Fresh Resources for Web Designers and Developers (August 2025)

Original Source: https://www.hongkiat.com/blog/designers-developers-monthly-08-2025/

We are back with our monthly roundup of fresh resources for web developers.

This month, we have a collection of tools, libraries, and frameworks that can help you in your web development projects. This month’s list includes many tools focusing on AI-based development, automation, and productivity.

As always, we encourage you to explore these resources and see how they can fit into your workflow. So without further ado, here is the full list:

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Check out our complete collection of hand-picked tools for designers and developers.

Authorizer

Authorizer.dev is an open-source tool that allows you to add login and user access control to your app without relying on third-party services. It supports email, social logins, magic links, and works with databases like PostgreSQL and MySQL. You can host it yourself, keep full control of user data, and integrate it easily with frontend apps using GraphQL or the JavaScript SDKs.

Authorizer authentication system dashboard interface

Dufs

Dufs is a fast and easy-to-use file server written in Rust. It lets you share files through a web browser or the command line, with features like drag-and-drop uploads, folder downloads as zip, file search, partial downloads, HTTPS, authentication, and WebDAV support. It works on macOS, Linux, and Windows, and can be installed via Cargo, Docker, or prebuilt binaries.

Dufs file server web interface

Docker Volume Backup

Docker Volume Backup, as the name implies, is a tool that can help you back up Docker volumes on a schedule. It supports saving backups to local folders or cloud storage like S3, Dropbox, or SSH servers. It works with both named volumes and bind mounts, and is easy to add to your docker compose setup.

Docker volume backup configuration interface

Cup

Cup is a fast, lightweight tool that helps you check for and manage Docker container image updates with ease. It supports many registries including Docker Hub, GitHub Container Registry, and Quay, and runs even on low-powered devices like a Raspberry Pi. A handy tool to keep your Docker images up-to-date.

Cup Docker image update dashboard

v0 SDK

v0 SDK is a TypeScript library for working with Vercel’s v0 Platform API. It supports code generation, project management, and deployments, with features like prompt-to-code, context injection, and seamless integration with frameworks like React and Next.js. Super useful if you’re using Vercel’s platform to build and deploy applications.

Vercel v0 SDK code example

Superdesign

SuperDesign is an open-source AI design agent that runs in your IDE, like VS Code or Cursor, that allows you to generate UI mockups, wireframes, and components from text prompts all without leaving your code editor. A great tool for designers and developers who want to quickly prototype and iterate on UI designs.

Superdesign AI UI generator interface

Scenario

Langwatch Scenario is a tool that helps you test AI agents by simulating real conversations with users. Instead of checking things by hand, you can set up full chat scenarios, define what should or shouldn’t happen, and run tests automatically. It works with any AI model and helps you catch mistakes before they reach users. A great way to ensure your AI agents are working as expected and providing a good user experience.

Langwatch Scenario testing dashboard view

Director

Director is a free and open tool that makes it much easier to connect your MCP servers to AI tools like Claude, Cursor, or VSCode. It’s specifically designed to handle multiple MCP servers, so you don’t need to deal with complex JSON files. A useful tool for developers who want to streamline their workflow and connect their MCP servers to AI tools.

Director MCP server management interface

App.build

App.build is an AI tool that helps you create full apps, from frontend to backend, including the database, with just a simple prompt.

It supports modern stacks like tRPC applications with Bun and React, Laravel with Inertia, and Python apps. It handles validation, testing, deployment, and even writes models, controllers, and UI code for you.

A great way to quickly prototype and build applications without having to write all the code yourself.

App.build AI code generation platform

MCP Boilerplate

MCP Boilerplate is a free, open-source starter kit for building remote MCP servers on Cloudflare. It includes built-in Google/GitHub login, Stripe integration for selling paid tools, and uses Cloudflare KV for storage. A great way to quickly set up a new MCP server without having to start from scratch, and especially useful if you’re looking to monetize your MCP server with paid tools.

MCP Boilerplate server setup interface

RustFS

RustFS is a fast, distributed object storage system written in Rust, designed for modern cloud and big data needs. It supports S3-compatible storage, strong access control, and is capable of handling large-scale data storage and retrieval efficiently. A great choice if you’re looking for a robust and high-performance storage solution for your applications.

RustFS storage system architecture diagram

Noxdir

NoxDir is a fast, cross-platform terminal tool that can help you explore and manage disk space on Windows, macOS, and Linux. It shows real-time disk usage such as the used, free, total, and percentage in an interactive, keyboard-driven interface. A great tool if you need to quickly analyze disk space usage and manage files efficiently.

Noxdir disk space analyzer interface

NPQ

NPQ is a command-line tool that checks NPM packages for security issues before you install them. It looks for known vulnerabilities, suspicious install scripts, missing metadata, deprecated or risky packages, and signs of typosquatting. This tool helps you stay safe when adding new dependencies.

NPQ package security checker interface

Crush

Crush is a stylish, open-source AI coding agent that runs in your terminal and connects your tools, code, and workflows to LLMs like OpenAI and Claude.

It supports Language Server Protocol (LSP), session management, and extensions via MCP, and works on macOS, Linux, Windows, BSDs, and more, with easy installation across platforms.

A great tool if you want to enhance their coding experience with AI-powered features right in your terminal.

Crush AI coding terminal interface

Version CLI

Version CLI is a simple PHP tool for the command line that allows you to check, compare, and manage Semantic Versioning strings. A useful tool if you need to, for example, bump version, check if a version is valid, and compare versions easily.

Version CLI semver tool demo

Create Pull Request

Create Pull Request is a popular GitHub Action that helps you automatically make pull requests when files are changed during a workflow.

It can create or update a branch, commit the changes, and open a pull request to the main branch. You can customize things like the commit message, pull request title, labels, and more.

It’s useful for automating tasks like code formatting, syncing files, or updating data on a schedule.

GitHub Action pull request workflow

Sidekick

Sidekick is a tool designed to make deploying and managing apps on your own VPS easier. With just one command, it sets up Docker, Traefik, SSL, and secrets management. You can deploy any app using a Dockerfile, zero downtime, and connect your own domain. A great choice if you want to self-host your applications without the hassle of managing all the infrastructure yourself.

Sidekick VPS deployment dashboard interface

Remeda

Remeda is a modern utility library for JavaScript and TypeScript, built entirely in TypeScript for better type safety and IDE support. It offers both data-first and data-last functional styles, and supports lazy evaluation for efficient data processing. A great choice if you’re looking for a lightweight and type-safe utility library to use in your JavaScript or TypeScript projects.

Remeda TypeScript utility library demo

Dockge

Dockge is a self-hosted Docker stack manager focused on docker-compose.yaml files. Instead of managing individual containers, it allows you manage entire stacks with a clean and reactive web UI. Features include progress display, terminal access, and full directory-based stack management. A simpler alternative to tools like Portainer.

Dockge Docker stack management UI

Nanostores

Nanostores is a small and fast state management library for JavaScript. It works with any framework like React, Vue, or Svelte, and is just under 1 KB.

It supports reactive state, TypeScript, and even has built-in tools for saving state to localStorage.

A simple and efficient way to manage state in your web applications without the overhead of larger libraries.

Nanostores state management library demo

The post Fresh Resources for Web Designers and Developers (August 2025) appeared first on Hongkiat.

