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> I kept finding myself using a small amount of the features while the rest just mostly got in the …

> I kept finding myself using a small amount of the features while the rest just mostly got in the way. So a few years ago I set out to build a design tool just like I wanted. So I built Vecti with what I actually need... Joel Spolsky said (I'm paraphrasing) that everybody only uses 20% of a given program's features, but the problem is that everyone is using a different 20%, so you can't ship an "unbloated" version and expect it to still work for most people. So it looks like you've built something really cool, but I have to ask what makes you think that the features that are personally important to you are the same features that other potential users need? Since this clearly seems to be something you're trying to create a business out of rather than just a personal hobby project. I'm curious how you went about customer research and market validation for the specific subset of features that you chose to develop?

Original discussionShow HN: I spent 4 years building a UI design tool with only the features I use183 source comments · at import
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VE

Hello everyone! I'm a solo developer who's been doing UI/UX work since 2007. Over the years, I watched design tools evolve from lightweight products into bloated feature-heavy platforms. I kept finding myself using a small amount of the features while the rest just mostly got in the way. So a few years ago I set out to build a design tool just like I wanted. So I built Vecti with what I actually need: pixel-perfect grid snapping, a performant canvas renderer, shared asset libraries, and export/presentation features. No collaborative whiteboarding. No plugin ecosystem. No enterprise features. Just the design loop. Four years later, I can proudly show it off. Built and hosted in the EU with European privacy regulations. Free tier available (no credit card, one editor forever). On privacy: I use some basic analytics (page views, referrers) but zero tracking inside the app itself. No session…

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NI

I think a successful product strategy can be "build something you love, see if others love it too". If that's enough customers, you can judiciously expand out from there. The "fail honestly" method. I think the Apple II is one example of this.

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DL

I feel like HTML and CSS could remove 90% of the functionality and only affect 1% of developers, then we could get some actually good web browsers.

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CO

> Joel Spolsky said (I'm paraphrasing) that everybody only uses 20% of a given program's features, but the problem is that everyone is using a different 20%, so you can't ship an "unbloated" version and expect it to still work for most people. To me this is an argument for more apps that do less extremely well instead of a handful of apps that do everything poorly. There's nothing wrong with a tool that's honed for very specific user. They'll never hyperscale, but that's also fine. Or then again maybe they can. Google Docs is plenty popular despite being closer to WordPad or TextEdit in terms of functionality than it is to MS Word.

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PE

"everyone is using a different 20%" In my experience, what people use is very malleable to how easy/good the flows are they are presented with. Given 100 equal options, they might use 20, and nobody picks the same 20, but given 25 options, 20 of which present a very good experience, almost 90% will go with those 20 without complaints.

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AL

A quick web search suggests that you are probably paraphrasing a newsletter [1] that Joel Spolsky published in 2001. He was talking about software like Excel (of which he was the Product Manager) and Word. Maybe a tool that is more focused on a narrower task (like UI design) can be less "bloated"? [1] https://www.joelonsoftware.com/2001/03/23/strategy-letter-iv...

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VI

Maybe the problem with software is feeling the need to satisfy 100% of users instead of being OK with "only" 20%. Not everything needs to be a min/max problem.

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TH

Every now and then I stumble on video game developers who have been chugging along for many years, even decades with a handful of dedicated fans. They make obscure niche games that play so well into that niche that they can sustain themselves. Honestly this is something I'd aspire to get to eventually, building a niche product that I love and that just enough people love that I could live sustainably on it, not trying to please anyone but a little collective of people who all agree on what the product should be.

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SO

Could it be more people want Instagram instead of Photoshop? Take a picture, choose from one of 10 filters. Have a ~12 adjustable settings. Vs Photoshop's 1000s of options. Like lots of people prefer Trader Joes (limited selection) to a bigger super market

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