Design: Weekly Summary (January 12-18, 2026)

Key trends, opinions and insights from personal blogs

I kept stumbling over the same little gripe this week. Designers seem to be arguing, quietly, about the same basic thing: when design is about being seen and when it is about being used. Some posts talked about icons and buttons. Some talked about material and touch. Some floated around nostalgia and craft. I would describe them as small riffs on the same theme — appearance vs. function, history vs. novelty, clarity vs. cruelty. To me, it feels like a neighborhood where everyone is yelling from their porches about how the streetlights should look.

Iconography and what an icon is allowed to do

This week there were a few posts, and they kept circling the same spot: icons should show, not hide. daveverse wrote about a mailbox flag icon in WordLand II that reveals OG Metadata. He ties that little move back to Susan Kare and the Macintosh Alarm Clock desk accessory. It’s a neat thread. The point being, icons can carry a history. They can make a tiny promise. If you know the story, the icon lands richer. If you don’t, it’s just a tiny picture.

Then you have Leon Mika and James Zhan on Apple’s new Creator Studio icons. Both are not impressed. They say the new icons are thin, too simplified, and don’t tell you what the apps do. James gets a bit louder — he even drags in a failed McDonald logo for color and scale. Leon compares Apple’s new choices unfavorably to previous standards and to Google. There’s anger, but also a kind of disappointed sigh. Like finding out your favorite diner swapped the jukebox for a Spotify playlist.

What I kept thinking while reading these was: icons are promises. But sometimes the promise is vague. It’s like putting a single, cryptic sticker on a box and expecting everyone to know what’s inside. Minimalism can be tidy, sure. But when the tidy bit leaves people guessing, it’s not elegance — it’s an obstacle.

This whole discussion kept nudging at another idea: context matters. daveverse points back to history and lineage — to how Susan Kare’s little objects on the Macintosh were not decorations. They were functional metaphors, and they carried personality. To me, it feels like today’s icons sometimes try too hard to be universal and end up being anonymous. Like a face wearing a paper bag.

Buttons, affordances and the physical world pushing back

A short clip from the real world: Sherman On Software wrote about minivan buttons that look the same but do different things. The post is plain and slow-burning angry. It’s the kind of irritation that starts in the parking lot and follows you home. You press the wrong button, and suddenly the sliding door opens when you wanted the tailgate closed. It’s not dramatic, but it certainly is annoying.

Similarly, Ruben Schade had a go at the Dyson Supersonic hair dryer. The machine looks like it came from the future. It hums futuristic. But the controls? They mix temperature and speed into the same dual-role buttons. Ruben says it’s confusing, especially given the price tag. He calls the layout a design flaw that turns a premium object into a puzzle box.

These two pieces together felt like a small sermon: please, design your objects so people don’t feel stupid. Buttons should show what they do. If two controls look like twins but behave like strangers, you will get mistakes. It’s like cooking with a spice jar with no label — you’ll end up using twice the chili.

I’d say the argument here isn’t about complexity. It’s about tactile honesty. If a thing is meant to be used quickly — in a minivan, or in a bathroom — it needs to be clear. The Dyson is beautiful. But a hair dryer is not a museum piece. It needs to behave like a tool. This is where the aesthetic script and the utility script fight each other.

Weird hardware and corporate noise: the Sony story

ObsoleteSony wrote about the oddball VAIO PCG-GT1. That laptop is weird-looking. The post reads like an obituary for a particular kind of corporate chaos. The GT1 sits at a weird intersection — form trying to be daring amid a company that’s pulled in different directions.

Reading it, I kept picturing Sony in the 2000s as that eccentric uncle who buys a dozen different gadgets at the flea market, gleeful, then brings them home and wonders why the family room looks like a gadget graveyard. The GT1 is a symptom. The post is not simply nostalgia. It uses the machine to talk about internal conflict. When engineers and marketers and designers pull in different directions, products start to look like compromises. Nothing fits cleanly anymore.

The tone here is affectionate. ObsoleteSony misses the weirdness. The "weird Sony" era had personality, even if it had faults. I’d say the lesson is this: sometimes odd things tell better stories than polished ones. But oddness alone doesn’t excuse poor execution.

Materiality: ceramics and the return of the hand

Then there was a lovely detour. Christopher Jobson wrote about Eléonore Joulin, who turns bread and leafy greens into ceramics. It’s playful and human. The work pokes at the idea that food is transitory. The ceramics linger.

This post felt like a palate cleanser. After reading about design systems and button confusion, here was something tactile and warm. Joulin’s pieces are a reminder that design is not just about icons and buttons. It can be about texture, about glaze, about taking a humble baguette and making it into a lamp. To me, it feels like seeing a good pie on the windowsill — you want a closer look, and yes, maybe you want to touch it.

I’d say Joulin’s work is quietly subversive. It takes the everyday and immortalizes it. That’s different from the “design to be seen” argument. This design is to be handled, to be smiled at, to be used in the slow way. If icon design is shorthand, Joulin’s ceramics are an essay.

Stores as staged experiences: the new Apple on Ste-Catherine

Numeric Citizen Space visited the new Apple Store on Ste-Catherine in Montreal and reported back. The place is calmer. Warmer. They used local materials. There’s a wooden ceiling that makes the place quieter. Tall windows. Mid-century patterns. But there’s no second level and no plants. Those absences matter. They change the feel.

The write-up had a gentle eye for detail. It noted how accessories were laid out on classic wooden tables, how the new store felt like an evolution from the old Tim Cook era. It’s like swapping out your grandma’s living room carpet for a cleaner rug — neat, but you miss the old stains because they had stories.

