Thanks for creating this, it fit perfect for a tiny web site I made[0]. Hits just the right mix of usability and nostalgia and makes me want to use it for more projects.
Off topic, I love your site - it's a perfect homage to a loving family tradition (even if it was only for a couple of vacations). This site is, I think, an example of what a beautiful internet could be (and maybe is, if anyone knows got to find more sites like this-really authentic stories). Now, I hope I'm not being fooled by an AI generated story, but even if I am, I am happy to believe in that illusion.
Edit: After reflecting on this situation, your creation, your art: the css library paired with your story gave me a modern day Norman Rockwell dopamine hit. This has been an absolute experience, bravo to the collaboration!
I don't have any way to prove it but this was no AI hallucination, a completely true story and human generated site (there is a link to the GitHub on there).
I do appreciate your thoughts and I too hope I'm not being fooled by an AI :)
Firefox (Nightly) on Android: tabs don't work: when clicking on a tab, the URL changes, there's a slight jump in content, but the new tab is not selected. Hope this helps
Thank you so much for your project! I have spent the last few months working on my own retro computing CSS library, but instead inspired by BeOS https://beta.mtechnic.me
PS: while doing research on my project, I found your portfolio site as well. Was shocked to see we had the exact same taste in music, and genuinely made me curious if everyone whose doing retro throwbacks libraries did as well.
> I no longer work on 98.css and I haven’t in a really long time. My only contribution to the project is monitoring the repo for high-quality pull requests. If I get one, I briefly scan through the author’s profile to make sure they’re not going to mine cryptocurrency on my user’s machines, and then I give them full commit access. “Looks good, go ahead and merge this yourself.”
I've also once experienced burnout, a book called Pedram Shojai: The Urban Monk has kept it away since. It's practical, not religious. Highly recommend it!
Flat design is so ridiculous. Made someone a bunch of money. Now everyone follows like sheep. Sorry for the doomer comment but, like, really. I'd love to say that I'm surprised that we haven't gotten over this, but given it's been... 20 years (?)... I'm not surprised.
Also, the way multi-row tabs Just Work in the UIs of yesteryear *chef's kiss*
> one of the most prized metrics goes up: time on page
It took me way too long to realise those widgets that show stats quickly counting up are only there hoping you'll wait until they finish counting to see the total number. All to increase your time on the page and make the metrics look good for the designer.
Multi-row tabs are the primary thing I dislike about old UIs. You never seem to see them anymore, for which I am immensely grateful. Not only do they take up valuable vertical space, but they way the rows jump around always confused more than it really should have - a button shouldn't move after I click it, especially if it is representing state.
My (admittedly spontaneous) thought was that we don't see them anymore because flat design make them almost impossible. Even with dividers, it would just look like a grid.
I don't think that more-tabs-that-can-fit-on-one-"line" is ideal, but I think the modern equivalent - horizontal scolling tabs - is waaay friggin' worse. I've been confused by those before whereas the first time I encountered multi-row tabs in the "depth style," I had zero confusion about what I was looking at.
As opposed to tabs that either (a) get so small they're illegible, or (b) scroll off the screen so they're no longer accessible?
The moving tabs issue we can fix but just not moving them.
And the vertical space issue is much less of an issue now than it was then because we have higher resolutions but the answer to that is to start closing tabs when you can no longer see your content. It's like a quiet little nag that says you have too much stuff open.
We've been getting flatter over time. Win9x (and even 3.x) styles have subtle 3D cues, like the edges of buttons, window borders, tabs, and text boxes. There were gradients. Apparently, these are technologies that we've lost.
I think they must be? Windows 3.1 had depth. Win95 rammped it up in, what we all thought at the time, was a good way.
I have this really fond memory of showing my friend (who is still one of my good friends in adulthood) who had installed XP that he could change the theme "back" to look exactly 95/98/2000. His reaction was this very earnest "I love this..." as he clicked around like he was experiencing again for the first time. Anyway, ya, getting a bit off topic into memory lane, but we just had cool UIs back then.
Flat, or quasi-flat (minimalistic/brutalist), design is fantastic if one makes use of appropriate visual discriminators, e. g. shadows, outlines, contrasts etc. Less is more here. Which makes this design philosophy clash with Apple's, Google's, or their imitators, oversaturated Fisher-Price playdough-UIs.
