Video summary
The video chronicles the remarkable revival of Oxygen, a desktop theme originally created for KDE in 2005 that was once considered dead due to the industry's shift toward flat design and minimalism. The creator, Philip, who initially tried to kill the project years ago because it felt outdated compared to modern trends, recently returned to fix issues like missing icons and poor rendering after noticing a growing nostalgia among users. This resurgence is not merely about looking back at the past; it represents a significant cultural shift away from strict minimalism toward a style that embraces depth, skeuomorphism, and personality. The restoration effort has successfully unified various community forks and attracted new contributors, proving that an old theme can retain artistic value and user choice even in an era dominated by efficiency-focused design principles.
Beyond simply restoring the original look, the project aims to foster a space for creativity and "serious design" within the KDE ecosystem, which often struggles to accommodate designers who think differently from developers. The presentation highlights how Oxygen serves as a gateway for new contributors to learn about KDE's infrastructure while allowing users to experience a more playful and expressive interface. The creator demonstrates this potential through live demos of experimental features, such as bouncing buttons with dynamic shadows and inverted corner radii, arguing that these "crazy" ideas are essential for making users feel cared for and loved. By prioritizing fun and emotional connection over sterile uniformity, the project challenges the notion that software must be boring to be efficient, suggesting that a bit of whimsy can make technology more engaging and human-centric.
The future of Oxygen and similar themes lies in balancing preservation with innovation, ensuring that developers build tools capable of supporting complex visual properties rather than forcing everything into flat rectangles. The creator emphasizes the importance of user feedback mechanisms that go beyond simple telemetry, advocating for methods that capture genuine emotional reactions and usability struggles rather than just asking users what they think. While acknowledging limitations like bias in small sample sizes, the video concludes with a call to action for the community to embrace diverse design mindsets and experiment with window decorations and other features that were previously abandoned. Ultimately, the story of Oxygen is a testament to the enduring power of artistic expression in open-source software, encouraging the community to keep things interesting and to never stop exploring wild, new ideas.
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So, my name I've been around that sounds
weird. Um, I'm a designer. I work at KAB
and I've been in Kada uh doing things
for KD for a few years and I'll talk to
about it in a few seconds.
>> Hi, I'm Philip Fil. I work in academia
as a posttock at the Institute for
Social Research in Zagre in Croatia.
Okay. So um
see this
Malaga
2005. Do you know what I was doing in
Malaga in 2005? Presenting this thing
called oxygen
21 years ago. Um this thing apparently
refuses to die and I I assure you I
tried to kill it. Um
uh but um and um it was you know huge as
some people would say uh these days. Um
it was the KD uh for default theme. It
was um kind of it redefined the way
themes were made. Um because back then
themes were uh not really a thing.
everything in KDE itself and and most um
uh desktops, open-source desktops back
then were kind of collages of multiple
efforts from a design perspective. Uh
Oxygen wasn't that. Oxygen was the one
of the first um efforts in open source
as far as I know that try to do to do
everything. Yes, we were kind of insane.
um do the icon theme, do the cute style,
and then some other idiots uh came up
with plasma. Uh and that required us to
do a complete set of weird things. Um
and we did it all uh not knowing how
hard it was. Um we did it and it has so
today's uh a day of uh or today or
yesterday uh um we were showing numbers.
I also have numbers. Uh we had 5,823
commits and Oxygen repository add over
10,000 different files. The size of
Oxygen on my git is 600 megabytes or
something. Just the icons. Yeah, kind of
insane. Um,
and
what am I most proud of it uh is that
yes, as I said, it was a style of
styles. It redefined how styles supposed
to be made and it's um, uh, full
encompassing and sort of thing. And it
we did it. It was fun. And at the end, I
was kind of exhausted. But anyone that
knows me said that I would do the four
series and this is four series alone. I
wouldn't do anything beyond the four
series. So KD4 we did oxygen and at the
end of it I thought that my time was
done. My language was done and someone
else needed to come on and I was part of
the kitty in the beginning. A kitty no
the how do you call the um design group
thingyama majingy. Uh but mostly trying
to get away from it. Um so by uh by then
I said that oxygen was dead. Um we we
were done with oxygen and because um
flatness was coming. Um and back then I
saw the writing on the wall. Everything
was becoming very flat. The and my
design language as I express myself is
tends to be a little bit over the top.
