Canonical Voices

Anthony Dillon

Why we needed a new framework

Some time ago the web team at Canonical developed a CSS framework the we called ‘Guidelines’. Guidelines helped us to maintain our online visual language across all our sites and comprised of a number of base and component Sass files which were combined and served as a monolithic CSS file on our asset server.

We began to use Guidelines as the baseline styles for a number of our sites;,, etc.

This worked well until we needed to update a component or base style. With each edit we had to check it wasn’t going to break any of the sites we knew used it and hope it didn’t break the sites we were not aware.

Another deciding factor for us was was the feedback that we started receiving as internal teams started adopting Guidelines. We received a resounding request to break the components into modular parts so they could customise which ones they could include. Another request we heard a lot was the ability to pull the Sass files locally for offline development but keep the styling up to date.

Therefore, we set out to develop a new and improved build and delivery system, which lead us to a develop a whole new architecture and we completely refactored the Sass infrastructure.

This gave birth to Vanilla; our new and improved CSS framework.

Building Vanilla

The first decision we made was to remove the “latest” version target, so sites could no longer directly link to the bleeding edge version of the styles. Instead sites should target a specific version of Vanilla and manually upgrade as new versions are released. This helps twofold, shifting the testing and QA to the maintainers of each particular site allows for staggered updates without a sweeping update to all sites at once. Secondly, allowed us to modify current modules without updating the sites until the update was applied.

We knew that we needed to make the update process as easy as possible to help other teams keep their styles up to date. We decided against using Bower as our package manager and chose NPM to reduce the number of dependencies required to use Vanilla.

We knew we needed a build system and, as it was a greenfield project, the world was our oyster. Really it came down to Gulp vs Grunt. We had a quick discussion and decided to run with Gulp as we had more experience with it. Gulp had all the plugins we required and we all preferred the Gulp syntax instead of the Grunt spaghetti.

We had a number of JavaScript functions in Guidelines to add simple dynamic functionality to our sites, such as, equal heights or tabbed content. The team decided we wanted to try and remove the JS dependency for Vanilla and make it a pure CSS framework. So we stepped through each function and tried to work out if we, most importantly, required it at all. If so, we tried to develop a CSS replacement with an acceptable degradation for less modern browsers. We managed to cover all required functions with CSS and removed some older functionality we did not want any more.

Using Vanilla

Importing Vanilla

To start using Vanilla simple run $ npm install vanilla-framework --save in the root of your site. Then in your main stylesheet simple add:

@import ../path/to/node_modules/vanilla-framework/build/scss/build.scss
@include vanilla;

The first line in the code above imports the main build file of the vanilla-framework. Then included as it is entirely controlled with mixins, which will be explained in a future post.

Now that you have Vanilla imported correctly you should see the some default styling applied to your site. To take full advantage of the framework we require a small amount of mark up changes.

Mark up amendments

There are a number of classes used by Vanilla to set up the site wrappers. Please refer to the source for our demo site.



This is still a work in progress project but we are close to releasing and based on Vanilla. Please do use Vanilla and any feedback would be very much appreciated.

For more information please visit the Vanilla project page.

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Pierre Bertet

.gsa-example { margin: 1em 0; } .gsa-example p { display: none; } .gsa-grid { font-size: 14px; color: #555; border: 0.5px solid #CCC; } .gsa-grid-header { height: 30px; line-height: 30px; text-align: center; background: #F3F3F3; border-bottom: 0.5px solid #CCC; } .gsa-grid-container { display: table; width: 100%; height: 80px; } .gsa-grid-part { display: table-cell; text-align: center; vertical-align: middle; } .gsa-grid-margin { font-size: 12px; background: #FBFFCF; } .gsa-grid-content { background: #D6FED6; } .gsa-grid-panel { position: relative; background: #FFECDE; } .gsa-grid-panel:before { content: ''; position: absolute; left: 0; top: 0; bottom: 0; width: 0.5px; background: #666; } .gsa-grid-panel:first-child:before { display: none; } .gsa-grid-mcl-margin { background: #FBFFCF; } .gsa-grid-mcl-gutter { background: #CFFFFF; } .gsa-grid-mcl-column { background: #C3CBE4; } .gsa-pseudocode { font-size: 1em; margin-bottom: 1em; } .post-content h2 { margin-top: 0.863em; }

Following the article “To converge onto mobile, tablet, and desktop, think Grid Units”, here is a technical description of the way the Grid System behave. We will go through the following concepts: a Grid Unit, a Layout, a Panel, and a Multi-Column Layout.

Grid Unit

A Grid Unit (GU) is a virtual subdivision of screen space. The actual size, in pixels, of one Grid Unit is assigned by the OS depending on the device’s screen size and density, freeing the developer from worrying about these device-specific details. For more description of the system and its benefits, please see this design blog posting.

Note: There are only three target short-side screens in the grid system: 40, 50, and 90. A Grid Unit can not contain a fractional number of pixels, so if the screen width can not divide by the desired number of Grid Units (40, 50, or 90), the remainder becomes side margins.

Grid Unit Calculation

The width of a single Grid Unit is calculated as follows:

  • The width of the short edge of the screen is divided by the desired number of grid units (integer division).
  • The remainder, if any, gives us the size of the margins.
  • The quotient gives us the size of one Grid Unit.