Not only flat design but also using less color. We have monitors and graphics cards that can display millions of colors now and we refuse to use it... Not that it has to look like a coloring book but sheez Windows 10 and 11 make me feel depressed.
I really want to make one of my websites use this.. I just can't think of one that would fit.
Also shout out XFCE-winxp-tc, which makes your Linux look like Windows XP. Lots of people know about Chicago95, but this project is excellent for that 2004 vibe
My gripe has always been that none of these xfce/gtk/etc. themes are ever actually pixel-perfect, even when they claim to be. Not sure if there is a legal concern there or not.
More than legal concerns is that theming engines on each DE can be a bit limiting trying to do such things. i.e. for KDE Plasma you'd need to do a fair amount of SVG trickery to reach 100% accuracy respect of the originals.
Plus the icons thing - they're not as easy as people might think.
But this xfce-winxp-tc seems to be really, really close to the original. In those first two screenshots I thought it was just screenshots of the original WinXP.
Also the CSS framework subject of this thread looks really identical to the widgets and stuff of Win98.
But if you want true 100% pixel-perfect windows 98/xp/whatever... Just use them.
unjokingly I think the fact that we removed grayed out buttons for "the button just doesn't appear" is one of the more confusing UI trends of our day and the sight of a grayed out button warms my heart
> Reconsider disabled controls. Disabled controls can be hard to use because users literally have to deduce why they are disabled. Disable a control when users expect it to apply and they can easily deduce why the control is disabled. Remove the control when there is no way for users to enable it or they don't expect it to apply, or leave it enabled, but provide an error message when it is used incorrectly.
> Tip: If you aren't sure whether you should disable a control or provide an error message, start by composing the error message that you might provide. If the error message contains helpful information that target users aren't likely to quickly deduce, leave the control enabled and provide the error. Otherwise, disable the control.
Unfortunately, that nuance has been lost in the modern version of the guidelines with no mention of disabled buttons at all [2]
> Remove the control when there is no way for users to enable it
That guidance is unhinged, and is exactly the anti-pattern that upthread points to that needs to die.
Removing the control is like gaslighting the user: they're looking for "how to do X?" and documentation, Internet searchable screenshots, and, god help us, now AI, are pointing them at a button that does not exist. I cannot tell you how many times I've frustratingly circled that mulberry bush as a user, for a wide range of products.
No, the button (and all other UI elements) should always present/be visible, and if there is a disabled control, there should be a HIG-standardized way to determine why it is disabled. (I.e., a mandatory tool-tip that states what actions would cause the control to enable, though I'd accept that tool-tips themselves are not always discoverable. You could have a small, standardized icon on the disabled control, like an :information-symbol-emoji: that might hit towards the tool-tip, or just put in underneath.)
I agree, just gray it out and have a little question mark button next to it.
Also, way more question mark buttons. I don’t care how well named people think things are. They’re not, and there’s always some hidden behavior you just have to know behind every setting. Include the question mark.
I think the button shouldn't appear if the user doesn't have the access to do it (eg. not an admin, has view rights only, etc).
However, if the user can and they expect to do it, but is in a mode/state which doesn't allow them to do it, greyed out buttons absolutely.
In some cases, greyed out buttons should be clickable (eg. forms) and that should tell the user what is wrong. Looking at you, billion dollar airline, where I couldn't complete my checkin due to this annoyance.
Also, what happened to hover messages and little (?) marks? Every software behaves like it expects me to know what to do from Day 1.
I agree for admin stuff, but certain lack of permissions hiding stuff is annoying. It's nice for things to be disabled and have a hover text explaining why it's disabled. Also, yes, (?) and hover text in general is severely underused in popular software.
I wish every button or menu option that has a shortcut would show me its shortcut on hover or in-place so I didn't have to find it in the manual or buried in the settings menu.
> Also, what happened to hover messages and little (?) marks? Every software behaves like it expects me to know what to do from Day 1.
I truly hate fast-food kiosks for this reason: most expect me to be familiar with their offerings and the menu system of that kios. I relatively rarely visit such places and I was better off with a human asking me 1-3 short questions and paying. I'm not paid to know this shit, I'm the customer. Guess I'm just too old, younger people love this crap for some reason.