Designing For TV: The Evergreen Pattern That Shapes TV Experiences (Part 1)

Original Source: https://smashingmagazine.com/2025/08/designing-tv-evergreen-pattern-shapes-tv-experiences/

Television sets have been the staple of our living rooms for decades. We watch, we interact, and we control, but how often do we design for them? TV design flew under my “radar” for years, until one day I found myself in the deep, designing TV-specific user interfaces. Now, after gathering quite a bit of experience in the area, I would like to share my knowledge on this rather rare topic. If you’re interested in learning more about the user experience and user interfaces of television, this article should be a good starting point.

Just like any other device or use case, TV has its quirks, specifics, and guiding principles. Before getting started, it will be beneficial to understand the core ins and outs. In Part 1, we’ll start with a bit of history, take a close look at the fundamentals, and review the evolution of television. In Part 2, we’ll dive into the depths of practical aspects of designing for TV, including its key principles and patterns.

Let’s start with the two key paradigms that dictate the process of designing TV interfaces.

Mind The Gap, Or The 10-foot-experience

Firstly, we have the so-called “10-foot experience,” referring to the fact that interaction and consumption on TV happens from a distance of roughly three or more meters. This is significantly different than interacting with a phone or a computer and implies having some specific approaches in the TV user interface design. For example, we’ll need to make text and user interface (UI) elements larger on TV to account for the bigger distance to the screen.

Furthermore, we’ll take extra care to adhere to contrast standards, primarily relying on dark interfaces, as light ones may be too blinding in darker surroundings. And finally, considering the laid-back nature of the device, we’ll simplify the interactions.

But the 10-foot experience is only one part of the equation. There wouldn’t be a “10-foot experience” in the first place if there were no mediator between the user and the device, and if we didn’t have something to interact through from a distance.

There would be no 10-foot experience if there were no remote controllers.

The Mediator

The remote, the second half of the equation, is what allows us to interact with the TV from the comfort of the couch. Slower and more deliberate, this conglomerate of buttons lacks the fluid motion of a mouse, or the dexterity of fingers against a touchscreen — yet the capabilities of the remote should not be underestimated.

Rudimentary as it is and with a limited set of functions, the remote allows for some interesting design approaches and can carry the weight of the modern TV along with its ever-growing requirements for interactivity. It underwent a handful of overhauls during the seventy years since its inception and was refined and made more ergonomic; however, there is a 40-year-old pattern so deeply ingrained in its foundation that nothing can change it.

What if I told you that you could navigate TV interfaces and apps with a basic controller from the 1980s just as well as with the latest remote from Apple? Not only that, but any experience built around the six core buttons of a remote will be system-agnostic and will easily translate across platforms.

This is the main point I will focus on for the rest of this article.

Birth Of A Pattern

As television sets were taking over people’s living rooms in the 1950s, manufacturers sought to upgrade and improve the user experience. The effort of walking up to the device to manually adjust some settings was eventually identified as an area for improvement, and as a result, the first television remote controllers were introduced to the market.

Early Developments

Preliminary iterations of the remotes were rather unique, and it took some divergence before we finally settled on a rectangular shape and sprinkled buttons on top.

Take a look at the Zenith Flash-Matic, for example. Designed in the mid-1950s, this standout device featured a single button that triggered a directional lamp; by pointing it at specific corners of the TV set, viewers could control various functions, such as changing channels or adjusting the volume.

While they were a far cry compared to their modern counterparts, devices like the Flash-Matic set the scene for further developments, and we were off to the races!

As the designs evolved, the core functionality of the remote solidified. Gradually, remote controls became more than just simple channel changers, evolving into command centers for the expanding territory of home entertainment.

Note: I will not go too much into history here — aside from some specific points that are of importance to the matter at hand — but if you have some time to spare, do look into the developmental history of television sets and remotes, it’s quite a fascinating topic.

However, practical as they may have been, they were still considered a luxury, significantly increasing the prices of TV sets. As the 1970s were coming to a close, only around 17% of United States households had a remote controller for their TVs. Yet, things would change as the new decade rolled in.

Button Mania Of The 1980s

The eighties brought with them the Apple Macintosh, MTV, and Star Wars. It was a time of cultural shifts and technological innovation. Videocassette recorders (VCRs) and a multitude of other consumer electronics found their place in the living rooms of the world, along with TVs.

These new devices, while enriching our media experiences, also introduced a few new design problems. Where there was once a single remote, now there were multiple remotes, and things were getting slowly out of hand.

This marked the advent of universal remotes.

Trying to hit many targets with one stone, the unwieldy universal remotes were humanity’s best solution for controlling a wider array of devices. And they did solve some of these problems, albeit in an awkward way. The complexity of universal remotes was a trade-off for versatility, allowing them to be programmed and used as a command center for controlling multiple devices. This meant transforming the relatively simple design of their predecessors into a beehive of buttons, prioritizing broader compatibility over elegance.

On the other hand, almost as a response to the inconvenience of the universal remote, a different type of controller was conceived in the 1980s — one with a very basic layout and set of buttons, and which would leave its mark in both how we interact with the TV, and how our remotes are laid out. A device that would, knowingly or not, give birth to a navigational pattern that is yet to be broken — the NES controller.

D-pad Dominance

Released in 1985, the Nintendo Entertainment System (NES) was an instant hit. Having sold sixty million units around the world, it left an undeniable mark on the gaming console industry.

The NES controller (which was not truly remote, as it ran a cable to the central unit) introduced the world to a deceptively simple control scheme. Consisting of six primary actions, it gave us the directional pad (the D-pad), along with two action buttons (A and B). Made in response to the bulky joystick, the cross-shaped cluster allowed for easy movement along two axes (up, down, left, and right).

Charmingly intuitive, this navigational pattern would produce countless hours of gaming fun, but more importantly, its elementary design would “seep over” into the wider industry — the D-pad, along with the two action buttons, would become the very basis on which future remotes would be constructed.

The world continued spinning madly on, and what was once a luxury became commonplace. By the end of the decade, TV remotes were more integral to the standard television experience, and more than two-thirds of American TV owners had some sort of a remote.

The nineties rolled in with further technological advancements. TV sets became more robust, allowing for finer tuning of their settings. This meant creating interfaces through which such tasks could be accomplished, and along with their master sets, remotes got updated as well.

Gone were the bulky rectangular behemoths of the eighties. As ergonomics took precedence, they got replaced by comfortably contoured devices that better fit their users’ hands. Once conglomerations of dozens of uniform buttons, these contemporary remotes introduced different shapes and sizes, allowing for recognition simply through touch. Commands were being clustered into sensible groups along the body of the remote, and within those button groups, a familiar shape started to emerge.

Gradually, the D-pad found its spot on our TV remotes. As the evolution of these devices progressed, it became even more deeply embedded at the core of their interactivity.

Set-top boxes and smart features emerged in the 2000s and 2010s, and TV technology continued to advance. Along the way, many bells and whistles were introduced. TVs got bigger, brighter, thinner, yet their essence remained unchanged.

In the years since their inception, remotes were innovated upon, but all the undertakings circle back to the core principles of the NES controller. Future endeavours never managed to replace, but only to augment and reinforce the pattern.

The Evergreen Pattern

In 2013, LG introduced their Magic remote (“So magically simple, the kids will be showing you how to use it!”). This uniquely shaped device enabled motion controls on LG TV sets, allowing users to point and click similar to a computer mouse. Having a pointer on the screen allowed for much more flexibility and speed within the system, and the remote was well-received and praised as one of the best smart TV remotes.

