’s much of the value in agencies.
This all got me thinking about the differences between working in-house and at an agency. As a designer who began my career bouncing from agency to agency before settling in-house, I’ve seen both sides of this debate firsthand. Many of my designer friends have had similar paths. So, I’ll speak from that perspective. It’s biased and probably a little outdated since I haven’t worked at an agency since 2020, and that was one that I owned.

The British automaker Jaguar unveiled its rebrand last week, its first step at relaunching the brand as an all-EV carmaker. Much ink has been spilled about the effort already, primarily negative, regarding the toy-like logotype in design circles and the bizarre film in the general town square.
Jaguar’s new brand film
The design blog that connects the dots others miss. Written by Roger Wong.
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