With every new version of the OS, the UI desigenrs were forced to show some change and call it improvement, even though those changes functionally unnecessary, more resource consuming, less faster, and less reliable.
A few months back I was playing around with win32 UI widgets and found one instance of surprising behavior which diverges from what is implemented here. To be clear this is not a dig on the project, and in particular the way it works on the web feels more correct to me.
When using the TrackBar widget, equivalent of <input type=range min=0 max=100 value=0>, assuming you have value 0 / 100 if you click on the line bar it will jump to the 20 value regardless of how far or close you click on the line [0]. I found that behavior very surprising, and would've expected it to jump to wherever you clicked.
I used this to build my personal site: https://ka.ge . It's a pixel-perfect (and functional) recreation of the windows 98 desktop environment in under a MB.
I do not understand efforts like these. It's not that 98 Windows UI design has been the paramount of UX. Today's technology bloat and layer upon layer of abastractions caused a total bloat.
Understanding what is required to make a good UX site, and idenifying the minimum neccessary technological components is it.
You are right, Windows 2000 was the peak of UI design. Since then everything is getting worse, the rounded corners and floating margins being one example. The MacOS and web-designer influences were detrimental to usability.
Is there a version for Windows 7 as well? Because, that was the last good design from anyone from that era and everything just went downhill after that.
This is pretty cool plus I love anything that references classics like 980css and 2Advanced. I'm even OK with hearing the word "Flash" now in a way that some day I'll be with hearing "React" ...
Windows XP and MacOS System 7 had pretty good looking GUIs. Since then, modern keyboard-and-mouse UIs have not really improved that much; it's mostly been just evolving and polishing styling. All the real innovation has been on touchscreen devices.
Unlike other comments this one is actually a css framework except that it's too cute. If you had ~textual theme for a css framework that could probably work for lots of practical use.
Thanks. It's not a bootstrap theme, it's a proper fork that maintains compatibility.
It's extremely grueling to do. We're talking hundreds of hours.
I question how much AI can really help here since it's a matter of careful pixel alignment, image capabilities probably beyond what models can do and taste
I'm down if I can figure out an attack plan for the newer versions. Right now ai just feels like wheel spinning here. I might have to do this manually still
Funny how nostalgia differs for different people. I hated all that so much at the time that I installed linux (RH 7.x) from a magazine cd and learned to program in C & perl.
That multirows tab UI thing was an utter abomination against usability, intelligence, good sense, decency, justice and obviously any and all aesthetics. Why bring it back? To fix it maybe?
Totally agree and I think the root cause are today's larger screen sizes, less constraints. Win95 was designed at a time when 800x600 and 1024x768 have been the standards to work with.
Finally, a throwback lib that seems to be mostly pixel-accurate! Some of the element spacing seems to be off but it does actually look like Windows 98.
The lack of accuracy and attention to detail in a lot of these efforts is incredibly irksome and annoying, just about as obnoxious as pixel-art games with inconsistent pixel sizes (like how hard is it to render to a smaller buffer and do a simple linear upscale?!?)
Finally decided to do something about it: https://github.com/jdan/98.css/pull/230
[0]: https://www.mathsheets.net/
Edit: After reflecting on this situation, your creation, your art: the css library paired with your story gave me a modern day Norman Rockwell dopamine hit. This has been an absolute experience, bravo to the collaboration!
I do appreciate your thoughts and I too hope I'm not being fooled by an AI :)
PS: while doing research on my project, I found your portfolio site as well. Was shocked to see we had the exact same taste in music, and genuinely made me curious if everyone whose doing retro throwbacks libraries did as well.
Very nice!
Also, the way multi-row tabs Just Work in the UIs of yesteryear *chef's kiss*
And here we are.
It took me way too long to realise those widgets that show stats quickly counting up are only there hoping you'll wait until they finish counting to see the total number. All to increase your time on the page and make the metrics look good for the designer.
I don't think that more-tabs-that-can-fit-on-one-"line" is ideal, but I think the modern equivalent - horizontal scolling tabs - is waaay friggin' worse. I've been confused by those before whereas the first time I encountered multi-row tabs in the "depth style," I had zero confusion about what I was looking at.