Innovating on tradition, this device introduced new features and fresh perspectives to the world of TV. But if we look at the device itself, we’ll see that, despite its differences, it still retains the D-pad as a means of interaction. It may be argued that LG never set out to replace the directional pad, and as it stands, regardless of their intent, they only managed to augment it.

For an even better example, let’s examine Apple TV’s second-generation remotes (the first-generation Siri remote). Being the industry disruptors, Apple introduced a touchpad to the top half of the remote. The glass surface provided briskness and precision to the experience, enabling multi-touch gestures, swipe navigation, and quick scrolling. This quality of life upgrade was most noticeable when typing with the horizontal on-screen keyboards, as it allowed for smoother and quicker scrolling from A to Z, making for a more refined experience.

While at first glance it may seem Apple removed the directional buttons, the fact is that the touchpad is simply a modernised take on the pattern, still abiding by the same four directions a classic D-pad does. You could say it’s a D-pad with an extra layer of gimmick.

Furthermore, the touchpad didn’t really sit well with the user base, along with the fact that the remote’s ergonomics were a bit iffy. So instead of pushing the boundaries even further with their third generation of remotes, Apple did a complete 180, re-introducing the classic D-pad cluster while keeping the touch capabilities from the previous generation (the touch-enabled clickpad lets you select titles, swipe through playlists, and use a circular gesture on the outer ring to find just the scene you’re looking for).

Now, why can’t we figure out a better way to navigate TVs? Does that mean we shouldn’t try to innovate?

We can argue that using motion controls and gestures is an obvious upgrade to interacting with a TV. And we’d be right… in principle. These added features are more complex and costly to produce, but more importantly, while it has been upgraded with bits and bobs, the TV is essentially a legacy system. And it’s not only that.

While touch controls are a staple of interaction these days, adding them without thorough consideration can reduce the usability of a remote.

Pitfalls Of Touch Controls

Modern car dashboards are increasingly being dominated by touchscreens. While they may impress at auto shows, their real-world usability is often compromised.

Driving demands constant focus and the ability to adapt and respond to ever-changing conditions. Any interface that requires taking your eyes off the road for more than a moment increases the risk of accidents. That’s exactly where touch controls fall short. While they may be more practical (and likely cheaper) for manufacturers to implement, they’re often the opposite for the end user.

Unlike physical buttons, knobs, and levers, which offer tactile landmarks and feedback, touch interfaces lack the ability to be used by feeling alone. Even simple tasks like adjusting the volume of the radio or the climate controls often involve gestures and nested menus, all performed on a smooth glass surface that demands visual attention, especially when fine-tuning.

Fortunately, the upcoming 2026 Euro NCAP regulations will encourage car manufacturers to reintroduce physical controls for core functions, reducing driver distraction and promoting safer interaction.

Similarly (though far less critically), sleek, buttonless TV remote controls may feel modern, but they introduce unnecessary abstraction to a familiar set of controls.

Physical buttons with distinct shapes and positioning allow users to navigate by memory and touch, even in the dark. That’s not outdated — it’s a deeper layer of usability that modern design should respect, not discard.

And this is precisely why Apple reworked the Apple TV third-generation remote the way it is now, where the touch area at the top disappeared. Instead, the D-pad again had clearly defined buttons, and at the same time, the D-pad could also be extended (not replaced) to accept some touch gestures.

The Legacy Of TV

Let’s take a look at an old on-screen keyboard.

The Legend of Zelda, released in 1986, allowed players to register their names in-game. There are even older games with the same feature, but that’s beside the point. Using the NES controller, the players would move around the keyboard, entering their moniker character by character. Now let’s take a look at a modern iteration of the on-screen keyboard.

Notice the difference? Or, to phrase it better: do you notice the similarities? Throughout the years, we’ve introduced quality of life improvements, but the core is exactly the same as it was forty years ago. And it is not the lack of innovation or bad remotes that keep TV deeply ingrained in its beginnings. It’s simply that it’s the most optimal way to interact given the circumstances.

Laying It All Out

Just like phones and computers, TV layouts are based on a grid system. However, this system is a lot more apparent and rudimentary on TV. Taking a look at a standard TV interface, we’ll see that it consists mainly of horizontal and vertical lists, also known as shelves.

These grids may be populated with cards, characters of the alphabet, or anything else, essentially, and upon closer examination, we’ll notice that our movement is restricted by a few factors:

There is no pointer for our eyes to follow, like there would be on a computer.
There is no way to interact directly with the display like we would with a touchscreen.

For the purposes of navigating with a remote, a focus state is introduced. This means that an element will always be highlighted for our eyes to anchor, and it will be the starting point for any subsequent movement within the interface.

Simplified TV UI demonstrating a focus state along with sequential movement from item to item within a column.

Moreover, starting from the focused element, we can notice that the movement is restricted to one item at a time, almost like skipping stones. Navigating linearly in such a manner, if we wanted to move within a list of elements from element #1 to element #5, we’d have to press a directional button four times.

Simplified TV UI demonstrating a focus state along with sequential movement from item to item within a row.

To successfully navigate such an interface, we need the ability to move left, right, up, and down — we need a D-pad. And once we’ve landed on our desired item, there needs to be a way to select it or make a confirmation, and in the case of a mistake, we need to be able to go back. For the purposes of those two additional interactions, we’d need two more buttons, OK and back, or to make it more abstract, we’d need buttons A and B.

So, to successfully navigate a TV interface, we need only a NES controller.

Yes, we can enhance it with touchpads and motion gestures, augment it with voice controls, but this unshakeable foundation of interaction will remain as the very basic level of inherent complexity in a TV interface. Reducing it any further would significantly impair the experience, so all we’ve managed to do throughout the years is to only build upon it.

The D-pad and buttons A and B survived decades of innovation and technological shifts, and chances are they’ll survive many more. By understanding and respecting this principle, you can design intuitive, system-agnostic experiences and easily translate them across platforms. Knowing you can’t go simpler than these six buttons, you’ll easily build from the ground up and attach any additional framework-bound functionality to the time-tested core.

And once you get the grip of these paradigms, you’ll get into mapping and re-mapping buttons depending on context, and understand just how far you can go when designing for TV. You’ll be able to invent new experiences, conduct experiments, and challenge the patterns. But that is a topic for a different article.

Closing Thoughts

While designing for TV almost exclusively during the past few years, I was also often educating the stakeholders on the very principles outlined in this article. Trying to address their concerns about different remotes working slightly differently, I found respite in the simplicity of the NES controller and how it got the point across in an understandable way. Eventually, I expanded my knowledge by looking into the developmental history of the remote and was surprised that my analogy had backing in history. This is a fascinating niche, and there’s a lot more to share on the topic. I’m glad we started!

It’s vital to understand the fundamental “ins” and “outs” of any venture before getting practical, and TV is no different. Now that you understand the basics, go, dig in, and break some ground.

Having covered the underlying interaction patterns of TV experiences in detail, it’s time to get practical.

In Part 2, we’ll explore the building blocks of the 10-foot experience and how to best utilize them in your designs. We’ll review the TV design fundamentals (the screen, layout, typography, color, and focus/focus styles), and the common TV UI components (menus, “shelves,” spotlights, search, and more). I will also show you how to start thinking beyond the basics and to work with — and around — the constraints which we abide by when designing for TV. Stay tuned!

