I’d be in the market for this, but didn’t get enough info to sign up.
My first questions were:
- do I need a YouTube account?
- do I need a premium YouTube account?
- can I use it on my tv?
- and more generally, how does it work? (Which should answer all above)
Current solution is: download YouTube videos my son is interested in to Plex, watch them on the tv (or iPad)
KidScreen is not an offline or download solution like USB or Plex; it streams public videos through the embedded YouTube player. Its narrower purpose is to make the parent’s approved list the child’s default shelf.
KidScreen is a free web app: a parent creates a family, adds a child, and pastes the exact YouTube links they want on that child’s shelf. The child signs in once with separate child credentials. KidScreen does not require a YouTube or Premium account for ordinary public videos that allow embedding. A compatible TV browser may work, but KidScreen is not a native TV app and I have not tested every TV platform.
As decades-exp SWE I love using Claude Design for any kind of app and web development, because it gives much faster visual feedback loop than changing views within deep framework stack. It much easier to "tell" coding agent what I need instead of writing wall of prose to define visual stuff.
I reminds me old WYSIWYG and unlike Figma it has full HTML/CSS capabilities available.
How I work with it:
- I ask agent to extract part of app into Design, let it even use playwright-cli to get full rendering of the particular view.
- perform design session in Design.
- once design system is perfected I go down to Claude Code dungeons, do /design-sync.
- perform on the stack implementation session.
Actually you don't need Claude Design UI for any of that too. Just ask any coding agent to prepare local mock HTMLs and iterate over them.
I’ve been curious on how to close this loop between engineering and design/product.
We don’t use react, which Claude design seems to trend towards. We use Phoenix / liveview.
We have a shared design system, which keeps the visual elements in line. And then just prototype on design, collab, discuss and arrive at what we want to ship. And then engineering take over and rebuild via hand / claude code.
But the tools aren’t directly connected.
The value has been in the separation. In iterating on the prototype without impacting the codebase, dev cycle, etc. And solving problems/unknowns earlier.
There were always tools for this, but Claude design just feels more accessible and therefore gets used more immediately.
And the fidelity of the outcome (and the assumptions it’s forced the make) are more valuable and faster to achieve than Figma.
I think the way humans divide up design and programming are broadly correct. Working that way with LLMs seems to work well.
I vibe coded an iOS conference schedule app recently, built on top of my own rust UI framework. I started with claude design. I gave it the requirements, and showed it screenshots of other conference schedule apps I like which have features I want to use. I also gave it some visual references for how I want the app styled. It came up with some workable designs. They were a bit 'webby'. But, fine. The high level breakdown of UI screens and navigation between them was excellent.
Then I gave all the HTML files it produced to claude code, along with the documentation for my UI framework and told it to port the code to my UI framework. The first working version was rough. It copied a lot of the unintentional webby look and feel. It worked around missing features in my UI framework by rolling its own janky reimplementations of platform features. For example, instead of using UINavigationController, it rolled its own. It made its own (kinda bad) tab based navigation bar. The app didn't work properly in dark mode, because it was hard-coding a lot of colours. It took a bit of back and forth to fix all of this stuff. But I'm really happy with it now. It looks and feels great.
It's just a pity I couldn't share the app at the conference. Apple took a few days to approve the app in Testflight, and by the time they approved it, the conference was over.
I assume everyone else is playing with the same AI tools that I am, and getting similar results. But a lot of people I talk to seem to have no idea that this is possible right now. They're amazed when I show them my schedule app.
My non-technical cofounder managed to vibe code a holding page with Claude Design and it walked him through deploying it to Netlify.
However for some reason it had him deploy a single HTML file with all the assets encoded as a huge base64 blob in the code that required a massive amount of JavaScript to extract and render.
It's been doing this for our non-technical folk. Giving users a gigantic single file for deployment. We saw one user deploy a JS file with around 3K-5K elements in an array, storing unique IDs of items they wanted to list.
Welcome to Software Development, Lindsey from HR - here's your first database!