Um and that's the way I like it. Uh-huh.
Um and uh I I thought okay uh my voice
uh I need to be replaced. Uh my voice
needs to be replaced. And I stepped away
and I thought uh that oxygen should be
killed. And I tried to kill it. I said
it on I think it was an AV meeting when
I publicly said I'm done with this. I'm
not going to carry on with this. And yes
at at the end of KD4 I start um I
stopped working on it.
But
but clearly oxygen isn't dead or we
wouldn't [snorts] be having this
presentation, right? Um so we'll we're
jumping into 2026, but we'll take a
little uh small jump back into the
beginning of 2026. In my own personal
timeline, I hadn't been active for a
little while in KDE, but I was starting
to get that old itch is when you uh
becomes harder to ignore some issues
that you see on the screen and you get
so annoyed at some point. you say, "I'm
going to fix it." And uh that's what
happened uh with Oxygen. I just saw that
things weren't looking right. In
particular, I saw that the air theme was
missing, which I thought was a bit
unfair because it was the default theme
for most of KD4. So, I said, "Let's
bring it back." So, all in all, it's a
pretty banal, not particularly
interesting story, but what's the bigger
story behind it, the context, what had
been accumulating is what's more
interesting.
And that's something that we could call
uh various names. We could say
anti-minimalist backlash, minimalist
fatigue, uh because it's been 12 years
since we've had we've moved towards flat
design and we've had these similar
designs and we're not at a place where
we have something new yet. We're
shifting in some directions where it
seems to be returning to more
skeomorphic, more depth. Uh but we're
still at a limbo. So uh how to explain
this oxygen revival? Well, the simple
explanation is you sometimes hear is
people are just nostalgic about the good
old times when we had less bills to pay,
there was more we had more hair, there
was less wars and so on. It's a pretty
simple explanation, but
we think we think there's a a bit of a
bigger story behind it. It is a backdrop
when we have users that we're in KD for
and want to see it back, but we also
have some new users. And so the part of
the story we think is people uh not
having this new thing and looking back
at what was done and looking at these
details and thinking aha it would be
nice to have something like like this
back. Uh and and one part is that Nun's
going to talk about this the desktop
being fun is that it really became more
serious um like a more professional. We
don't have any more bouncy balls and
stuff like that. Maybe there's also some
yearning to have it have more
personality, be a little bit more fun.
So, for the restoration, we don't want
to go into the chronology uh because we
think this presentation about oxygen is
about so much more. So, there's blog
posts uh and I'm only going to mention
uh the big things that we had issues
with. Uh, number one was these plasma
themes that were pretty abandoned and
they look bad. Like think of white text
on a white background just um it it
wasn't in a good shape. Uh so that that
that was a chunk of the work. Uh of
course um our Q style if you look at the
code it's mostly from KD4 KD5 times. So,
we had issues with fractional scaling,
uh, controls looking choppy, things not
rendering properly. In 6.8, this should
be almost perfect, but there's still
some issues around. And,
uh, we had some missing icons. So, uh,
Oxygen had issues with um deprecation of
icon themes from the plasma themes
because Oxygen doesn't just use symbolic
icons at small sizes. So, we have a
mixture of colorful and monochrome
icons.
And that means if in plasma code one
thing is coded as just a simple I don't
know Akenady
icon name is Akanady if it's not Akanady
symbolic it draws the colorful icon then
we get a mix of colorful and monochrome
icons and it doesn't look good all in
all. Uh the hard part which is maybe
that's also something that's interesting
for the community is this part about
getting contributors right getting a
group of people that are going to
maintain this uh because we know you're
all busy you have a lot of stuff to do
and maintaining an old theme is probably
not something that we want to add to
anyone's list of list of things to do.