In pseudocode:

margins = total_width mod layout_grid_units
grid_width = total_width - margins
grid_unit_width = grid_width / layout_grid_units

Example with a 540×960 screen and a 50 GU Layout

540px (total portrait width)
500px or 50 GU (total width without margins)

margins = 540 mod 50 = 40
grid_width = 540 - margins = 500
grid_unit = grid_width / 50 = 10

Example with a 1600×2560 screen and a 90 GU Layout

1600px (total portrait width)
1530px or 90 GU (total width without margins)

margins = 1600 mod 90 = 70
grid_width = 1600 - margins = 1530
grid_unit = grid_width / 90 = 17


A Layout represents the desired number of Grid Units for the short edge of the screen. That number will be used to calculate the width of a single Grid Unit in pixels, using the method described in the Grid Units section. For touch devices, the available layouts are 40 GU, 50 GU (phones or phablets), and 90 GU (tablets).

Landscape Grid Units Count Calculation

The number of Grid Units in Landscape Orientation is calculated as follows:

  • The width of the long edge of the screen is divided by the width of of a single grid unit (integer division).
  • The remainder, if any, gives us the size of the margins.
  • The quotient gives us the number of Grid Units in the Landscape Orientation.

In pseudocode:

margins = total_width mod grid_unit_width
grid_width = total_width - margins
grid_unit_count = grid_width / grid_unit_width

Example with a 540×960 screen, 50 GU Layout and 1 GU = 10px

960px (total landscape width)
96 GU (total width, no margins)

margins = 960 mod 10 = 0
grid_width = 960 - margins = 960
grid_unit_count = grid_width / 10 = 96


A Panel is a group of Grid Units. The amount of Grid Units can be any of the Layout sizes (according that it fits in the total amount of Grid Units), or variable for the remaining part.


90 GU Layout

90 GU (portrait orientation)
40 GU Panel
50 GU Panel

147 GU Layout

147 GU (landscape orientation)
40 GU Panel
50 GU Panel
57 GU Panel (variable)

Try more combinations using the Grid System Tool.

Multi-Column Layout

A Multi-Column Layout is a set of columns that can be defined inside of a panel. It contains the following properties:

  • Side margins (before the first column and after the last column)
  • Gutters (between two columns)
  • Columns

It can use from one to six columns. In 40, 50 and 90 GU Panels, the Multi-Column Layouts have been manually selected. For other widths, an algorithm tries to find the best candidate.

The margins and gutters tend to have a 2 GU width, but it can vary depending on the available possibilities.


3 Columns in a 50 GU Panel

50 GU
14 GU
14 GU
14 GU

3 Columns in a 60 GU Panel (variable)

60 GU
18 GU
18 GU
18 GU

Try more combinations using the Grid System Tool.

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Steph Wilson

Last week the SDK team gathered in London for a sprint that focused on convergence, which consisted of pulling apart each component and discussing ways in which each would adapt to different form factors.

The SDK provides off-the-shelf UI components that make up our Ubuntu apps; however now we’re entering the world of Unity 8 convergence, some tweaking is needed to help them function and look visually pleasing on different screen sizes, such as desktop, tablet and other larger screens.


To help with converging your app, the Design Team have created a set of predefined grid layouts screen targets: 40, 50, 90 GU (grid units), which makes life a lot easier to visualize where to place components in different screen sizes.

Scheduled across the week were various sessions focusing on different components from the SDK such as list items, date and time pickers; together with patterns like the Bottom Edge and PageStack. Each session gathered developers, visual and UX designers, where they ran through how a component might look (visual), the usability (UX) and how it will be implemented (developer) on different form factors.

Here’s the mess they made…

Here's the mess they made...

Main topics covered:

– Multi-column layouts, panel behaviors and pagestack

– Header, Bottom Edge and edit mode

– Focus handling

– List item layouts

– Date and time pickers

– Drop-down menus

– Scrollbars

– Application menu

– Tooltips


Here are some of the highlights:


  • Experiments and explorations were discussed around how the Bottom Edge will look in a multi-column view, and how the content will appear when it is revealed in the Bottom Edge view. Also, design animations were explored around the ‘Hint’ and how they will appear on each panel in a multi-column layout.
  • Explorations on how each panel will behave, look and breakpoints of implementing on different grid units (40,50,90).
  • A lot of discussion was had around the Header; looking at how it will transform from a phone  layout to a multi-column view in a tablet or desktop. Currently the header holds up to four actions placed on the right, a title, and navigational functions on the left, with a separate header section underneath that acts as a navigation to different views within the app. The Design Team had created wireframes that explored how many headers would appear in a multi-column layout, together with how the actions and header section would fit in.
  • Different list item layouts were explored, looking at how many actions, titles and summaries can be placed in different scenarios. Together with a potentially new context/popover menu to accompany the leading, trailing and default options.
  • The Design Team experimented with a new animation that happens during a focused state on the desktop.
  • The new system exposes all the features of a components, so developers are able to customize and style it more conveniently.

Overall the convergence sprint was a success, with both the SDK and Design Team working in unison to reach decisions and listing priorities for the coming months. Each agreed that this method of working was very beneficial, as it brought together the designers and developers to really focus on the user and developer needs.


They enjoyed some downtime too…

Arrival dinner at Byron Burgers

Arrival dinner at Byron Burgers


Out in Soho

Out in Soho

Wine tasting in the office (not a regular occurrence)

Wine tasting in the office (not a regular occurrence)


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Benjamin Keyser

In the converged world of Unity-8, applications will work on small mobile screens, tablets and desktop monitors (with a mouse and keyboard attached) as if by magic. To achieve this transformation for your own app with little to no extra work required when considering the UI, simply design using grid units for a few predetermined virtual screen targets. Combined with Ubuntu off-the-shelf UI components built with convergence in mind, most of the hard work is done, freeing developers and designers to focus on what’s most important to their users.

What’s a grid unit? And why 40, 50, or 90 of them?