The moving tabs issue we can fix but just not moving them.
And the vertical space issue is much less of an issue now than it was then because we have higher resolutions but the answer to that is to start closing tabs when you can no longer see your content. It's like a quiet little nag that says you have too much stuff open.
I have this really fond memory of showing my friend (who is still one of my good friends in adulthood) who had installed XP that he could change the theme "back" to look exactly 95/98/2000. His reaction was this very earnest "I love this..." as he clicked around like he was experiencing again for the first time. Anyway, ya, getting a bit off topic into memory lane, but we just had cool UIs back then.
Flat, or quasi-flat (minimalistic/brutalist), design is fantastic if one makes use of appropriate visual discriminators, e. g. shadows, outlines, contrasts etc. Less is more here. Which makes this design philosophy clash with Apple's, Google's, or their imitators, oversaturated Fisher-Price playdough-UIs.
2024 (471 points, 93 comments) https://news.ycombinator.com/item?id=42056918
2022 (606 points, 182 comments) https://news.ycombinator.com/item?id=33310554
2020 (838 points, 211 comments) https://news.ycombinator.com/item?id=22940564
https://alexbsoft.github.io/win95.css/ windows 95
https://bootstra386.com/ 1980's websites
https://botoxparty.github.io/XP.css/ windows xp
https://code.divshot.com/geo-bootstrap/ geocities
https://cs16.samke.me/ counter strike 1.6
https://edwardtufte.github.io/tufte-css/ edward tufte
https://jdan.github.io/98.css/ windows 98
https://khang-nd.github.io/7.css/ windows 7
https://micah5.github.io/PSone.css/ playstation one
https://nostalgic-css.github.io/NES.css/ nes
https://sakofchit.github.io/system.css/ apple system
https://snes-css.sadlative.com/ snes
https://thesimscss.inbn.dev/ the sims
https://nielssp.github.io/classic-stylesheets/
Also shout out XFCE-winxp-tc, which makes your Linux look like Windows XP. Lots of people know about Chicago95, but this project is excellent for that 2004 vibe
[0] https://github.com/rozniak/xfce-winxp-tc
Plus the icons thing - they're not as easy as people might think.
But this xfce-winxp-tc seems to be really, really close to the original. In those first two screenshots I thought it was just screenshots of the original WinXP.
Also the CSS framework subject of this thread looks really identical to the widgets and stuff of Win98.
But if you want true 100% pixel-perfect windows 98/xp/whatever... Just use them.
> Reconsider disabled controls. Disabled controls can be hard to use because users literally have to deduce why they are disabled. Disable a control when users expect it to apply and they can easily deduce why the control is disabled. Remove the control when there is no way for users to enable it or they don't expect it to apply, or leave it enabled, but provide an error message when it is used incorrectly.
> Tip: If you aren't sure whether you should disable a control or provide an error message, start by composing the error message that you might provide. If the error message contains helpful information that target users aren't likely to quickly deduce, leave the control enabled and provide the error. Otherwise, disable the control.
Unfortunately, that nuance has been lost in the modern version of the guidelines with no mention of disabled buttons at all [2]
[1]: https://learn.microsoft.com/en-us/windows/win32/uxguide/top-...
[2]: https://learn.microsoft.com/en-us/windows/apps/develop/ui/co...
> Remove the control when there is no way for users to enable it
That guidance is unhinged, and is exactly the anti-pattern that upthread points to that needs to die.
Removing the control is like gaslighting the user: they're looking for "how to do X?" and documentation, Internet searchable screenshots, and, god help us, now AI, are pointing them at a button that does not exist. I cannot tell you how many times I've frustratingly circled that mulberry bush as a user, for a wide range of products.
No, the button (and all other UI elements) should always present/be visible, and if there is a disabled control, there should be a HIG-standardized way to determine why it is disabled. (I.e., a mandatory tool-tip that states what actions would cause the control to enable, though I'd accept that tool-tips themselves are not always discoverable. You could have a small, standardized icon on the disabled control, like an :information-symbol-emoji: that might hit towards the tool-tip, or just put in underneath.)