Uh so uh what was interesting here is
when we actually we uh started talking
about this we saw that there was a lot
of fork work being done. So people on
GitHub forking there was like two forks
of the whole oxygen repo forks of oxygen
icons. These people that were really
interested in oxygen and could
contribute upstream as well but we're
just doing it somewhere on the side. So
we try to reach out to them and now we
have this nice situation where they join
in and they started sending in patches
and of course this contri this benefits
more users than when you do a fork which
is always the easy way because you can
just do what you want but this is the
more rewarding way. Uh one issue we
faced was this uh of legacy. So Oxygen
Nuna knows this better. Um it went
through a lot of iterations in KD4.
there was different designs. There was
some more gradient, sometimes less. Then
you have users that wants a specific
version. They want this 4.4 version.
They don't want the 4.8. And then you
have to manage all of that and create
some sort of synthetic version. But u
what we have right now, it it seems to
satisfy most. Yeah,
>> you'll like it.
Uh okay. numbers. Uh since the
restoration we began, we're looking at
two repos. So oxygen icons and the
oxygen repo. We have around 82 uh uh
merge requests merge. There's a little
bit more commits. Uh we have 76 issues
we closed on the buck tracker. That's
looking at uh all of the like the whole
Oxygen group and almost around 10 new
contributors. So there it varies from
people that have submitted a one-off
patch and some that seem to be really
interested to keep on contributing and
this could be like a gateway drug for
them. Of course they send a patch on
oxygen, get experience with KD and start
improving other parts of KD as well.
Okay. So um what I've been up to with
these guys uh so because I the I tried
to kill things and people refused to
kill them and kept on even even the old
cute style people were maintaining it. I
kept using it because okay it's my I I
eat my own dog poop. Uh I'm not a dog.
Uh let me say that. Um uh and because of
that I I uh I started helping these guys
out and okay let's let's try to see what
we can do. Uh so what I do what I mainly
do apart from you know thinking about
styles and all this stuff I mainly waste
time on these guys and they are monsters
I tell you these are monsters. This
doesn't do any justice to them because
in order to see them properly you should
see them in 124x 1024 pixels. That's
that's actually the way you should see
them. Yeah, I've been doing a couple of
uh icons in the old style. I did 300
something icons for because the in
plasma I I don't know if you know uh
themes used to ship the icons
themselves. So, plasma theme had to ship
their own icons. Uh then some people uh
removed that and oxygen became
incredibly broken. Uh guess what you
have to do? No, no, you have to do a
bunch. Luckily, they are monochromatic
and I can do them while I'm sleeping. I
only did three like that. Uh so, so
yeah, that's what I've been up to.
>> And now the fun part, right? This is an
old theme that's that's been restored,
but really our whole point here is the
future. Um, and the bigger story behind
Oxygen is also a little something that
it says about KD, which we think is
something very positive is personally I
don't know of an example of a desktop
environment that kept a 20-year-old
theme alive. Usually they die or they
just keep staying the default. Um, and
and this I think is an interesting story
with my social science background. I've
read so many critiques about what it
means when every single core of our
world is dominated by the principles of
utility, efficiency and the costbenefit
perspective. Uh and I agree with those
critiques and what the example of oxygen
clearly shows here is something else
because you have an old theme. If you're
just looking at efficiency, you would
have deleted it in 2015 because what's
the point? It's more efficient to just
develop one thing and and work on it. Uh
but it in KD it recognized this historic
value of oxygen. It recognized the
artistic value behind it. And what we
see is also it recognized user choice.
So it doesn't just give you one theme
that you can use but you have an option
to choose this style u that's retro in
general. Uh and uh oxygen really
benefits from KD. I mentioned this with
with this fork work um from all of the
infrastructure and we're really grateful
for also everyone that's helped us out
with patches and um we'd like to keep it
this way. Yeah.