People just don't really understand how these things work yet, and they don't know what to ask for, I'm hopeful that they eventually do become more tech-literate, but not sure yet.
The person you responded too didn't mention app though. They just said static. OP was talking about an app but the responded was hypothesizing about something static.
Anyway I'm not so sure "static" is a viable boundary between app and not app. A static page that does any sort of API request doesn't suddenly become an app imo.
I’m still running an SE2020. I was expecting the latest update (with liquid) to be the death of it. But performance has actually improved significantly! Very unexpected.
I’ve been buying vinyl for the sake of collecting it, with limited intention to ever play it.
And I’ve been wondering why would anyone buy the cassette or CD? (And I own more cassette players than the zero vinyl players)
I recently found out that some of my favourite vinyls, that I’ve been collecting, ONLY include the art/lyrics booklet in the CD version. These are from the early 2000’s (peak cd?).
I reckon I’d buy an art / lyrics booklet over a physical medium of the music itself. Particularly if it included flac download of the music.
> And I’ve been wondering why would anyone buy the cassette or CD?
I have no interest in cassette or vinyl. I love CDs because they provide the highest music quality, uncompressed audio that’s trivial to rip to lossless FLAC files, complete with metadata.
Sure, but on the whole I’d take getting FLAC directly over CDs. Not that I don’t have CDs, even deluxe editions with picture books and stuff, but I pretty much never get them out.
I can understand people preferring vinyls as physical artefacts, the full frame jackets of my father’s albums are gorgeous in a way that’s distinct from and superior to CD album art, even if the music bit is markedly inferior technically (although that technical inferiority has led to better musical end results in some cases, you can’t compress the shit out of a vinyl, then again hopefully that time is long on the past).
Yeah. But my point is mostly that the CD remains nothing but a transmission vessel for the audio, I don't know anyone and have seldom heard of people who value CDs for their physicality as a CD. Unlike vinyls which they very much do.
Naturally since people are buying things, technically they are consuming.
I mean that collecting a relatively small number of durable and visually pleasing objects isn't really the worst flavor of consumerism, even if it seems pointless to some people.
I agree we have a massive problem with over-consumption (most glaringly with things like fast fashion), but I'm not sure record collectors are a big problem.
>And I’ve been wondering why would anyone buy the cassette or CD?
Many people I know buy the CD because they prefer owning a physical medium, and the CDs they actually play and have a collection of them.
As for cassette, I don't know about buying regular releases on it, but there's a small but very passionate music community around cassette releases for experimental and indie music (same as a demoscene using old computers or people making new 8bit games).
I buy cassettes. Mostly old, period-correct ones, but some new. I also have a fairly high end tape deck, that these days can be had for rather good price. Our perception of cassettes are mostly warped by the experience of badly recorded tapes played on horrible, unmaintained players, but inherently the tape is much less of a limiting factor to quality than most of the things people use to play music nowadays. In fact, when comparing my vinyl and cassette purchases, I have higher change of getting a bad sounding vinyl than a bad sounding cassette.
Notably, tape decks with separate play and record heads let you listen to the recorded signal, while it's being recorded and quickly switch between the tape and source signal. Even on a good pair of headphones, when correctly dialled in, vast majority wouldn't be able to recognise which signal is the tape.
> 3) basically giving up on the “console wars”, ceding the hardware victory to Sony, shutting down a bunch of game studios telling the world how tough the climate is even though you’ve just had the most profitable years in your history, betting big on gamePass etc?
I’ve only seen this referred to as a strategic failure. You seem to be declaring otherwise. What’s the upside for Microsoft?
I'm not saying any of those decisions was necessarily good. They're just the kinds of things CEOs do. I personally think Microsoft dropped the ball spectacularly on this, from the perspective of the consumer, and objectively choice is less and the outcomes are worse, and gamers and game devs have suffered tremendously as a result. However Microsoft achieved their objective, which was to be able to say that games revenue gross margin went up.
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