A grid unit (GU) is a virtual measure of screen space that’s independent of device hardware details like pixels or aspect ratio: those complexities are mapped under the covers by Ubuntu. Instead, by targeting just three ‘fixed’ virtual GU portrait widths—40, 50, and 90 GU— you’re guaranteed to be addressing the largest number of devices, including the desktop, to a high degree of design quality and consistency where relative spacing and content sizing just works.

The 40, 50, and 90 GU dimensions correspond to smaller smartphones, larger smartphones/phablets, and tablets respectively in portrait mode. These particular panel-widths weren’t chosen arbitrarily: they were selected by analyzing the most popular device specs on the market and picking the portrait dimensions that would embrace the largest number of possibilities most successfully, including for the desktop (more on that later).

For example, compact phones such as the BQ Aquarius E4.5 are best suited to the 40 GU-wide virtual portrait screen, offering the right balance of content to screen real estate for palm-sized viewing. For larger phones with more screen space such as the Meizu MX4, the 50 GU layout is most fitting, allowing more room for content. Finally, for edge-to-edge tablet portrait layouts for the N7 or N10, the 90 GU layout works best.

Try this exercise

Having trouble envisioning the system in action? Close your eyes and imagine a two-dimensional graph paper divided into squares that can adapt according to just three simple rules:

  • It can only be 40, 50, or 90 whole units along the short edge but the long edge can be variable
  • The long edge (in landscape mode or on the desktop) will be the whole number of GUs that carves out the maximum area rectangle that will fit within any given device’s physical screen in landscape mode based on the physical dimension of the GU determined from portrait mode (in pixels)
  • The last rule is simple but key: the squares of the graph paper must always be square—the graph paper, just to push the image a bit too far—is made of something more like graphene than polypropylene (no squeezed or stretched GUs allowed.)

Try it for yourself here:

There is one additional factor that can impact the final available screen area, but it’s a bit of a technical convolution. The under-the-covers pixels to grid unit mapping can’t include fractional pixels (this may seem like an obvious point, admittedly). But at the end of the day, the user sees the largest possible version of the 40, 50, or 90 GU wide virtual screen that’s possible on any given device. That means that all you have to do as a designer or developer is plan for the virtual dimensions we’ve been talking about, and you’re assured your user is getting the best possible rendering.

Though the system may seem abstract at first, the benefits of this system are all to easy to understand from a developer or designer standpoint: it’s far more predictable and simpler to design for layouts that follow rules rather than trying to account for a universe of idiosyncratic device possibilities. In addition, by using these layouts as the foundation, the convergence goal is much more easily achieved.

What about landscape & desktop? Use building blocks

By assembling these key portrait views together, it’s far easier to achieve landscape and desktop layouts than ever before. For example, if your app lends itself to a two panel layout, simply join together 40 and 50 GU phone layouts (that you’ve already designed) to achieve a landscape layout (or even a portrait tablet layout!)

Similarly, switching from portrait to landscape mode on tablet—also a desktop-friendly layout—could be as simple as joining a 40 GU layout and a 90 GU layout for a total of 130 GU, which fits nicely within both 16:9 and 16:10 tablet landscape screens as well as on any desktop monitor.

Since landscape and desktop layouts are the least predictable due to device variations and manual stretching by users, you can designate that of one of your panel layouts be of flexible width to fill the available space using one of these strategies:

  • Center the layout in the available space
  • Stretch or squeeze the layout to fit the available space
  • Combine these two, depending on the individual components within the layout

More complex layouts can also be achieved by joining three or more portrait layouts, too. For example, three 40 GU layouts can be joined side by side, which happen to fit perfectly into a 4:3 landscape tablet screen.

Columns, too

To help developers even further with one of the most common layouts—columnar or grid types—we’re adding a capability that maintains column-to-content size relationships across devices and the desktop the same way that type sizes are specified. This makes it very simple to achieve the proper content readability and density regardless of the device. For example, by specifying a “medium” sized column filled with “small” type, these relative relationships can be preserved throughout the converged-device experience without having to manually dig into pixel measurements.

The column capability can also adapt responsively to extra wide, variable landscape layouts, such as 16:10 aspect ratio tablets or manually stretched desktop layouts. This means that as more space becomes available as a user stretches the corners of the app window on the desktop, additional columns can be added on cue, providing more room for content.

Putting it all together across all form factors

By making screen dimensions virtual, we can minimize the vagaries of individual hardware specs that can frustrate device-convergent thinking and help developers focus more on their user’s needs. A combination of snap-together layouts, automated column layouts, and adaptive UI toolkit components like the header, list component, and bottom edge component help ensure users will experience a consistent, elegant journey from mobile to desktop and back again.




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Robin Winslow

Despite some reservations, it looks like HTTP/2 is very definitely the future of the Internet.

Speed improvements

HTTP/2 may not be the perfect standard, but it will bring with it many long-awaited speed improvements to internet communication:

  • Sending of many different resources in the first response
  • Multiplexing requests to prevent blocking
  • Header compression
  • Keep connections alive
  • Bi-directional communication

Changes in long-held performance practices

I read a very informative post today (via Web Operations Weekly) which laid out all the ways this will change some deeply embedded performance principles for front-end developers. Namely:

Each of these practices are hacks which make website setups more complex and more opaque, but with the goal of speeding up front-end performance by working around limitations in HTTP. Fortunately, these somewhat ugly practices are no longer necessary with HTTP/2.