Uh now what does the future hold? Again,
this is a story about Oxygen, but also
it's a story about every single future
theme, new theme that's going to be
created uh and theme creators. So Oxygen
is a theme. It's not the most complex
theme, but it's uh more complex than
breeze. Uh and when developing such a
theme, we get challenges. Like for all
of the theme creators, we would also
welcome more efficient theming because
right now anyone that is going to try to
do a theme, it just takes a lot of work,
a lot of work and a lot of dev power. So
that's also that's something that
everyone's going to welcome more
efficient but at the same time we have
an oxygen as as example of something
that needs um needs more things
supported so that it can be uh so it can
work right. Uh so we we would argue for
preserving the this power either through
these old ways or uh having um the new
ways support all of these properties. So
you can do something that isn't just
flat or minimal, but also sometimes even
wild. Why not? And uh we're excited
about KD's future where it can offer
also multiple uh first party themes from
users to choose on. So not just like a
retro theme like Oxygen, but maybe like
Oxygen Squared, something new.
and
and okay so uh do you like the
wallpapers do you like these wallpapers
I I made them no I didn't I didn't make
these wallpapers
I asked this thing to AI generate some
wallpapers in the style of nun from
kitty
>> we don't like it actually That's the
that's my point and that's my point to
kill oxygen and all oxygen and all this
stuff that I'm doing. Anything that has
been done is going to be repetitive.
It's going to be boring and it's going
to be easy to make. Only the new stuff,
only the new ideas will actually shine
in a sea of sameness, easy to reproduce,
easy to ask a AI agent to make it. So
that's uh why I really um want to create
something new. And I'm going to show you
something new in a second. Well, I think
it's new. It's relatively new. Well, at
least it's in my brain. It's new. I
haven't seen it anywhere. And I'll show
it in a second. Um
Marco, did he went to the plasma meeting
in Porto?
Okay. So, you remember the the the video
that we were shown there? That that's
the thing that kept that kept on a
polisher
polisher brilliant designer. I recommend
everybody to go and watch this video on
YouTube. Um it's easy to find uh and you
just search for um solemn design versus
serious design. Um
and I want us to in oxygen especially to
do serious design. What is serious
design? Serious design is playful, is
silly, it's stupid, it's all of the
things that are hard.
Solemn design is all of the things that
an enterprise distills out of a a design
language. Serious design is done on the
back of a napkin. Solemn design is done
through iterations of version control,
multiple design systems, and all that
stuff. That's solemn. I'm not really
interested in solemn design. Solemn
design needs to exist. It's if in in the
end how we produce things. I was doing
solemn design by the end of Oxygen. Um
especially on the four in the four
series um I'm doing serious design or
trying to do serious design now.
So um let's see something new. Okay. So,
I want to make idiotic ideas come alive.
Can you see this?
I need to get
anyway. You can see it.
Let's
live demos. What can possibly go wrong?
Hey. Okay, there we go. So, uh ideas. I
want to see crazy things.
I want I want to I want I want to
control, you know, the radius of stupid
windows. I want I want the transparency
to have like little corners that show
things and the corners are inverted and
shown inside the the thing. Um, and I
want to like only draw the shadow on the
inside of something, not on the outside.
But how hard could it be? Hey, I've done
this. This is QML. This is working QML.
It even scales because all of the thing
is, you know, this is actual vector
stuff. It's not it's not like pix maps I
stole. And I want I want buttons that I
bounce. Why? Why? I want b I want
bouncing buttons. I give me bouncing.
And I want Hey, I want my because Okay,
this is an exaggeration ex exaggeration
because this is s this is silly. But
when I use the button, you notice that
the shadow follows my thing. that it's
actually that's why the bouncy button uh
the bouncy thing is important because it
allows me to do that and because I can
control the bounciness I can control the
shadow and I do the shadow slightly
different and I bounce it a little bit
more and where I press it it you know it
it does the flex and the shadow beneath
the thing is a little bit less
important. Um, so I would like us to to
be able to do these things more um on
both sides. And then this is the
playfulness, the the serious design. At
least I think it's serious even though
it's completely crazy. Um,
why and in a second I'll show you a few
a few things more maybe even more crazy
than this if you want to. Um,
but then it it um I was thinking like um
why is this important?
Seriously, why is this important? Um why
do I care about this? I care about this
because I love this and I love you guys
and I love everything around it. And
this is the way I express love.
And I think this is an easy way for
users to understand that we love them.
