Technology should feel closer to human things — bodies, moods, weather, time, each other. The question isn't how to maximize engagement, but what this helps you feel.
Pro-human, playful, honest. Art history is a real resource — in conversation with Rothko, Constable, Monet, not just last year's Dribbble. Restraint is earned, not assumed. Settling for good enough is not good enough.
#f4eae6, #faf8f5), not pure white. Warm ink (#1c1814), not #000. The material register matters.#0a0a0a, #131316 — not muddy grays. Liquid glass and iridescent overlays belong here. Warm/cool gradient pairs (orange + blue). Not rainbow.letter-spacing: -0.02em or tighter). Not Inter Bold.-webkit-font-smoothing: antialiased always. font-variant-numeric: tabular-nums on changing numbers. text-wrap: balance on headlines. Sizes are generous, never apologetic.transition: all.Real refraction, not frosted blur. A displacement map encodes per-pixel optical direction — WebGL2 bends the source image on the GPU. The lens is weightless: only its position changes at runtime.
Same displacement map as the rest — but the QR is painted to its own canvas, so a WebGL shader refracts the code's own pixels. Move your cursor over it.
feDisplacementMap reads that map and bends the pixels of the underlying content. Outside the lens: neutral values (128, 128) = no displacement. Only the quadrant you generate needs to be real; the rest mirrors.<video> elements at all. Both share the same displacement map PNG.backdrop-filter: blur() dressed up.::before padding. Tiny interactive elements are neglected, not designed."Fuck it we ball" in a display serif on cream. Not edgy — accurate. The best content doesn't hedge.
transition: all