Further Reading

“The 10 Foot Experience,” by Robert Stulle (Edenspiekermann)
Every user interface should offer effortless navigation and control. For the 10-foot experience, this is twice as important; with only up, down, left, right, OK and back as your input vocabulary, things had better be crystal clear. You want to sit back and enjoy without having to look at your remote — your thumb should fly over the buttons to navigate, select, and activate.
“Introduction to the 10-Foot Experience for Windows Game Developers” (Microsoft Learn)
A growing number of people are using their personal computers in a completely new way. When you think of typical interaction with a Windows-based computer, you probably envision sitting at a desk with a monitor, and using a mouse and keyboard (or perhaps a joystick device); this is referred to as the 2-foot experience. But there’s another trend which you’ll probably start hearing more about: the 10-foot experience, which describes using your computer as an entertainment device with output to a TV. This article introduces the 10-foot experience and explores the list of things that you should consider first about this new interaction pattern, even if you aren’t expecting your game to be played this way.
“10-foot user interface” (Wikipedia)
In computing, a 10-foot user interface, or 3-meter UI, is a graphical user interface designed for televisions (TV). Compared to desktop computer and smartphone user interfaces, it uses text and other interface elements that are much larger in order to accommodate a typical television viewing distance of 10 feet (3.0 meters); in reality, this distance varies greatly between households, and additionally, the limitations of a television’s remote control necessitate extra user experience considerations to minimize user effort.
“The Television Remote Control: A Brief History,” by Mary Bellis (ThoughtCo)
The first TV remote, the Lazy Bone, was made in 1950 and used a cable. In 1955, the Flash-matic was the first wireless remote, but it had issues with sunlight. Zenith’s Space Command in 1956 used ultrasound and became the popular choice for over 25 years.
“The History of The TV Remote,” by Remy Millisky (Grunge)
The first person to create and patent the remote control was none other than Nikola Tesla, inventor of the Tesla coil and numerous electronic systems. He patented the idea in 1893 to drive boats remotely, far before televisions were invented. Since then, remotes have come a long way, especially for the television, changing from small boxes with long wires to the wireless universal remotes that many people have today. How has the remote evolved over time?
“Nintendo Entertainment System controller” (Nintendo Wiki)
The Nintendo Entertainment System controller is the main controller for the NES. While previous systems had used joysticks, the NES controller provided a directional pad (the D-pad was introduced in the Game & Watch version of Donkey Kong).
“Why Touchscreens In Cars Don’t Work,” by Jacky Li (published in June 2018)
Observing the behaviour of 21 drivers has made me realize what’s wrong with automotive UX. […] While I was excited to learn more about the Tesla Model X, it slowly became apparent to me that the driver’s eyes were more glued to the screen than the road. Something about interacting with a touchscreen when driving made me curious to know: just how distracting are they?
“Europe Is Requiring Physical Buttons For Cars To Get Top Safety Marks,” by Jason Torchinsky (published in March 2024)
The overuse of touchscreens is an industry-wide problem, with almost every vehicle-maker moving key controls onto central touchscreens, obliging drivers to take their eyes off the road and raising the risk of distraction crashes. New Euro NCAP tests due in 2026 will encourage manufacturers to use separate, physical controls for basic functions in an intuitive manner, limiting eyes-off-road time and therefore promoting safer driving.

20 Footer Design Myths You’re Still Believing (And How to Fix Them

Original Source: https://webdesignerdepot.com/20-footer-design-myths-youre-still-believing-and-how-to-fix-them/

Footers are usually treated like the website’s leftover salad—tossed together with whatever’s left and shoved to the bottom. But here’s the truth: footers can be the secret sauce to boosting user engagement and conversions! With a little creativity and a myth-busting mindset, you can turn that forgotten space into a standout section!

The Evolution of Web Design: From Pixel Art to AI-Generated Experiences

Original Source: https://webdesignerdepot.com/the-evolution-of-web-design-from-pixel-art-to-ai-generated-experiences/

Web design has evolved from pixelated table layouts and Wacom tablet sketches to AI-generated, hyper-personalized experiences. As AI redefines creativity, designers aren’t being replaced—they’re becoming directors of a new, smarter web.

Why You Should Test Your Page Without JavaScript

Original Source: https://www.sitepoint.com/test-your-page-without-javascript/?utm_source=rss

Why You Should Test Your Page Without JavaScript

Build accessible websites that work without JavaScript. Learn progressive enhancement and fallback strategies for better user experience.

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From Zero to MCP: Simplifying AI Integrations with xmcp

Original Source: https://tympanus.net/codrops/2025/09/04/from-zero-to-mcp-simplifying-ai-integrations-with-xmcp/

Learn how xmcp, a TypeScript framework, streamlines building Model Context Protocol servers and connecting LLMs to real-world data.

Best AI Overviews Tracking Tools: Dominate Google's AI-Driven Search Results

Original Source: https://www.sitepoint.com/best-ai-overviews-tracking-tools/?utm_source=rss

Best AI Overviews Tracking Tools: Dominate Google's AI-Driven Search Results

Looking for AI Overviews analysis tools? We have compiled the 10 best AI Overview trackers, discussing all their pros, cons, and features.

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7 Must-Know GSAP Animation Tips for Creative Developers

Original Source: https://tympanus.net/codrops/2025/09/03/7-must-know-gsap-animation-tips-for-creative-developers/

Discover seven practical GSAP tips that will help you create smoother, smarter, and more creative web animations with less code.

Designing For TV: Principles, Patterns And Practical Guidance (Part 2)

Original Source: https://smashingmagazine.com/2025/09/designing-tv-principles-patterns-practical-guidance/

Having covered the developmental history and legacy of TV in Part 1, let’s now delve into more practical matters. As a quick reminder, the “10-foot experience” and its reliance on the six core buttons of any remote form the basis of our efforts, and as you’ll see, most principles outlined simply reinforce the unshakeable foundations.

In this article, we’ll sift through the systems, account for layout constraints, and distill the guidelines to understand the essence of TV interfaces. Once we’ve collected all the main ingredients, we’ll see what we can do to elevate these inherently simplistic experiences.

Let’s dig in, and let’s get practical!

The Systems

When it comes to hardware, TVs and set-top boxes are usually a few generations behind phones and computers. Their components are made to run lightweight systems optimised for viewing, energy efficiency, and longevity. Yet even within these constraints, different platforms offer varying performance profiles, conventions, and price points.

Some notable platforms/systems of today are:

Roku, the most affordable and popular, but severely bottlenecked by weak hardware.
WebOS, most common on LG devices, relies on web standards and runs well on modest hardware.
Android TV, considered very flexible and customisable, but relatively demanding hardware-wise.
Amazon Fire, based on Android but with a separate ecosystem. It offers great smooth performance, but is slightly more limited than stock Android.
tvOS, by Apple, offering a high-end experience followed by a high-end price with extremely low customizability.

Despite their differences, all of the platforms above share something in common, and by now you’ve probably guessed that it has to do with the remote. Let’s take a closer look:

If these remotes were stripped down to just the D-pad, OK, and BACK buttons, they would still be capable of successfully navigating any TV interface. It is this shared control scheme that allows for the agnostic approach of this article with broadly applicable guidelines, regardless of the manufacturer.

Having already discussed the TV remote in detail in Part 1, let’s turn to the second part of the equation: the TV screen, its layout, and the fundamental building blocks of TV-bound experiences.

