#art

Art and artists intersecting with interface design / 8 posts

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My name is Marcin Wichary. I’ve worked as a UX designer, typographer, front-end person, and manager at Google, Medium, and Figma. I’ve also written a book about keyboards and typing, gave talks, and published essays about design, typography, and technology.

Unsung is my blog about software craft and quality.

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“But, as we all know, the individual light bulbs are not moving.”

I linked to palette cycling before, and I was just reminded of palette cycling art by Mark Ferrari, who back in the 1990s made 30+ landscapes that looked like this:

They have been collected on this webpage some 15 years ago, and I’m linking to it in part because it’s also a great explainer of how palette cycling works – you can see the colors move around, you can point to one to see it frozen, and you can see multiple cycles running in parallel, compare palette ranges between different environmental conditions, and turn on a “blended” technique that feels clever and I didn’t realize existed.

The page was made by Joe Huckaby, who wrote a little intro:

Mark J. Ferrari […] invented his own unique ways of using color cycling for envrironmental effects that you really have to see to believe. These include rain, snow, ocean waves, moving fog, clouds, smoke, waterfalls, streams, lakes, and more. And all these effects are achieved without any layers or alpha channels – just one single flat image with one 256 color palette.

The launch was also accompanied by an interview with Ferrari, which is an interesting read – in part because it shows the work was even more elaborate than all of the above:

These versions of the scene are all the same piece of art ‘shifted’ to different palettes, and, in some cases, using additional ‘baked in’ overlays, (such as rain or the lighted windows at night). But those overlays are all ‘baked in’ to the same layer of the same piece of art that appears in any other ‘day-time’ or clear weather iterations, and are all deriving their color and motion from the same palette as the rest of the picture in that state.

While [the page above] finally allows us all to watch these images color cycle online, many of the scenes posted were actually ‘built’ to do much more than merely animate. By fading the one piece of art through whole sets of palettes, sometimes also using a very sparse set of ‘baked in’ overlays, a number of these scenes can go seamlessly through the 24 hour light cycle, and even change weather conditions ‘naturally’ and seamlessly in real time as you watch. I am not just talking about changing the brightness or color scheme of these pictures either. In the images built for it, over the course of ‘sunrise and morning,’ ‘morning to afternoon’ or ‘evening and sunset,’ light and shadow will actually gradually change angle, climb down the sides of things, move across lawns, up cliffs or building walls, as changing light does in life – all just by fading through palette series designed to make those things happen without altering or adding anything at all to the single layer of 8-bit pixel art.

Ferrari also suggests an interesting analog to palette cycling, which I quoted in the title.

Bonus: Ferrari’s animated landscapes were made for a new-age’y personal organizer app called Seize The Day, and on top of the above preservation effort, there is also this independent, extremely retro page from a fan of the app who loved it so much she decided to keep the app itself alive, too.

Arno Beck’s art

I am generally not a fan of typewritten art, because at some point it all starts to feel a bit same’y, and the gimmick of using a typewriter as a paintbrush wears off pretty quickly.

But these drawings by German artist Arno Beck caught my attention, because it feels like they playfully remix three eras:

  • overtyping keyboard art (early 1900s),
  • the sort of photorealistic smooth shading I most associate with ASCII/​ANSI art (1990s),
  • big pixels from early home videogames (1980s).

In case this interests you, in 2018 I gave a 46-minute talk called “The abridged history of having fun with keyboards” that’s a (hopefully fun) walkthrough of this whole space:

“It’s like a Freudian slip simulator.”

For a while, the digital artist James Dalzell Hodge kept a video diary of various design decisions while making his next game. This 13-minute video is interesting because it harks back to my mention of diegetic interfaces just a few days ago:

It’s a nice quick dive into the subject – a rare coverage of what “diegetic” means outside of the realm of movies.

I like these videos because Hodge focuses on details and shows working through things, including approaches rejected along the way. Inside, there are even occasional peeks at interfaces from Unreal Engine tools and Blender, not to mention examples from other games.

“Ketchup is next, which is similar in construction to the mustard.”

Since we’re talking about pixel art, in this 30-minute video, Stuart Brown known as Ahoy embarks on recreating an illustration called Four-Byte Burger:

The original picture was created by artist Jack Haeger on an influential computer Commodore Amiga in 1985, on prototype software that “was in such an early stage of development that it lacked a save feature, entirely.” Proper to-disk screenshotting didn’t come to computers until the 1990s, so the only reproduction of the picture was a photograph taken off of the display and reproduced in print in a manual for the graphics software; the original image pixels evaporated when the computer was eventually turned off.