Importantly, Matt Wilcox points out that in an HTTP/2 world, these practices might actually slow down your website, for the following reasons:

  • If you serve concatenated CSS, Javascript or image files, it’s likely you’re sending more content than you strictly need to for each page
  • Serving assets from different domains prevents HTTP/2 from reusing existing connections, forcing it to open extra ones

But not yet…

This is all very exciting, but note that we can’t and shouldn’t start changing our practices yet. Even server-side support for HTTP/2 is still patchy, with nginx only promising full support by the end of 2015 (with Microsoft’s IIS, surprisingly, putting other servers to shame).

But of course the main limiting factor will, as usual, be browsers:

  • Firefox leads the way, with support since version 36
  • Chrome has support for spdy4 (the precursor to HTTP/2), but it isn’t enabled by default yet
  • Internet Explorer 11 supports HTTP/2 only in Windows 10 beta

As usual the main limiting factor will be waiting for market share of older versions of Internet Explorer to drop off. Braver organisations may want to be progressive by deliberately slowing down the experience for people on older browsers to speed up the more up-to-date and hence push adoption of good technology.

If you want to get really clever, you could serve a different website structure based on the user agent string, but this would really be a pain to implement and I doubt many people would want to do this.

Even with the most progressive strategy, I doubt anyone will be brave enough to drop decent HTTP/1 performance until at least 2016, as this is when nginx support should land; Windows 10 and therefore IE 11 will have had some time to gain traction and of course Internet Explorer market share in general will have continued to drop in favour of Chrome and Firefox.

TL;DR: We front-end developers should be ready to change our ways, but we don’t need to worry about it just yet.

Originally posted on

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Jouni Helminen

Ubuntu community devs Andrew Hayzen and Victor Thompson chat with lead designer Jouni Helminen. Andrew and Victor have been working in open source projects for a couple of years and have done a great job on the Music application that is now rolling out on phone, tablet and desktop. In this chat they are sharing their thoughts on open source, QML, app development, and tips on how to get started contributing and developing apps.

If you want to start writing apps for Ubuntu, it’s easy. Check out, get involved on Google+ Ubuntu App Dev –… – or contact – you are in good hands!

Check out the video interview here :)

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Robin Winslow

In the design team we keep some projects in Launchpad (as canonical-webmonkeys), and some project in Github (as UbuntuDesign), meaning we work in both Bazaar and Git.

The need to synchronise Github to Launchpad

Some of our Github projects need to be also stored in Launchpad, as some of our systems only have access to Launchpad repositories.

Initally we were converting these projects manually at regular intervals, but this quickly became too cumbersome.

The Bazaar synchroniser

To manage this we created a simple web-service project to synchronise Git projects to Bazaar. This script basically automates the techniques described in our previous article to pull down the Github repository, convert it to Bazaar and push it up to Launchpad at a specified location.

It’s a simple Python WSGI app which can be run directly or through a server that understands WSGI like gunicorn.

Setting up the server

Here’s a guide to setting up our bzr-sync project on a server somewhere to sync Github to Launchpad.

System dependencies

Install necessary system dependencies:

User permissions

First off, you’ll have to make sure you set up a user on whichever server is to run this service which has read access to your Github projects and write access to your Launchpad projects:

Cloning the project

Then you should clone the project and install dependencies. We placed it at /srv/bzr-sync but you can put it anywhere:

Preparing gunicorn

We should serve this over HTTPS, so our auth_token will remain secret. This means you’ll need a SSL certificate keyfile and certfile. You should get one from a certificate authority, but for testing you could just generate a self-signed-certificate.

Put your certificate files somewhere accessible (like /srv/bzr-sync/certs/), and then test out running your server with gunicorn:

Try out the sync server

You should now be able to synchronise a Github repository with Launchpad by pointing your browser at:


You should be able to see the progress of the conversion as command-line output from the above gunicorn command.

Add upstart job

Rather than running the server directly, we can setup an upstart job to manage running the process. This way the bzr-sync service will restart if the server restarts.

Here’s an example of an upstart job, which we placed at /etc/init/bzr-sync.conf:

You can now start the bzr-sync server as a service:

And output will be logged to /etc/upstart/bzr-sync.log.

Setting up Github projects

Now to use this sync server to automatically synchronise your Github projects to Launchpad, you simply need to add a post-commit webhook to ping a URL of the form:


Creating a webhook

Creating a webhook

In your repository settings, select “Webhooks and Services”, then “Add webhook”, and enter the following information:

  • Payload URL: https://{server-domain}/?token={secret-token}&git_url={url-of-github-repository}&bzr_url=lp:{launchpad-branch-location}
  • Content type: “application/json”
  • Secret: -leave blank-
  • Select Just the push event
  • Tick Active
Saving a webhook

Saving a webhook

NB: Notice the Disable SSL verification button. By default, the hook will only work if your server has a valid certificate. If you are testing with a self-signed one then you’ll need to disable this SSL verification.

Now whenever you commit to your Github repository, Github should ping the URL, and the server should synchronise your repository into Launchpad.

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Robin Winslow

Here in the design team we use both Bazaar and Git to keep track our projects’ hostory.

We quite often end up coverting our projects from Bazaar to Git or vice-versa. Here are some tips on how to do that.

To convert revision history between Git and Bazaar, we will use their respective fastimport features.

Install bzr-fastimport

In either case, you need the fastimport plugin for Bazaar, which installs both bzr fast-import and bzr fast-export:

Bazaar to Git

To convert a Bazaar branch to Git, open a Bazaar branch of your project and do the following:

Now you should have all the revision history for that Bazaar branch in Git:

(From Astrofloyd’s blog)


Git to Bazaar

Converting from Git to Bazaar is slightly different. Because Bazaar stores branches in sub-folders, while Git stores branches all in the same directory, when you convert a Git repository to Bazaar, it will create a directory tree for the branches:

bzr-repo will now contain a folder for each branch that was in your Git repository. You’re probably most interested in trunk, which will be at bzr-repo/trunk, or perhaps bzr-repo/trunk.remote:

(From the Bazaar wiki)


Keeping a project in both Git and Bazaar

You may wish to keep a project in both Git and Bazaar.