This takes care. The care that we put in
a design is the same care that we put on
code
and it's easy and it's not easy to for a
user regular user to understand that we
love them because they are not going to
check the well some of some of them
that's how I usually got more developers
in they would look at the code and fall
in love with the code and then start
contributing but for regular users they
don't get that they they will maybe see
the pixels
and they will understand the love that
goes into the pixels and they'll feel
the love that we have to them. So that's
why I think this is actually more
important than it looks. Um just a final
thing. So
maybe because it's fun. What else can I
do? So I did a thing. There's actually a
lot of other things that I'm not showing
here, but I'm just going to show just
the multi effect where But this doesn't
make sense. Okay. Anyway,
that's just because I have access to all
of those things, I can do even crazier.
Oh, come on.
Live demos. What can possibly go wrong?
Can I even press a play button?
Because I can do these things. I can
even do crazier things.
And I can make See, now it's following
my mouse. And this is cool, right?
Is it stupid? Probably.
But it's cool and it makes me feel
something. And we should I made made a
blog the other day like why everything's
so boring.
Everything's so meh.
Can I feel something these days? And
this at least makes me feel what an
idiot.
>> [snorts]
>> Okay. So,
that was that
>> uh I don't know that that that is a a
you problem, not a me.
[laughter] Not a me problem. I'm just
I'm just having fun. Uh how do I get
back to my presentation? No idea.
Like I'm not a Uh-huh. Uh-huh. Uhhuh.
Uh so if you want to get involved uh you
there's things there's a chat thingy
machingy where we you know chat um
you're not a coder we need designers
actually need a lot more designers too a
lot we really need more designers in KD
this is seriously
historically my biggest failure in KDE
was and uh by the end of Kitty4
um I didn't attract uh a designer
community. We had a few a couple but
it's always that it's only just a couple
of designers. It's really hard to mentor
and to foster a space that is conducive
to designers. Um
we on the developer side of things we
tend to lose track of our conversations
an alienate like we will spend 3 hours
debating the proper way of drawing
anything and then the and the designer
on that conversation that just asked for
something just goes away like what my
brain just
and it feels like it doesn't belong. So
we keep on losing designers in that way.
Unless they are have some sort of
masochism handy. Is it massochism? Um
so unless you have some sort of
masochism who keeps sticking around
because you kind of like the guys or
something. Um you we lose the design. So
we need to improve that. That's
something I plan to improve. uh or
create a space where they feel safe and
they and they see peers and they listen
to peers and they have people that can
translate
um their frustrations and understand
their frustrations, explain them. Okay,
the thing you want to do, which is crazy
the way I like it, can't be done unless
we change this and this and that. It's
actually very interesting. You can ask
Marco. Um, designers think differently
and present
sideways solutions for things that
usually developers don't think of in the
same way. Um,
we didn't have anti-housing on the
corners on KD 4.1 4. We didn't have
anti-housing on the corners. Uh, and
then we fixed it and we managed to come
up with multiple fixes for that thing.
Someone some of those fixes were really
hacky. I'm super proud that we actually
had partial fixa and we were the first
ones to have antiologist corners minus
one pixel, right? It was one pixel that
wasn't [laughter]
[snorts] uh but yeah um and so join us.
Um it's the it's the it's cool. Um
uh because it's you know the gold
desktop. Um what is this? I guess just
uh we could add that just on this thread
of oxygen being more than oxygen is this
that it can create a space for
creativity for fun that it the stuff
that we're showing you we're not saying
this has to be the default we understand
what the default should generally be but
we think this this oxygen can be some
sort of space where people can
experiment and we can try to work on
making Katie if someone wants to have it
more fun more playful um Yeah.
>> Yeah. Create a space for people to be
serious to do serious design that they
can share and then it can be shared to
Kitty. Uh so that actually then becomes
solemn. Not too solemn. Please don't
never too solemn but that can and and it
it brings new types of people into KD
that people bring hopefully it will
bring people with different mindsets and
into KD and and start spreading uh more
love into into design type of things in
KD. But we we really need to do things
that they find fun. It's not just, you
know, the things that we usually put
out. It's not those are not super fun
for a designer these days. Yeah.
So, that's about it.