Brown recreates the image using more modern means (Photoshop), but eventually goes back to an Amiga to try to display it as close to the original as possible. It’s a soothing watch, and there are some fun moments in the video, like rotating the CRT to “portrait mode” – in a world populated by smartphones, in some sense the image aspect ratio seems oddly prescient.

(Also, if you ever find yourself having to rotate a CRT, you can just degauss it instead of waiting all night. Degaussing a monitor is one of the forgotten weird tactile pleasures bordering on dark magic, and if you’re ever near an old CRT, ask someone to show you.)

“Playing through it felt like reading a love letter.”

The videogame MainFrames was released on Steam and Nintendo Switch in 2025 to positive reviews:

MainFrames invites you to meet Floppy and to browse a clever and charming platformer that plays out entirely within the windows and desktop of a PC monitor. You won’t want to press the escape key on this cozy outing!

Recently, I stumbled upon the artist Alexis Morille who worked on a game sharing a few visuals and animations on Bluesky.

Here’s what really happens under the hood when you resize the window:

And here are the other “UI daemons” helping you scroll the contents:

I believe the word “gremlins,”x before being usurped by the 1984 horror comedy, was generally used to denote little mischevious creatures that live inside machinery and cause trouble. I wonder what the word would be for the little creatures that do all the hard work.

I haven’t tried the game yet, but I found these to be delightful.

UI art from 4096

4096 is a Russian UI artist (I just made up that title) who creates interesting audio-visual mashups. Here are some of the best ones:

Interfaces of rhythm games (like Guitar Hero):

Windows startup sounds, incl. fun hi-def reimagining of their splash screens:

Windows error messages:

If this looks like fun, check out the rest of their work, including Windows 95 mobile and the art of blank VHS tape boxes.

“There is no quality or historical significance standard.”

Multibowl is one of my favourite emulation projects because it’s a rare example of using emulators creatively, rather than for nostalgia or research.

It’s a 2016 game by Bennett Foddy and AP Thompson that reimagines older existing games as smaller pieces of a new, Super Mario Party-like experience. Two players randomly join one of 300 games – sometimes in medias res – with a small explicit goal that can be accomplished in about ~30 seconds, after which a point is awarded, another game is loaded, and so on.

All of this is done through actual emulation and fast switching of games’s original code:

Regarding the game choices, at the outset, I wanted to curate a list of moments of gameplay that would be meaningful if played for just a short period of time. Sometimes it’s obvious – you can take a moment from a fighting game where both players are low on health, or play a sports game from the start until the first point is scored. So that’s where I started. Over time, I figured out that you could make exciting moments in games that are not otherwise interesting for a competitive duel. For example, in Dodonpachi (a bullet hell game) we take away the player’s guns and challenge them to stay alive in a huge hail of bullets.

For games that were designed as cooperative experiences, I eventually gravitated toward the structure ‘score more points but do not die’, which forces the players to calibrate how much risk they take relative to the other player.

This excerpt is from a 2017 interview of Foddy by Seb Chan from ACMI. There are many interesting moments in that interview, such as the issue of curation:

Multibowl is not a very precise historical curation like you might make for a museum exhibition, where you can only show a couple of dozen things at most. It’s a huge driftnet of games. There is no quality or historical significance standard, and no attempt to balance out the games in terms of nationality or gender. The only curatorial instinct that it follows is to find the most diverse set of game ideas. With each piece distilled down to a randomly-selected 30-second slice, there’s room for an infinite number of them.

In fact, contrary to a museum curation, the point of Multibowl is to have too many games for a single player to see. It’s best when it feels too big to grasp. I think, now that there are 300 games in there, it’s starting to feel that way.

Unfortunately, it is not possible to actually play Multibowl outside of special events, given copyright issues. In addition to general emulation copyright murkiness, Foddy adds, “I don’t think the actual bits of actual games have ever been used as the fabric of a larger game before.”

However, a really fun introduction to Multibowl is another art project from a now-defunct comedy duo Auralnauts, who actually played Multibowl pretending to be Kylo Ren and Bane, to hilarious results:

A Japanese word for “cat”

When I was in Hong Kong a few months ago, I noticed that a lot of intercoms have this particular animation of a cat sleeping and chasing a fly, on a loop:

It was actually kind of fun to see it all over Hong Kong on LCDs of varying quality.

Turns out this was Neko! A “screenmate” application from the late 1980s that made its way to various software platforms and apps since.

I liked the idea that somewhere in the intercom factory someone wanted to add a little delight to a very pedestrian (no pun intended) surface, and that’s why now we have Neko all over Hong Kong.

(I liked it so much I recreated it and added to the bottom of my site.)