TV Design Fundamentals
The Screen

With almost one hundred years of legacy, TV has accumulated quite some baggage. One recurring topic in modern articles on TV design is the concept of “overscan” — a legacy concept from the era of cathode ray tube (CRT) screens. Back then, the lack of standards in production meant that television sets would often crop the projected image at its edges. To address this inconsistency, broadcasters created guidelines to keep important content from being cut off.

While overscan gets mentioned occasionally, we should call it what it really is — a thing of the past. Modern panels display content with greater precision, making thinking in terms of title and action safe areas rather archaic. Today, we can simply consider the margins and get the same results.

Google calls for a 5% margin layout and Apple advises a 60-point margin top and bottom, and 80 points on the sides in their Layout guidelines. The standard is not exactly clear, but the takeaway is simple: leave some breathing room between screen edge and content, like you would in any thoughtful layout.

Having left some baggage behind, we can start considering what to put within and outside the defined bounds.

The Layout

Considering the device is made for content consumption, streaming apps such as Netflix naturally come to mind. Broadly speaking, all these interfaces share a common layout structure where a vast collection of content is laid out in a simple grid.

These horizontally scrolling groups (sometimes referred to as “shelves”) resemble rows of a bookcase. Typically, they’ll contain dozens of items that don’t fit into the initial “fold”, so we’ll make sure the last visible item “peeks” from the edge, subtly indicating to the viewer there’s more content available if they continue scrolling.

If we were to define a standard 12-column layout grid, with a 2-column-wide item, we’d end up with something like this:

As you can see, the last item falls outside the “safe” zone.

Tip: A useful trick I discovered when designing TV interfaces was to utilise an odd number of columns. This allows the last item to fall within the defined margins and be more prominent while having little effect on the entire layout. We’ve concluded that overscan is not a prominent issue these days, yet an additional column in the layout helps completely circumvent it. Food for thought!

Typography

TV design requires us to practice restraint, and this becomes very apparent when working with type. All good typography practices apply to TV design too, but I’d like to point out two specific takeaways.

First, accounting for the distance, everything (including type) needs to scale up. Where 16–18px might suffice for web baseline text, 24px should be your starting point on TV, with the rest of the scale increasing proportionally.

“Typography can become especially tricky in 10-ft experiences. When in doubt, go larger.”

— Molly Lafferty (Marvel Blog)

With that in mind, the second piece of advice would be to start with a small 5–6 size scale and adjust if necessary. The simplicity of a TV experience can, and should, be reflected in the typography itself, and while small, such a scale will do all the “heavy lifting” if set correctly.

What you see in the example above is a scale I reduced from Google and Apple guidelines, with a few size adjustments. Simple as it is, this scale served me well for years, and I have no doubt it could do the same for you.

Freebie

If you’d like to use my basic reduced type scale Figma design file for kicking off your own TV project, feel free to do so!

Color

Imagine watching TV at night with the device being the only source of light in the room. You open up the app drawer and select a new streaming app; it loads into a pretty splash screen, and — bam! — a bright interface opens up, which, amplified by the dark surroundings, blinds you for a fraction of a second. That right there is our main consideration when using color on TV.

Built for cinematic experiences and often used in dimly lit environments, TVs lend themselves perfectly to darker and more subdued interfaces. Bright colours, especially pure white (#ffffff), will translate to maximum luminance and may be straining on the eyes. As a general principle, you should rely on a more muted color palette. Slightly tinting brighter elements with your brand color, or undertones of yellow to imitate natural light, will produce less visually unsettling results.

Finally, without a pointer or touch capabilities, it’s crucial to clearly highlight interactive elements. While using bright colors as backdrops may be overwhelming, using them sparingly to highlight element states in a highly contrasting way will work perfectly.

A focus state is the underlying principle of TV navigation. Most commonly, it relies on creating high contrast between the focused and unfocused elements. (Large preview)

This highlighting of UI elements is what TV leans on heavily — and it is what we’ll discuss next.

Focus

In Part 1, we have covered how interacting through a remote implies a certain detachment from the interface, mandating reliance on a focus state to carry the burden of TV interaction. This is done by visually accenting elements to anchor the user’s eyes and map any subsequent movement within the interface.

If you have ever written HTML/CSS, you might recall the use of the :focus CSS pseudo-class. While it’s primarily an accessibility feature on the web, it’s the core of interaction on TV, with more flexibility added in the form of two additional directions thanks to a dedicated D-pad.

Focus Styles

There are a few standard ways to style a focus state. Firstly, there’s scaling — enlarging the focused element, which creates the illusion of depth by moving it closer to the viewer.

Example of scaling elements on focus. This is especially common in cases where only images are used for focusable elements. (Large preview)

Another common approach is to invert background and text colors.

Color inversion on focus, common for highlighting cards. (Large preview)

Finally, a border may be added around the highlighted element.

Example of border highlights on focus. (Large preview)

These styles, used independently or in various combinations, appear in all TV interfaces. While execution may be constrained by the specific system, the purpose remains the same: clear and intuitive feedback, even from across the room.

The three basic styles can be combined to produce more focus state variants. (Large preview)

Having set the foundations of interaction, layout, and movement, we can start building on top of them. The next chapter will cover the most common elements of a TV interface, their variations, and a few tips and tricks for button-bound navigation.

Common TV UI Components

Nowadays, the core user journey on television revolves around browsing (or searching through) a content library, selecting an item, and opening a dedicated screen to watch or listen.

This translates into a few fundamental screens:

Library (or Home) for content browsing,
Search for specific queries, and
A player screen focused on content playback.

These screens are built with a handful of components optimized for the 10-foot experience, and while they are often found on other platforms too, it’s worth examining how they differ on TV.

Menus

Appearing as a horizontal bar along the top edge of the screen, or as a vertical sidebar, the menu helps move between the different screens of an app. While its orientation mostly depends on the specific system, it does seem TV favors the side menu a bit more.

Both menu types share a common issue: the farther the user navigates away from the menu (vertically, toward the bottom for top-bars; and horizontally, toward the right for sidebars), the more button presses are required to get back to it. Fortunately, usually a Back button shortcut is added to allow for immediate menu focus, which greatly improves usability.

16:9 posters abide by the same principles but with a horizontal orientation. They are often paired with text labels, which effectively turn them into cards, commonly seen on platforms like YouTube. In the absence of dedicated poster art, they show stills or playback from the videos, matching the aspect ratio of the media itself.

1:1 posters are often found in music apps like Spotify, their shape reminiscent of album art and vinyl sleeves. These squares often get used in other instances, like representing channel links or profile tiles, giving more visual variety to the interface.

All of the above can co-exist within a single app, allowing for richer interfaces and breaking up otherwise uniform content libraries.

And speaking of breaking up content, let’s see what we can do with spotlights!

Spotlights

Typically taking up the entire width of the screen, these eye-catching components will highlight a new feature or a promoted piece of media. In a sea of uniform shelves, they can be placed strategically to introduce aesthetic diversity and disrupt the monotony.

A spotlight can be a focusable element by itself, or it could expose several actions thanks to its generous space. In my ventures into TV design, I relied on a few different spotlight sizes, which allowed me to place multiples into a single row, all with the purpose of highlighting different aspects of the app, without breaking the form to which viewers were used.

Posters, cards, and spotlights shape the bulk of the visual experience and content presentation, but viewers still need a way to find specific titles. Let’s see how search and input are handled on TV.

Search And Entering Text

Manually browsing through content libraries can yield results, but having the ability to search will speed things up — though not without some hiccups.

