Writing on software design, company building, and the aerospace industry.

All of my long-form thoughts on programming, leadership, product design, and more, collected in chronological order.
Crafting a design system for a multiplanetary future
Release

Crafting a design system for a multiplanetary future

Most companies try to stay ahead of the curve when it comes to visual design, but for Planetaria we needed to create a brand that would still inspire us 100 years from now when humanity has spread across our entire solar system.
Daniel Roe
Introducing Animaginary: High performance web animations
Release

Introducing Animaginary: High performance web animations

When you’re building a website for a company as ambitious as Planetaria, you need to make an impression. I wanted people to visit our website and see animations that looked more realistic than reality itself.
Daniel Roe
Rewriting the cosmOS kernel in Rust
Release

Rewriting the cosmOS kernel in Rust

When we released the first version of cosmOS last year, it was written in Go. Go is a wonderful programming language, but it’s been a while since I’ve seen an article on the front page of Hacker News about rewriting some important tool in Go and I see articles on there about rewriting things in Rust every single week.
Daniel Roe