Create ignore files for both systems

As your project may be used in either Git or Bazaar, you should create practically duplicate .gitignore and .bzrignore files, the only difference being that the .bzrignore should ignore the .git directory, and the .gitignore should ignore the .bzr directory. You should also make sure you ignore the bzr-repo directory – e.g.:

And keep both ignore files in all versions of the project.

Only work in one repository

It is not practical to be doing your actual work in both systems, because converting from one to the other will overwrite any history in the destination repository. For this reason you need to choose to do all your work in either Git or Bazaar, and then regularly convert it to the other using the above conversion instructions.

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Steph Wilson

Community members at the Sprint

Victor and Andrew are two inspiring Community developers that have devoted their spare time to contribute to the Ubuntu Touch Music App team. I sat down with them during the Washington Device Sprint in October where they told us how they drew inspiration from the Design Team, and what drives them to contribute to Ubuntu.

You can read more about Victor and Andrew through their blogs, where they post interesting articles on their work and personal projects.

From left to right: Riccardo, Andrew, Filippo and Victor

From left to right: Riccardo, Andrew, Filippo and Victor

Hey guys, so when did you first get involved with Ubuntu?

Victor: “I started to contribute to the Ubuntu platform in March/April 2013 where I noticed there was no music app, so I started putting one together. It was pretty sketchy to start with, but it worked. I didn’t have a device to test it on so I mostly tested it using the platform on my desktop – so things were a bit hit and miss.

There was also another developer doing a music app, and at the time there was no core capability of playing music through an application for the proposed devices. Michael Hall (Open Source Software Developer) and Alan Pope (Engineering Manager) pulled Daniel Holm and I together, where we merged our core bases and started the music core app.

We didn’t have as much time as other applications, so we more or less sprinted like we are now to get things done. It was very spec driven and specific, which was helpful but sometimes it was hard to put together a full vision of what the designers wanted. So now we are redoing it from the feedback we have gathered, and it’s going pretty well. A little more agile than it was previously as to do thing faster, but it’s been fun the whole time. It’s nice to work on an application that people need and gets visibility, never get sick of hacking at it.”

Andrew: “I’m from North London, where I’m currently studying Software Engineering at Oxford Brookes University. I was working on my own music app where I just taught myself how to do things using my own framework, then I saw that these guys at Ubuntu had a similar problem to me, and so I thought I’d provide a patch. This then built up from there, and now here I am!”

Steph: “It’s amazing that someone can be in their bedroom writing codes and then suddenly your app is on a phone!”

Victor: “The other great thing about it is the Community Managers make it easy and apparent that you can contribute to different projects.”

Andrew: “Yeah someone just got in contact with me and asked me if I wanted to join the team and told me how open source projects work.”

What inspired you to contribute?

Victor: “A lot of my original inspiration was from what the Design Team had previously done. The previous iteration design spec was very large for the music app and it wasn’t as future driven, more just visually pleasing.”

Do you find it hard to implement some designs?

Victor: “We try to make it as close to the designs as we can, but obviously there’s compromises. There was some very flow driven things such as: sized cover arts that were hard to implement, but we can implement them now. It’s nice because they use the same pattern from other applications.”

Andrew: “Usually we just tell the designer that this is just not possible.”

What is it about open source that you like?

Victor: “I have been a user since 2006, but I have never been a large open source developer myself. It is hard to get involved with when you don’t know what you want to contribute to.”

Andrew: “Most applications are so developed already, so you would have to learn the existing code base and develop on it, whereas if you start a new you know everything from the get-go. Seeing your application on the device and knowing it can be on other devices too, is pretty exciting!”

How does it fit into your lifestyles?

Victor: “I’m a software engineer as well, so I write a lot of code. I haven’t really done QML or QT until I started doing these applications with the Ubuntu platform, so it has been a learning experience. I am learning something new from experienced people.”

Have you made any other applications for Ubuntu?

Victor: I’ve made a few games like Piano Tiles, and another that’s kind of like a clone of that but in QML – It’s a simple app but a good time waster haha.”

How much time does it take you to develop an app?

Victor: “It took me like a day. Andrew made a game last night! In 2 hours…”

Andrew: “Yeah we did! Loads of us at the sprint just got together in a room and made a few games.”

So you’re used to working remotely, does that put a barrier against things?

Andrew: “It sometimes delay things. However, you start to build this image of a person, so when you actually get to meet them you start to understand how they are and what makes them tick.

Victor: “Depends on how personal it really needs to be. If you are collaborating together and it’s mostly writing code and coming up with ideas, it doesn’t necessarily need to be face-to-face. It is obviously nicer, but you also get the benefit if the other person is a night owl in a different country where sometimes our hours overlap, two different chunks of time we’re working in.

Andrew: “There’s usually someone on IRC to speak to, it’s like a 24 hour operation haha.”

What’s the vibe like in the Community at the moment?

Victor: “It’s a pretty small Community at the moment, with close ties. Everyone is receptive to feedback, so if it was larger Community I don’t think it would be as receptive.”

Steph: “Thanks for your time guys!”

Here’s a sneaky preview of the music app, more will be revealed soon:

Album detail

Landing page

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Steph Wilson

We sat down with some of Ubuntu’s unsung Community heroes at the recent Devices Sprint in Washington D.C.

Riccardo and Filippo are two young and passionate developers who have adapted their own software to benefit the whole of the Ubuntu Community. We spoke about how and why they contribute to Ubuntu, and what motivates them to keep giving.