TVs allow for text input in the form of on-screen keyboards, similar to the ones found in modern smartphones. However, inputting text with a remote control is quite inefficient given the restrictiveness of its control scheme. For example, typing “hey there” on a mobile keyboard requires 9 keystrokes, but about 38 on a TV (!) due to the movement between characters and their selection.

Typing with a D-pad may be an arduous task, but at the same time, having the ability to search is unquestionably useful.

Luckily for us, keyboards are accounted for in all systems and usually come in two varieties. We’ve got the grid layouts used by most platforms and a horizontal layout in support of the touch-enabled and gesture-based controls on tvOS. Swiping between characters is significantly faster, but this is yet another pattern that can only be enhanced, not replaced.

Modernization has made things significantly easier, with search autocomplete suggestions, device pairing, voice controls, and remotes with physical keyboards, but on-screen keyboards will likely remain a necessary fallback for quite a while. And no matter how cumbersome this fallback may be, we as designers need to consider it when building for TV.

Players And Progress Bars

While all the different sections of a TV app serve a purpose, the Player takes center stage. It’s where all the roads eventually lead to, and where viewers will spend the most time. It’s also one of the rare instances where focus gets lost, allowing for the interface to get out of the way of enjoying a piece of content.

Arguably, players are the most complex features of TV apps, compacting all the different functionalities into a single screen. Take YouTube, for example, its player doesn’t just handle expected playback controls but also supports content browsing, searching, reading comments, reacting, and navigating to channels, all within a single screen.

Compared to YouTube, Netflix offers a very lightweight experience guided by the nature of the app.

Still, every player has a basic set of controls, the foundation of which is the progress bar.

The progress bar UI element serves as a visual indicator for content duration. During interaction, focus doesn’t get placed on the bar itself, but on a movable knob known as the “scrubber.” It is by moving the scrubber left and right, or stopping it in its tracks, that we can control playback.

Another indirect method of invoking the progress bar is with the good old Play and Pause buttons. Rooted in the mechanical era of tape players, the universally understood triangle and two vertical bars are as integral to the TV legacy as the D-pad. No matter how minimalist and sleek the modern player interface may be, these symbols remain a staple of the viewing experience.

The presence of a scrubber may also indicate the type of content. Video on demand allows for the full set of playback controls, while live streams (unless DVR is involved) will do away with the scrubber since viewers won’t be able to rewind or fast-forward.

Earlier iterations of progress bars often came bundled with a set of playback control buttons, but as viewers got used to the tools available, these controls often got consolidated into the progress bar and scrubber themselves.

Bringing It All Together

With the building blocks out of the box, we’ve got everything necessary for a basic but functional TV app. Just as the six core buttons make remote navigation possible, the components and principles outlined above help guide purposeful TV design. The more context you bring, the more you’ll be able to expand and combine these basic principles, creating an experience unique to your needs.

Before we wrap things up, I’d like to share a few tips and tricks I discovered along the way — tips and tricks which I wish I had known from the start. Regardless of how simple or complex your idea may be, these may serve you as useful tools to help add depth, polish, and finesse to any TV experience.

Thinking Beyond The Basics

Like any platform, TV has a set of constraints that we abide by when designing. But sometimes these norms are applied without question, making the already limited capabilities feel even more restraining. Below are a handful of less obvious ideas that can help you design more thoughtfully and flexibly for the big screen.

Long Press

Most modern remotes support press-and-hold gestures as a subtle way to enhance the functionality, especially on remotes with fewer buttons available.

For example, holding directional buttons when browsing content speeds up scrolling, while holding Left/Right during playback speeds up timeline seeking. In many apps, a single press of the OK button opens a video, but holding it for longer opens a contextual menu with additional actions.

With limited input, context becomes a powerful tool. It not only declutters the interface to allow for more focus on specific tasks, but also enables the same set of buttons to trigger different actions based on the viewer’s location within an app.

Another great example is YouTube’s scrubber interaction. Once the scrubber is moved, every other UI element fades. This cleans up the viewer’s working area, so to speak, narrowing the interface to a single task. In this state — and only in this state — pressing Up one more time moves away from scrubbing and into browsing by chapter.

This is such an elegant example of expanding restraint, and adding more only when necessary. I hope it inspires similar interactions in your TV app designs.

Efficient Movement On TV

At its best, every action on TV “costs” at least one click. There’s no such thing as aimless cursor movement — if you want to move, you must press a button. We’ve seen how cumbersome it can be inside a keyboard, but there’s also something we can learn about efficient movement in these restrained circumstances.

Going back to the Homescreen, we can note that vertical and horizontal movement serve two distinct roles. Vertical movement switches between groups, while horizontal movement switches items within these groups. No matter how far you’ve gone inside a group, a single vertical click will move you into another.

Every step on TV “costs” an action, so we might as well optimize movement. (Large preview)

This subtle difference — two axes with separate roles — is the most efficient way of moving in a TV interface. Reversing the pattern: horizontal to switch groups, and vertical to drill down, will work like a charm as long as you keep the role of each axis well defined.

Properly applied in a vertical layout, the principles of optimal movement remain the same. (Large preview)

Quietly brilliant and easy to overlook, this pattern powers almost every step of the TV experience. Remember it, and use it well.

Thinking Beyond JPGs

After covering in detail many of the technicalities, let’s finish with some visual polish.

Most TV interfaces are driven by tightly packed rows of cover and poster art. While often beautifully designed, this type of content and layouts leave little room for visual flair. For years, the flat JPG, with its small file size, has been a go-to format, though contemporary alternatives like WebP are slowly taking its place.

Meanwhile, we can rely on the tried and tested PNG to give a bit more shine to our TV interfaces. The simple fact that it supports transparency can help the often-rigid UIs feel more sophisticated. Used strategically and paired with simple focus effects such as background color changes, PNGs can bring subtle moments of delight to the interface.

Having a transparent background blends well with surface color changes common in TV interfaces. (Large preview)

And don’t forget, transparency doesn’t have to mean that there shouldn’t be any background at all. (Large preview)

Moreover, if transformations like scaling and rotating are supported, you can really make those rectangular shapes come alive with layering multiple assets.

Combining multiple images along with a background color change can liven up certain sections. (Large preview)

As you probably understand by now, these little touches of finesse don’t go out of bounds of possibility. They simply find more room to breathe within it. But with such limited capabilities, it’s best to learn all the different tricks that can help make your TV experiences stand out.

Closing Thoughts

Rooted in legacy, with a limited control scheme and a rather “shallow” interface, TV design reminds us to do the best with what we have at our disposal. The restraints I outlined are not meant to induce claustrophobia and make you feel limited in your design choices, but rather to serve you as guides. It is by accepting that fact that we can find freedom and new avenues to explore.

This two-part series of articles, just like my experience designing for TV, was not about reinventing the wheel with radical ideas. It was about understanding its nuances and contributing to what’s already there with my personal touch.

If you find yourself working in this design field, I hope my guide will serve as a warm welcome and will help you do your finest work. And if you have any questions, do leave a comment, and I will do my best to reply and help.

Good luck!

