Making Software

Dan Hollick's illustrated reference book explaining how the software and hardware people use every day actually work under the hood — touch screens, Gaussian blur, bezier curves, rasterization, image compression. A standing source of design inspiration and "cool insights": the explanations are good, but the hand-built diagrams are themselves a craft reference. Source: User, 2026-06-13

By Dan Hollick (@DanHollick) — design engineer at Tailwind Labs, ex-Raycast, known for diagram-heavy "how X works" threads ("How does a screen work?", "How ChatGPT works"). The premise: as tools got more complex, our understanding got shallower; this book restores the deep mental model. Explicitly not actionable ("won't make you a better designer tomorrow") and not technical-prerequisite — the diagrams (drawn by hand in Figma) do the heavy lifting. Source: makingsoftware.com, https://www.makingsoftware.com, 2026-06-13

What it covers

Worked explanations of primitives behind everyday interfaces: capacitive touch screens (electrode grids sensing field disturbance), Gaussian blur (kernel/weight matrices), the pen tool / bezier curves (Figma handles), rasterization + anti-aliasing (smooth curves on a pixel grid), and image compression. Source: makingsoftware.com, 2026-06-13

Status (early access)

Image-compression artifact

The reviewed tweet video scrolls the image-compression chapter rather than only showing a static cover. The local frames show the chapter page, color-space cube/parrot examples, channel and block diagrams, quantization-table style grids, and a right-side scale comparing JPEG, GIF, PNG, WebP, and glossary sections. The live chapter currently returns a Vercel Security Checkpoint / 429 to scripted fetches, so the reliable evidence for this pass is the preserved local X video thumbnail/contact-sheet review plus the earlier makingsoftware.com capture. Source: local video artifact review, 2026-07-01; raw/x-bookmarks/enriched/2065060480671010938.json

Stack fit (Kevin)

  • Design inspiration + insight source — Kevin tracks it as a go-to for "cool insights" and diagram craft; browse it the way you'd browse Design Inspiration Galleries, except the inspiration is explanatory visual design and first-principles understanding rather than UI screens.
  • Design-engineering depth — the "why pixels/curves/color behave this way" layer beneath Frontend and Design Skills and design-engineering-polish; understanding rasterization/anti-aliasing/compression sharpens judgment on image assets, blur/shadow performance, and export formats.
  • Diagram reference — the hand-in-Figma illustrations are a model for how to explain a technical concept visually (useful for Kevin's own diagrams, posts, and docs).
  • Reference, not workflow — catalogued in Design Engineering Resources as a canonical explainer; read for mental models, not a procedure to apply.

Timeline