Uh, thank you. Blah blah blah blah blah
blah. You know me. And there's a guy.
You have questions? [applause]
>> [applause]
>> Yeah, thank you very much Nuno and and
Phil and we actually have quite a enough
time for questions. So yeah, let's have
a catch on among the audiences first.
Okay.
>> Hello. That looked really nice.
>> Um, now I'm going to give you
[clears throat] a engineering question.
>> Okay,
>> how will we get those two GTK
applications?
[laughter]
>> You all guys know the story, right? I'm
not going to repeat that story, right?
We tried.
>> Yeah.
>> Yeah. I I guess it's going to be a quite
a problem to get it to cute widget
applications also. Didn't you saw that
conversation last year? That just the
one that we had. Like that was literally
what I was showing them. [laughter]
There they are.
>> Yeah. Yeah.
>> Yeah. No, we we do have an issue
nowadays. We want a cohesive look, but
we just have a Q style. Then it just
gets like a proxy with QQC desktop
style. We don't have a proper cute quick
theme and the GDK app. Well, the better
not
>> talk about that.
>> The GDK. Yeah.
>> Yeah. So currently the effort in oxygen
which there is a reason for oxygen this
current oxygen for me personally at
least my main reason to be helping up
with this is at least I get to learn how
things are working right now because I
was kind of off the the thing for a few
years. Um so I need to understand okay
how am I how am I going to fix all cute
how I'm going to fix giraami so it shows
uh oxygen but now I've looked into kami
I want to fix other things there sorry
um uh but yeah uh how the styling works
you have the union people trying to do
uh things in that area maybe we can do
some things hopefully if you support at
least old auction I think it should be
doable it's just some gradients crazy
stuff like I
No. [laughter]
>> Yeah.
>> Let's talk about that. [laughter]
>> Um
uh so yeah, that's uh that's what we're
trying to do.
>> Okay. Uh next questions.
We still have enough time.
>> Okay. No. Ah,
>> more demos.
>> Oh, you want to see more demos?
Okay.
>> What's your professional designer
opinion on Fluffy Bunny?
>> Fluffy Bunny.
I have nothing to do with that. I'm very
proud to have nothing to do with that.
The people that did that
are heroes. Seriously, that thing is
fun. Uh that is seriously fun. I was I
was appalled and proud at the same time.
And it's also something that's in need
of restoration. So
>> pretty sure it works.
>> It's kind of broken.
>> No, no. Most of the things are broken.
Yeah, cuz all the plasma changes.
>> No, no, no, no, no. I do I do serious
work. [laughter]
>> Yeah. [laughter]
Um so I have a question about uh on the
side of testing. So I think it's clear
that the industry is moving towards or
it's has an appetite for
like you know coming back to depth and
perception and you know like special
understandings of what they see on the
screen and it's because they
got lost in the flatness right like you
know everything looks like a control
therefore it must be a control and it's
hard to extrapolate that I think
sometimes too like finding
the middle ground of like you were
saying you know like you know uh people
accepting
uh changes but not deviating too far
from what seems familiar because you
know we'll have an aversion to change.
Um, I'm thinking I think it would be
awesome if stuff like what you're
building, what we're building, uh, as on
the side of theming could be tested in a
way that users could give us feedback. I
don't know if you're open to that. I
think we don't have a good framework I
will admit you know today in our systems
to sort of expect that that kind of
stuff but I think it would be awesome
because I think one other big missing
piece of our work is that tele not
telemetry but like let's say the the
feedback from users
when you're asking a very specific
designoriented question right uh what is
your take on on testing some of our UIs
or experimenting and getting some
feedback from users.
>> Um,
this is not going to be very popular.
Um,
I I don't like testing like the way
usually people talk about testing, which
is um showing something to a person
asking what do you think about it? Um,
turns out when people spew out words
about how they think about something
they've just experienced, they will spew
out the words as they understand what
they've just experienced. Usually that's
just a postprofessionalization of what
they just experienced. I don't like
asking and that's how usually we see
test user testing. That's not proper
user testing. proper user testing is you
shows things, you give him exercises and
you actually see how it struggles. You
have eye tracking and you see where the
user is looking and you see the
struggles that he's doing. So that's the
sort of thing I love. Not easy to do.