Further Reading

“Design for TV,” by Android Developers
Great TV design is all about putting content front and center. It’s about creating an interface that’s easier to use and navigate, even from a distance. It’s about making it easier to find the content you love, and to enjoy it in the best possible quality.
“TV Guidelines: A quick kick-off on designing for Television Experiences,” by Andrea Pacheco
Just like designing a mobile app, designing a TV application can be a fun and complex thing to do, due to the numerous guidelines and best practices to follow. Below, I have listed the main best practices to keep in mind when designing an app for a 10-foot screen.
“Designing for Television – TV Ui design,” by Molly Lafferty
We’re no longer limited to a remote and cable box to control our TVs; we’re using Smart TVs, or streaming from set-top boxes like Roku and Apple TV, or using video game consoles like Xbox and PlayStation. And each of these devices allows a user interface that’s much more powerful than your old-fashioned on-screen guide.
“Rethinking User Interface Design for the TV Platform,” by Pascal Potvin
Designing for television has become part of the continuum of devices that require a rethink of how we approach user interfaces and user experiences.
“Typography for TV,” by Android Developers
As television screens are typically viewed from a distance, interfaces that use larger typography are more legible and comfortable for users. TV Design’s default type scale includes contrasting and flexible type styles to support a wide range of use cases.
“Typography,” by Apple Developer docs
Your typographic choices can help you display legible text, convey an information hierarchy, communicate important content, and express your brand or style.
“Color on TV,” by Android Developers
Color on TV design can inspire, set the mood, and even drive users to make decisions. It’s a powerful and tangible element that users notice first. As a rich way to connect with a wide audience, it’s no wonder color is an important step in crafting a high-quality TV interface.
“Designing for Television — TV UI Design,” by Molly Lafferty (Marvel Blog)
Today, we’re no longer limited to a remote and cable box to control our TVs; we’re using Smart TVs, or streaming from set-top boxes like Roku and Apple TV, or using video game consoles like Xbox and PlayStation. And each of these devices allows a user interface that’s much more powerful than your old-fashioned on-screen guide.

A Breeze Of Inspiration In September (2025 Wallpapers Edition)

Original Source: https://smashingmagazine.com/2025/08/desktop-wallpaper-calendars-september-2025/

September is just around the corner, and that means it’s time for some new wallpapers! For more than 14 years already, our monthly wallpapers series has been the perfect occasion for artists and designers to challenge their creative skills and take on a little just-for-fun project — telling the stories they want to tell, using their favorite tools. This always makes for a unique and inspiring collection of wallpapers month after month, and, of course, this September is no exception.

In this post, you’ll find desktop wallpapers for September 2025, created with love by the community for the community. As a bonus, we’ve also added some oldies but goodies from our archives to the collection, so maybe you’ll spot one of your almost-forgotten favorites in here, too? A huge thank-you to everyone who shared their artworks with us this month — this post wouldn’t exist without your creativity and support!

By the way, if you’d like to get featured in one of our upcoming wallpapers editions, please don’t hesitate to submit your design. We are always looking for creative talent and can’t wait to see your story come to life!

You can click on every image to see a larger preview.
We respect and carefully consider the ideas and motivation behind each and every artist’s work. This is why we give all artists the full freedom to explore their creativity and express emotions and experience through their works. This is also why the themes of the wallpapers weren’t anyhow influenced by us but rather designed from scratch by the artists themselves.

21st Night Of September

“On the 21st night of September, the world danced in perfect harmony. Earth, Wind & Fire set the tone and now it’s your turn to keep the rhythm alive.” — Designed by Ginger IT Solutions from Serbia.

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with calendar: 320×480, 640×480, 800×480, 800×600, 1024×768, 1024×1024, 1152×864, 1280×720, 1280×800, 1280×960, 1280×1024, 1400×1050, 1440×900, 1600×1200, 1680×1050, 1680×1200, 1920×1080, 1920×1200, 1920×1440, 2560×1440
without calendar: 320×480, 640×480, 800×480, 800×600, 1024×768, 1024×1024, 1152×864, 1280×720, 1280×800, 1280×960, 1280×1024, 1400×1050, 1440×900, 1600×1200, 1680×1050, 1680×1200, 1920×1080, 1920×1200, 1920×1440, 2560×1440

Who

Designed by Ricardo Gimenes from Spain.

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with calendar: 640×480, 800×480, 800×600, 1024×768, 1024×1024, 1152×864, 1280×720, 1280×800, 1280×960, 1280×1024, 1366×768, 1400×1050, 1440×900, 1600×1200, 1680×1050, 1680×1200, 1920×1080, 1920×1200, 1920×1440, 2560×1440, 3840×2160
without calendar: 640×480, 800×480, 800×600, 1024×768, 1024×1024, 1152×864, 1280×720, 1280×800, 1280×960, 1280×1024, 1366×768, 1400×1050, 1440×900, 1600×1200, 1680×1050, 1680×1200, 1920×1080, 1920×1200, 1920×1440, 2560×1440, 3840×2160

Skating Through Chocolate Milk Day

“Celebrate Chocolate Milk Day with a perfect blend of fun and flavor. From smooth sips to smooth rides, it’s all about enjoying the simple moments that make the day unforgettable.” — Designed by PopArt Studio from Serbia.

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with calendar: 320×480, 640×480, 800×480, 800×600, 1024×768, 1024×1024, 1152×864, 1280×720, 1280×800, 1280×960, 1280×1024, 1400×1050, 1440×900, 1600×1200, 1680×1050, 1680×1200, 1920×1080, 1920×1200, 1920×1440, 2560×1440
without calendar: 320×480, 640×480, 800×480, 800×600, 1024×768, 1024×1024, 1152×864, 1280×720, 1280×800, 1280×960, 1280×1024, 1400×1050, 1440×900, 1600×1200, 1680×1050, 1680×1200, 1920×1080, 1920×1200, 1920×1440, 2560×1440

Mood

Designed by Ricardo Gimenes from Spain.

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with calendar: 640×480, 800×480, 800×600, 1024×768, 1024×1024, 1152×864, 1280×720, 1280×800, 1280×960, 1280×1024, 1366×768, 1400×1050, 1440×900, 1600×1200, 1680×1050, 1680×1200, 1920×1080, 1920×1200, 1920×1440, 2560×1440, 3840×2160
without calendar: 640×480, 800×480, 800×600, 1024×768, 1024×1024, 1152×864, 1280×720, 1280×800, 1280×960, 1280×1024, 1366×768, 1400×1050, 1440×900, 1600×1200, 1680×1050, 1680×1200, 1920×1080, 1920×1200, 1920×1440, 2560×1440, 3840×2160

Funny Cats

“Cats are beautiful animals. They’re quiet, clean, and warm. They’re funny and can become an endless source of love and entertainment. Here for the cats!” — Designed by UrbanUI from India.

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without calendar: 360×640, 1024×768, 1280×720, 1280×800, 1280×960, 1280×1024, 1366×768, 1400×1050, 1440×900, 1680×1200, 1920×1080

Pigman And Robin

Designed by Ricardo Gimenes from Spain.

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without calendar: 640×480, 800×480, 800×600, 1024×768, 1024×1024, 1152×864, 1280×720, 1280×800, 1280×960, 1280×1024, 1366×768, 1400×1050, 1440×900, 1600×1200, 1680×1050, 1680×1200, 1920×1080, 1920×1200, 1920×1440, 2560×1440, 3840×2160

Autumn Rains

“This autumn, we expect to see a lot of rainy days and blues, so we wanted to change the paradigm and wish a warm welcome to the new season. After all, if you come to think of it: rain is not so bad if you have an umbrella and a raincoat. Come autumn, we welcome you!” — Designed by PopArt Studio from Serbia.