Also, way more question mark buttons. I don’t care how well named people think things are. They’re not, and there’s always some hidden behavior you just have to know behind every setting. Include the question mark.
However, if the user can and they expect to do it, but is in a mode/state which doesn't allow them to do it, greyed out buttons absolutely.
In some cases, greyed out buttons should be clickable (eg. forms) and that should tell the user what is wrong. Looking at you, billion dollar airline, where I couldn't complete my checkin due to this annoyance.
Also, what happened to hover messages and little (?) marks? Every software behaves like it expects me to know what to do from Day 1.
I wish every button or menu option that has a shortcut would show me its shortcut on hover or in-place so I didn't have to find it in the manual or buried in the settings menu.
I truly hate fast-food kiosks for this reason: most expect me to be familiar with their offerings and the menu system of that kios. I relatively rarely visit such places and I was better off with a human asking me 1-3 short questions and paying. I'm not paid to know this shit, I'm the customer. Guess I'm just too old, younger people love this crap for some reason.
https://github.com/marchildmann/BevelDesk
Edit: Relying on my memory, the CDE style at https://nielssp.github.io/classic-stylesheets/ comes pretty close!
I suspect those UI designers have been working on your comment, too
When using the TrackBar widget, equivalent of <input type=range min=0 max=100 value=0>, assuming you have value 0 / 100 if you click on the line bar it will jump to the 20 value regardless of how far or close you click on the line [0]. I found that behavior very surprising, and would've expected it to jump to wherever you clicked.
[0] https://bsky.app/profile/cesarandreu.bsky.social/post/3mitlr...
Btw default buttons like OK should have a thick black outline.
Also windows UIs loved group boxes and radio buttons and checkboxes. I notice those are missing.
Also it seems that the dropdown is missing.
Understanding what is required to make a good UX site, and idenifying the minimum neccessary technological components is it.
https://github.com/anthmn/hackertosh.css
https://github.com/AlexBSoft/win95.css
https://github.com/1j01/os-gui
https://github.com/themesberg/windows-95-ui-kit
https://github.com/andersevenrud/retro-css-shell-demo
https://github.com/arturbien/React95
https://github.com/botoxparty/XP.css
https://github.com/Gioni06/terminal.css
https://github.com/jdan/98.css
https://github.com/jianzhongli/csswin10
https://github.com/khang-nd/7.css
https://github.com/kristopolous/BOOTSTRA.386
https://github.com/lachsfilet/Renkbench
https://github.com/lolstring/window98-html-css-js
https://github.com/micah5/PSone.css
https://github.com/nostalgic-css/NES.css
https://github.com/npjg/classic.css
https://github.com/robbiebyrd/platinum
https://github.com/bryanbraun/after-dark-css
https://github.com/npjg/new-dawn
https://github.com/ritenv/retro-desktop
https://github.com/RoelN/c64css3
https://github.com/sakofchit/system.css
https://github.com/vinibiavatti1/TuiCss
https://code.divshot.com/geo-bootstrap/
https://cs16.samke.me/
https://edwardtufte.github.io/tufte-css/
https://thesimscss.inbn.dev/
https://snes-css.sadlative.com/
https://css.ds.dreamyard.xyz/
https://irv77.github.io/Xbox360UI/
https://github.com/nielssp/classic-stylesheets
It's extremely grueling to do. We're talking hundreds of hours.
I question how much AI can really help here since it's a matter of careful pixel alignment, image capabilities probably beyond what models can do and taste
I'm down if I can figure out an attack plan for the newer versions. Right now ai just feels like wheel spinning here. I might have to do this manually still
That multirows tab UI thing was an utter abomination against usability, intelligence, good sense, decency, justice and obviously any and all aesthetics. Why bring it back? To fix it maybe?
Multirow tab ai't pretty, but it allows you to know all your tabs -- unlike the modern scrollable tab bar that move one pixel on each click.
I guess this depends on you are using mouse clicks or have a touch screen you can swipe
Win95/98 was very efficient in this area. Too much empty space wastes the space.
The lack of accuracy and attention to detail in a lot of these efforts is incredibly irksome and annoying, just about as obnoxious as pixel-art games with inconsistent pixel sizes (like how hard is it to render to a smaller buffer and do a simple linear upscale?!?)