There’s a recurring idea here too. The shop is trying to be less theatrical and more domestic. That’s a shift in Apple’s choreography. It’s about making the space feel less like a stage and more like a friendly shop. But the lack of vegetation and a second level makes it feel a little less fully formed. It’s like baking a good loaf and forgetting the salt.

The ephemeral scrapbook and other tech-side tangents

Also from Numeric Citizen Space is a post called "The Ephemeral Scrapbook". That one is less about product design and more about the practice around tech: a new website launch, a relocated Apple Store, macOS Tahoe design notes, automation workflows and social network musings. It’s a grab bag, but the common thread is how people assemble tools and habits into something that feels personal.

Reading that one, I kept thinking about how design leaks into routine. The things we choose to copy, to automate, to save, all fold into how we live. It’s not glamorous. But it’s important. The post nudges at the idea that design is also the invisible scaffolding around our digital lives.

Points of agreement and where people split

A few themes keep showing up across posts.

  • Clarity beats prettiness when you’re asking someone to act fast. Whether it’s a minivan button or a hair dryer, if the design looks the same but does different things, people will mess up. That’s a common irritation. Sherman and Ruben were on the same page here. They’d both like the world to be less cryptic.

  • Minimalism isn’t a free pass. The Apple icon debate makes this clear. Minimal can be elegant. Minimal can also remove meaning. Leon, James and daveverse all push back on the idea that less is always better. The criticism isn’t about ornament. It’s about language: icons are a language and if you erase the vocabulary, you can’t tell a story.

  • Materiality matters. Joulin’s ceramics and the new Apple store both point to it. People respond differently to wood and glaze and real light than to flattened graphics. You feel things differently when you can touch them.

  • Nostalgia isn’t idle. ObsoleteSony and daveverse both make historical arguments. The past isn’t just pretty pictures. It’s a way to anchor new decisions. Designers referencing Susan Kare aren’t being museum-y. They’re insisting on continuity. It’s like following a family recipe — you change it, but you remember why it tasted so good.

Where submissions diverge is mostly tone and the weight they give to each problem. Some people are angry; some are wistful; some are practical. You can feel that in the way they write. Ruben is annoyed and practical; James is outraged and a little theatrical; ObsoleteSony is fond and melancholic.

Small patterns that kept cropping up

A few small patterns showed up more than once and felt worth flagging.

  • Dual-function controls. Dyson and the minivan buttons both abuse the principle of single responsibility. It’s like putting the kettle and the toaster on the same dial. You’ll burn something.

  • Loss of legible metaphors. Icons used to be little pictures that told a story. Now they’re often flat symbols that expect you to remember a handbook. daveverse’s nod to Susan Kare felt like a plea: don’t bury the metaphor.

  • Retail is softening. The new Apple Store is trying to be less cathedral and more living room. You can see the same idea in online stores that have started to favor human stories over glossy product shots.

  • Cheapness of visual language versus cost of product. The Dyson example stings because you expect more from expensive things. If you pay a premium, the gestures and the controls should feel premium, too. Otherwise the price just becomes an insult.

A couple of small, useful contradictions

One contradiction felt fun to watch. People want simpler. But they also want richer. They want icons that are easy to read and also packed with history. They want devices that look clean and also tell them what to do. It’s like asking for soup that’s both simple and five-star.

Another contradiction is the tension between brand consistency and local flavor. Apple’s new icons are about brand simplicity. The Montreal Apple store is about local wood and mid-century references. The first is a push for a global language. The second is a push for place. Both are right in their own way. But sometimes the global language removes the local warmth.

Little curiosities and side notes that caught my eye

  • daveverse brings in Susan Kare. That’s a good reminder that iconography has roots. If you care about where things came from, you notice more.

  • ObsoleteSony makes the case that the odd stuff has value. Even the mistakes are interesting. There’s something to be learned from chaotic design eras.

  • Christopher Jobson shows a softer side of design. You can design for delight and for permanence at the same time.

  • The Apple Store piece by Numeric Citizen Space reads like a short interior design review. It’s practical. It’s specific. It’s the kind of post you read when you’re thinking about how public space feels in a city.

  • The "Ephemeral Scrapbook" post drifts, in a pleasant way. It’s the kind of scattershot note that mirrors how design shows up in life: sometimes in big announcements, sometimes in the small daily setups and iCloud folders.

Things I’d keep an eye on next week

If I had to guess what will keep buzzing: Apple’s icon language will not go quietly. People will keep comparing old metaphors to new flatness. That piece of the conversation rarely dies.

Also, the public conversation about physical affordances — buttons, knobs, tactile clarity — will probably pick up steam whenever a high-priced object fails to make itself obvious. Those are small, everyday failures that add up.

And the small studios and craftpeople — the ones who make ceramics or local furniture for stores — they’ll keep reminding the conversation that material matters. Design isn’t just pixels.

A few final, messy thoughts

I kept circling a simple, stubborn idea: good design is honest. Honest about what it is and honest about what it asks from you. Sometimes honesty looks like a clear icon. Sometimes it looks like a rough, joyful ceramic loaf. But when design pretends to be something it’s not — when it asks for attention without giving back meaning — it becomes friction.

I would describe the week’s posts as little mirrors held up to different faces of design. They’re not all angry. They’re not all lyrical. They’re a mix: complaints, nostalgia, curiosity, admiration. Like a Sunday market where someone sells cheap T-shirts and someone else makes handmade bread. Noise, and delight, and the occasional good find.

If any of these tiny sparks grabbed you, go read the full pieces. The authors leave breadcrumbs. The posts are short enough that you can skim and still find the small good bits. They’ll take you into kitchen drawers and storefronts and old laptops. They’ll make you notice the little things you don’t usually notice — and then maybe, next time you see a button or an icon, you’ll pause just long enough to wonder why it looks the way it does.