Re: Use new Konqi mascot

Oswald Buddenhagen <[email protected]>
Newsgroups gmane.comp.kde.events
Message-ID <20130531212924.GA13387__35391.4918880493$1370701715$gmane$org@ugly.local>
On Fri, May 31, 2013 at 11:01:25PM +0200, Marco Martin wrote:
> On Sunday 26 May 2013, Aaron J. Seigo wrote:
> > btw .. some interesting links to look at:
> > 
> > 	http://designshack.net/articles/graphics/then-and-now-the-evolution-of-cer
> > eal-mascots/
> > 
> > 	http://www.mrdaps.com/2010/06/17/the-evolution-of-mickey-mouse/
> > 
> > 	http://magazine.ufl.edu/2012/03/the-evolution-of-albert/
> > 
> > 	http://www.awfuladvertisements.com/2013/march/the-evolution-of-cheetos-mas
> > cot-chester-cheetah.html
> 
> - the figures looks less strictly realistic, definitely less and less "human" 
> (some very old ones nowdays are scary as hell, with this at the bottom of the 
> horror http://www.designclarksville.com/whaddya-know-michelin-man-evolution/ 
> http://www.designclarksville.com/wp-content/uploads/2012/11/Michelin-Evo1.jpg)
> 
it's entirely beyond me how you both can post a bunch of examples for
character evolution, and then imply that this has *any* relevance to the
situation at hand, which is nothing short of a revolution.
to get from the current konqi to this new design you'd need at least
three gradual changes spread over three decades to even remotely match
any of the linked examples.

> - the old blender konqui (and the kde3 3dstudio4 one;) even tough always had 
> some even serious issues, looked great for the "early 2000's" they were 
> conceived, but now it still looks "early 2000's" indeed.
>
i call that an implementation detail. no need to throw out the baby with
the bathwater.

> We don't notice because the change is always gradual,
>
yes, indeed. gradual.


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