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without calendar: 320×480, 640×480, 800×480, 800×600, 1024×768, 1024×1024, 1152×864, 1280×720, 1280×800, 1280×960, 1280×1024, 1366×768, 1400×1050, 1440×900, 1600×1200, 1680×1050, 1680×1200, 1920×1080, 1920×1200, 1920×1440, 2560×1440

Terrazzo

“With the end of summer and fall coming soon, I created this terrazzo pattern wallpaper to brighten up your desktop. Enjoy the month!” — Designed by Melissa Bogemans from Belgium.

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without calendar: 320×480, 640×480, 800×480, 800×600, 1024×768, 1024×1024, 1152×864, 1280×720, 1280×800, 1280×960, 1280×1024, 1400×1050, 1440×900, 1600×1200, 1680×1050, 1680×1200, 1920×1080, 1920×1200, 1920×1440, 2560×1440

Summer Ending

“As summer comes to an end, all the creatures pull back to their hiding places, searching for warmth within themselves and dreaming of neverending adventures under the tinted sky of closing dog days.” — Designed by Ana Masnikosa from Belgrade, Serbia.

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without calendar: 320×480, 640×480, 800×480, 800×600, 1024×768, 1024×1024, 1152×864, 1280×720, 1280×800, 1280×960, 1280×1024, 1400×1050, 1440×900, 1600×1200, 1680×1050, 1680×1200, 1920×1080, 1920×1200, 1920×1440, 2560×1440

Cacti Everywhere

“Seasons come and go, but our brave cactuses still stand. Summer is almost over and autumn is coming, but the beloved plants don’t care.” — Designed by Lívia Lénárt from Hungary.

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without calendar: 320×480, 800×480, 1024×768, 1024×1024, 1280×1024, 1400×1050, 1920×1080, 1920×1200, 1920×1440, 2560×1440

Flower Soul

“The earth has music for those who listen. Take a break and relax and while you drive out the stress, catch a glimpse of the beautiful nature around you. Can you hear the rhythm of the breeze blowing, the flowers singing, and the butterflies fluttering to cheer you up? We dedicate flowers which symbolize happiness and love to one and all.” — Designed by Krishnankutty from India.

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without calendar: 320×480, 640×480, 800×480, 800×600, 1024×768, 1024×1024, 1152×864, 1280×720, 1280×960, 1280×1024, 1366×768, 1400×1050, 1440×900, 1600×1200, 1680×1050, 1680×1200, 1920×1080, 1920×1200, 1920×1440, 2560×1440

Stay Or Leave?

Designed by Ricardo Gimenes from Spain.

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without calendar: 320×480, 640×480, 800×480, 800×600, 1024×768, 1024×1024, 1152×864, 1280×720, 1280×800, 1280×960, 1280×1024, 1366×768, 1400×1050, 1440×900, 1600×1200, 1680×1050, 1680×1200, 1920×1080, 1920×1200, 1920×1440, 2560×1440

Rainy Flowers

Designed by Teodora Vasileva from Bulgaria.

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without calendar: 640×480, 800×480, 800×600, 1024×768, 1280×720, 1280×960, 1280×1024, 1400×1050, 1680×1050, 1680×1200, 1920×1080, 1920×1200, 1920×1440, 2560×1440

Listen Closer… The Mushrooms Are Growing

“It’s this time of the year when children go to school and grown-ups go to collect mushrooms.” — Designed by Igor Izhik from Canada.

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without calendar: 640×480, 800×480, 800×600, 1024×768, 1024×1024, 1152×864, 1280×720, 1280×800, 1280×960, 1280×1024, 1400×1050, 1440×900, 1600×1200, 1680×1050, 1680×1200, 1920×1080, 1920×1200, 1920×1440, 2560×1440, 2560×1600

Weekend Relax

Designed by Robert from the United States.

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without calendar: 320×480, 1024×1024, 1280×720, 1680×1200, 1920×1080, 2560×1440

Hungry

Designed by Elise Vanoorbeek from Belgium.

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without calendar: 640×480, 800×480, 800×600, 1024×768, 1024×1024, 1152×864, 1280×720, 1280×800, 1280×960, 1280×1024, 1366×768, 1440×1050, 1440×900, 1600×1200, 1680×1050, 1680×1200, 1920×1080, 1920×1200, 1920×1440, 2560×1440

National Video Games Day Delight

“September 12th brings us National Video Games Day. US-based video game players love this day and celebrate with huge gaming tournaments. What was once a 2D experience in the home is now a global phenomenon with players playing against each other across statelines and national borders via the internet. National Video Games Day gives gamers the perfect chance to celebrate and socialize! So grab your controller, join online, and let the games begin!” — Designed by Ever Increasing Circles from the United Kingdom.

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without calendar: 320×480, 640×480, 800×480, 800×600, 1024×768, 1024×1024, 1152×864, 1280×720, 1280×800, 1280×960, 1280×1024, 1366×768, 1400×1050, 1440×900, 1600×1200, 1680×1050, 1680×1200, 1920×1080, 1920×1200, 1920×1440, 2560×1440

More Bananas

Designed by Ricardo Gimenes from Spain.

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National Elephant Appreciation Day

“Today, we celebrate these magnificent creatures who play such a vital role in our ecosystems and cultures. Elephants are symbols of wisdom, strength, and loyalty. Their social bonds are strong, and their playful nature, especially in the young ones, reminds us of the importance of joy and connection in our lives.” — Designed by PopArt Studio from Serbia.

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Long Live Summer

“While September’s Autumnal Equinox technically signifies the end of the summer season, this wallpaper is for all those summer lovers, like me, who don’t want the sunshine, warm weather, and lazy days to end.” — Designed by Vicki Grunewald from Washington.

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Bear Time

Designed by Bojana Stojanovic from Serbia.

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Still In Vacation Mood

“It’s officially the end of summer and I’m still in vacation mood, dreaming about all the amazing places I’ve seen. This illustration is inspired by a small town in France, on the Atlantic coast, right by the beach.” — Designed by Miruna Sfia from Romania.

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Maryland Pride

“As summer comes to a close, so does the end of blue crab season in Maryland. Blue crabs have been a regional delicacy since the 1700s and have become Maryland’s most valuable fishing industry, adding millions of dollars to the Maryland economy each year. The blue crab has contributed so much to the state’s regional culture and economy, in 1989 it was named the State Crustacean, cementing its importance in Maryland history.” — Designed by The Hannon Group from Washington DC.

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Summer In Costa Rica

“We continue in tropical climates. In this case, we travel to Costa Rica to observe the Arenal volcano from the lake while we use a kayak.” — Designed by Veronica Valenzuela from Spain.

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Wine Harvest Season

“Welcome to the wine harvest season in Serbia. It’s September, and the hazy sunshine bathes the vines on the slopes of Fruška Gora. Everything is ready for the making of Bermet, the most famous wine from Serbia. This spiced wine was a favorite of the Austro-Hungarian elite and was served even on the Titanic. Bermet’s recipe is a closely guarded secret, and the wine is produced by just a handful of families in the town of Sremski Karlovci, near Novi Sad. On the other side of Novi Sad, plains of corn and sunflower fields blend in with the horizon, catching the last warm sun rays of this year.” — Designed by PopArt Studio from Serbia.

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Office

“Clean, minimalistic office for a productive day.” — Designed by Antun Hiršman from Croatia.

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Colors Of September

“I love September. Its colors and smells.” — Designed by Juliagav from Ukraine.

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Never Stop Exploring

Designed by Ricardo Gimenes from Spain.

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