But so I don't like the the last ask
last ask this which I do. I do a lot of
show stuff. I was talking to you, right?
Um I I do a lot of show stuff. Uh, I put
it on blogs and I show to random people
and I just show it and see the reaction.
But I'm actually not listening is if you
know you would believe that to be true.
[laughter]
I'm actually not I'm I'm getting vibes.
This is a word now. I'm I'm creating my
tokens uh to understand what's actually
going on. what's what's triggering
people to not like something or like
like so I'm actually kind of ignoring
all the words they say and trying to get
the feeling of what they are
experiencing. So I see ah okay I have to
change this and I'm trying to
rationalize and thinking what did
actually trigger you or B and or C uh
for this or that uh reaction cuz
trusting the the what they tell me uh
yeah
um just to add on to this I am somewhat
biased cuz I do opinion research for for
a living.
[laughter]
Yeah. But um no, I I think there's space
for it. Uh definitely, especially like
on user surveys cuz they answer
different questions than telemetry. Just
saying for instance, someone is using
this theme doesn't explain what this
person thinks about that theme. So I I
definitely see the space and potential
there, but it has a lot of limitations
because we can never reach the
representative user. It's always going
to be biased. So I would encourage this
more research but I would be careful
with
>> yeah with the conclusions. Yeah.
>> Okay. Thank you. So we still have more
time for questions and looks like there
is no online questions so far but I am
still open for Yes.
Do you know of any plans to bring back
the KD 3.5 theme? [laughter]
>> Um, which is plastic. Plastic was fine.
That's good.
>> Keramic. Oh, Keramic was Kamic was wild.
Kamic was serious. Kamic was serious.
I want to see more things like I didn't
like it personally but it was serious.
It was serious design. Someone will
actually care to do some crazy thing.
Yeah. Back then we had a lot of things
like that. Serious experimentation.
Nowadays we have flat rectangles. Well
they they bring they they figured out
they needed drop shadows. At least that
they took them like a full week to
figure that [laughter] out.
some more.
And uh regarding the GTK thing, perhaps
yeah, just perhaps the question we
should ask is how GTK could follow us in
this regard because we are setting the
path. We are making people dream. It's
okay. Not yet.
>> Not quite.
>> Right.
>> So, uh uh it's their problems. Yeah.
>> Right.
>> And maybe in the future we could work
with them helping them catching us.
Yeah.
>> Um
now, seriously, I'm using this word a
lot. Um I I like what Tiggate does.
Seriously, I do. Uh they are faithful to
their design principles. They care
deeply about their design principles and
they uphold them and they force everyone
to use them. That's fantastic. Um
but that's uh which created a sort of
response like you know the story like Ky
we in oxygen we completely ported oxygen
over to livita. Was it already lia back
then? No, it wasn't called. Yeah. So it
was fully working. It was like
completely amazing. The GTK apps look
more KD than KD apps. [laughter]
Um, it worked for a couple of months and
then Yep.
>> Okay. This will be possibly one last
question.
>> Sorry. Okay. Last question.
>> Yeah.
>> I'm going to be pretty quick, I think.
Um, I already spoke to you in private
about this idea. Um, and I'm just
wondering if you can say to the group
like I am if we're already bringing up
like old styles that were really cool. I
have specific fontness of the um Quinn
window decorations Fahrenheit which the
the specific feature of it was that the
buttons were not on top
>> but were hanging off the side.
Is this I'm if I understood you
correctly this is still very doable.
It's just nobody does it for some
reason.
>> So just maybe a keep something to do
something fun with window decorations.
>> Yeah design something. We need we need
better ways to to talk the
Uh so there is nothing that stops you
from implementing uh such decorations.
It's just as you said that nobody
implements it and because of it uh we
started simplifying some coin uh
internal details. So for like for
example for constraining window inside
the work area. So we now just assume
that the title bar in the uh at the top.
So um but yeah there is nothing that
stops you from implementing that. Once
there is such a decoration we can then
start looking into um fixing wind.