The Community hard at work

(Community gathering at the Sprint)

Riccardo Padovani 

Italian Community site:

Personal blog:

So Riccardo, how did you get involved in Ubuntu?

I started 3 years ago with the Italian Ubuntu Community as they were looking for someone who could manage the website. I was young and wanted to learn about computer science, so I started for myself. While I was contributing I started to understand what was behind the Ubuntu project and their philosophy, and I thought this was a great project for software. So then I started to do stuff for Ubuntu Touch, where I made new friends and at the same time improved my English and computer science skills.

How does working in the Italian Ubuntu Community fit into your lifestyle?

I’m at University, so in the evenings instead of watching television I open my notebook and do some coding. For me it’s very fun. It’s not something I do because someone is telling me to, I do it for me. I prefer writing code than watching TV haha.

What kind of things have you contributed to Ubuntu so far?

Last year I was mainly working on the Reminder App, but now more recently I’ve started to contribute towards the Web Browser. As I use Ubuntu as my main phone I love seeing the improvements in the software I use everyday, as I know I can do something to improve it. People will benefit when the phone is released, more so on the Italian Community Site for example: when there’s something wrong and someone reports it to me, loads of people can see my work and I can fix it. It’s awesome, as I am getting better experience at the same time.

How did you start to contribute to the Community? How does it work?

I started to use Ubuntu in 2008, but before 2012 I did nothing until I found a project I wanted to get involved with. I think for every project and Community you need to find something you love and want to improve. Opening a new bug when something is wrong is the first step to contributing to an Ubuntu project.

First you find out how the Community works and then you begin to know who you can speak to, which then graduates into a natural evolution.

Does your Community regularly meet-up?

It depends on the team, as some teams are split and do different things. Every 6 months we have a meeting where we can have a beer and socialise. The rest of the year we try to do public hangouts, and then private hangouts on what we’re doing in the next month or so.

Do you find these sprints helpful?

I think during this sprint it takes more energy to do code, because I’m busier talking to people and learning new things. For the people who can or have taught me something I can meet them and say thank you in person, it is nice.

Filippo Scognamiglio

Personal blog:

Hey Filippo, so tell me how did you get involved with Ubuntu?

I started with some gaming applications where I first made MineSweeper. MineSweeper is not in the Ubuntu Store at the moment due to some technicalities and design issues, but it’s all working and should be implemented soon. I also made another game called Ubuntu Netwalk where you connect sources of energy to destinations and then rotate the pieces to solve the puzzle.

I started a new project that was completely unrelated to Ubuntu, which was a terminal emulator. A terminal emulator is a program that emulates a video terminal within some other display architecture.

I published a video of my work and no one cared at the start, but then a few months after I made another video and everyone loses their mind! I was really busy answering emails and questions about it. Then David Planella (Ubuntu Community Team Manager) approached me and asked me to import the terminal to the Ubuntu Touch, as the engine was the same, and so that’s where my Ubuntu story really began.

So, what’s your background?

I am currently studying Computer Engineering at University back in Italy.

Being part of a Community, what does it mean?

I wasn’t part of the Community before doing something relevant, then I got a part after I was approached. Usually people first start with commenting on the forums or fixing bugs, where you begin to build a presence in the Community. For me it was just like falling from the sky, now I want to be more involved in the Community. I never knew all these guys, today I only knew Riccardo, Alan Pope (Engineering Manager) and David Planella through email exchange, that’s it!

How’s the Sprint going for you? 

The Sprint itself is a nice opportunity to see the USA as it is my first time here. For me it is a great opportunity to finally meet the people I have been working with remotely and say thanks. I find it hard when I work from home as you’re on your own, but now I’m here at the sprint I can go grab people and interact more.

When I compare myself to my schoolmates who aren’t involved in Ubuntu or other projects, I can see the benefits it will give me in my career after university.

What motivates you? 

I get motivated by the people I can learn from. In Ubuntu I’m involved with people who are much more experienced than me, so they can teach me new things and I can produce at the same time. Learning from others on your own project or part of Ubuntu is not possible with closed source projects, because with closed source you can have an opinion on what’s good or not. They can’t tell you should do this, they simply have an external point of view.

Another good thing about open source is that you can do a lot more things with less effort. My terminal was taken from another terminal, if it wasn’t open source I would have had to write the terminal from the engine to the user interface. I drew influenced from other engines that have been made and then adapted it to my needs, of which those people who made that engine probably took it from someone else – that’s the beauty of open source.

I am happy if my project goes on and influences something/someone else, and they can take my software and adapt it to their own needs.

(From left to right: Riccardo, Andrew, Filippo and Victor)

(Community meal out)

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Steph Wilson

Last week was a week of firsts for me: my first trip to America, my first Sprint and my first chili-dog.

Introducing myself as the new (only) Editorial and Web Publisher, I dove head first into the world of developers, designers and Community members. It was a very absorbing week, which after felt more like a marathon than a sprint.

After being grilled by Customs, finally we arrived at Tyson’s Corner where 200 or so other developers, designers and Community members gathered for the Devices Sprint. It was a great opportunity for me to see how people from each corner of the world contribute to Ubuntu, and share their passion for open source. I especially found it interesting to see how designers and developers work together, given their different mind sets and how they collaborated together.

The highlight for me was talking to some of the Community guys, it was really interesting to talk to them about why and how they contribute from all corners of the world.

From left to right: Riccardo, Andrew, Filippo and Victor.

(From left to right: Riccardo, Andrew, Filippo and Victor)

The main ballroom.

(The main Ballroom)

Design Team dinner.  From the left: TingTing, Andrew, John, Giorgio, Marcus, Olga, James, Florian, Bejan and Jouni.

(Design Team dinner. From the left: TingTing, Andrew, John, Giorgio, Marcus, Olga, James, Florian, Bejan and Jouni)

I caught up with Olga and Giorgio to share their thoughts and experiences from the Sprint:

So how did the Sprint go for you guys?

Olga: “It was very busy and productive in terms of having face time with development, which was the main reason we went, as we don’t get to see them that often.

For myself personally, I have a better understanding of things in terms of what the issues are and what is needed, and also what can or cannot be done in certain ways. I was very pleased with the whole sprint. There was a lot of running around between meetings, where I tried to use the the time in-between to catch-up with people. On the other hand as well, Development made the approach to the Design Team in terms of guidance, opinions and a general catch-up/chat, which was great!

Steph: “I agree, I found it especially productive in terms of getting the right people in the same room and working face-to-face, as it was a lot more productive than sharing a document or talking on IRC.”

Giorgio: “Working remotely with the engineers works well for certain tasks, but the Design Team sometimes needs to achieve a higher bandwidth through other means of communication, so these sprints every 3 months are incredibly useful.

What a Sprint allows us to do is to put a face to the name and start to understand each other’s needs, expectations and problems, as stuff gets lost in translation.

I agree with Olga, this Sprint was a massive opportunity to shift to much higher level of collaboration with the engineers.

What was your best moment?

Giorgio: “My best moment was when the engineers perception towards the efforts of the Design Team changed. My goal is to better this collaboration process with each Sprint.”

Did anything come up that you didn’t expect?

Giorgio: “Gaming was an underground topic that came up during the Sprint. There was a nice workshop on Wednesday on it, which was really interesting.”

Steph: “Andrew a Community Developer I interviewed actually made two games one evening during the Sprint!”

Olga: “They love what they do, they’re very passionate and care deeply.”

Do you feel as a whole the Design Team gave off a good vibe?

Giorgio: “We got a good vibe but it’s still a working progress, as we need to raise our game and become even better. This has been a long process as the design of the Platform and Apps wasn’t simply done overnight. However, now we are in a mature stage of the process where we can afford to engage with Community more. We are all in this journey together.

Canonical has a very strong engineering nature, as it was founded by engineers and driven by them, and it is has evolved because of this. As a result, over the last few years the design culture is beginning to complement that. Now they expect steer from the Design Team on a number of things, for example: Responsive design and convergence.

The Sprint was good, as we finally got more of a perception on what other parties expect from you. It’s like a relationship, you suddenly have a moment of clarity and enlightenment, where you start to see that you actually need to do that, and that will make the relationship better.”

Olga: The other parties and the Development Team started to understand that initiated communication is not just the responsibility of the Design Team, but it’s an engagement we all need to be involved in.”

In all it was a very productive week, as everyone worked hard to push for the first release of the BQ phone; together with some positive feedback and shout-outs for the Design Team :)

Unicorn hard at work.

(Unicorn hard at work)

There was a bit of time for some sightseeing too…

It would have been rude not to see what the capital had to offer, so on the weekend before the sprint we checked out some of Washington’s iconic sceneries.

The Washington Monument.

(The Washington Monument)

We saw most of the important parliamentary buildings like the White House, Washington Monument and Lincoln’s Statue. Seeing them in the flesh was spectacular, however, I half expected a UFO to appear over the Monument like in ‘Independence Day’, and for Abraham Lincoln to suddenly get up off his chair like in the movie ‘Night at the Museum’ – unfortunately none of that happened.

The White House.

(The White House)

D.C. isn’t as buzzing as London but it definitely has a lot of character, as it embodies an array of thriving ethnic pockets that represented African, Asian and Latin American cultures, and also a lot of Italians. Washington is known for getting its sax on, so me and a few of the Design Team decided to check-out the night scene and hit a local Jazz Club in Georgetown.

...And all the jazz.

(Twins Jazz Club)

On the Sunday, we decided to leave the hustle and bustle of the city and venture to the beautiful Great Falls Park, which was only 10-15 minutes from the hotel. The park was located in the Northern Fairfax County along the banks of the Potomac River, which is an integral part of the George Washington Memorial Parkway. Its creeks and rapids made for some great selfie opportunities…

Great Falls Park.

(Great Falls Park)

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Luca Paulina

A few weeks ago we launched ‘Machine view’ for Juju, a feature designed to allow users to easily visualise and manage the machines running in their cloud environments. In this post I want to share with you some of the challenges we faced and the solutions we designed in the process of creating it.

A little bit about Juju…
For those of you that are unfamiliar with Juju, a brief introduction. Juju is a software tool that allows you to design, build and manage application services running in the cloud. You can use Juju through the command-line or via a GUI and our team is responsible for the user experience of Juju in the GUI.

First came ‘Service View’
In the past we have primarily focused on Juju’s ‘Service view’ – a virtual canvas that enables users to design and connect the components of their given cloud environment.


This view is fantastic for modelling the concept and relationships that define an application environment. However, for each component or service block, a user can have anything from one unit to hundreds or thousands of units, depending on the scale of the environment, and before machine view, units means machines.

The goal of machine view was to surface these units and enable users to visualise, manage and optimise their use of machines in the cloud.

‘Machine view’: design challenges
There were a number of challenges we needed to address in terms of layout and functionality:

  • The scalability of the solution
  • The glanceability of the data
  • The ability to customise and sort the information
  • The ability to easily place and move units
  • The ability to track changes
  • The ability to deploy easily to the cloud

I’ll briefly go into each one of these topics below.

Scalability: Environments can be made up of a couple of machines or thousands. This means that giving the user a clear, light and accessible layout was incredibly important – we had to make sure the design looked and worked great at both ends of the spectrum.

Machine view


Glanceability: Users need simple comparative information to help choose the right machine at-a-glace. We designed and tested hundreds of different ways of displaying the same data and eventually ended up with an extremely cut back listing which was clean and balanced.

A tour of the many incarnations and iterations of Machine view…

The ability to sort and customise: As it was possible and probable that users would scale environments to thousands of machines, we needed to provide the ability to sort and customise the views. Users can use the menus at the top of each column to hide information from view and customise the data they want visible at a glance. As users become more familiar with their machines they could turn off extra information for a denser view of their machines. Users are also given basic sorting options to help them find and explore their machines in different ways.


The ability to easily place and move units: Machine view is built around the concept of manual placement – the ability to co-locate (put more than one) items on a single machine or to define specific types of machines for specific tasks. (As opposed to automatic placement, where each unit is given a machine of the pre-determined specification). We wanted to enable users to create the most optimised machine configurations for their applications.

Drag and drop was a key interaction that we wanted to exploit for this interface because it would simplify the process of manually placing units by a significant amount. The three column layout aided the use of drag and drop, where users are able to pick up units that need placing on the left hand side and drag them to a machine in the middle column or a container in the third column. The headers also change to reveal drop zones allowing users to create new machines and containers in one fluid action keeping all of the primary interactions in view and accessible at all times.

Drag and drop in action on machine view

The ability to track changes: We also wanted to expose the changes that were being made throughout user’s environments as they were going along and allow them to commit batches of changes altogether. Deciding which changes were exposed and the design of the uncommitted notification was difficult, we had to make sure the notifications were not viewed as repetitive, that they were identifiable and that it could be used throughout the interface.



The ability to deploy easily to the cloud: Before machine view it was impossible for someone to design their entire environment before sending it to the cloud. The deployment bar is a new ever present canvas element that rationalises all of the changes made into a neat listing, it is also where users can deploy or commit those changes. Look for more information about the deployment bar in another post.

The change log exposed

The deployment summary

We hope that machine view will really help Juju users by increasing the level of control and flexibility they have over their cloud infrastructure.

This project wouldn’t have been possible without the diligent help from the Juju GUI development team. Please take a look and let us know what you think. Find out more about Juju, Machine View or take it for a spin.

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Giorgio Venturi

Canonical and Ubuntu at dConstruct

Brighton is not just a lovely seaside town, mostly known for being overcrowded in Summer by Londoners in search for a bit of escapism, but also the home of a thriving community of designers, makers and entrepreneurs. Some of these people run dConstruct, a gathering where creative minds of all sorts converge every year to discuss important themes around digital innovation and culture.

When I found out that we were sponsoring the conference this year, I promptly jumped in to help my colleagues in the Phone, Web and Juju design teams. Our stand was situated in the foyer of the Brighton Dome, flashing the orange banner of Ubuntu and a number of origami unicorns.

The Ubuntu Stand

Origami Unicorns

We had an incredibly positive response from the attendees, as our stand was literally teeming with Ubuntu enthusiasts who were really keen to check our progress with the phone. We had a few BQ phones on display where we showed the new features and designs.

Testing the phone

For us, it was a great occasion to gather fresh impressions of the user experience on the phone and across a variety of apps. After a few moments, people started to understand the edge interactions and began to swipe left and right, giving positive feedback on the responsiveness of the UI. Our pre-release models of BQ phones don’t have the final shell and they still display softkeys, as a result some people found this confusing. We took the opportunity to quickly design our own custom BQ phone by using a bunch of Ubuntu stickers…and viola, problem solved! ;)

Ubuntu phone - customised

Our ‘Make your Unicorn’ competition had a fantastic response. To celebrate the coming release of Utopic Unicorn and of the BQ phone, the maker of the best origami unicorn being awarded a new phone. The crowd did not hesitate to tackle the complex paper-bending challenge and came up with a bunch of creative outcomes. We were very impressed to see how many people managed to complete the instructions, as I didn’t manage to go beyond step 15..

Ubuntu fans

Twitter   Search - #dconstruct #ubuntu

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Luca Paulina

Come and meet us at dConstruct

Ubuntu is sponsoring the dConstruct “Living with the network” event on the 5th of September at the Brighton Dome. Stop by for a chat with the team, grab some goodies and enter our competition for a chance to win an Ubuntu Phone.


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Robin Winslow

On release day we can get up to 8,000 requests a second to from people trying to download the new release. In fact, last October (13.10) was the first release day in a long time that the site didn’t crash under the load at some point during the day (huge credit to the infrastructure team). has been running on Drupal, but we’ve been gradually migrating it to a more bespoke Django based system. In March we started work on migrating the download section in time for the release of Trusty Tahr. This was a prime opportunity to look for ways to reduce some of the load on the servers.

Choosing geolocated download mirrors is hard work for an application

When someone downloads Ubuntu from (on a thank-you page), they are actually sent to one of the 300 or so mirror sites that’s nearby.

To pick a mirror for the user, the application has to:

  1. Decide from the client’s IP address what country they’re in
  2. Get the list of mirrors and find the ones that are in their country
  3. Randomly pick them a mirror, while sending more people to mirrors with higher bandwidth

This process is by far the most intensive operation on the whole site, not because these tasks are particularly complicated in themselves, but because this needs to be done for each and every user – potentially 8,000 a second while every other page on the site can be aggressively cached to prevent most requests from hitting the application itself.

For the site to be able to handle this load, we’d need to load-balance requests across perhaps 40 VMs.

Can everything be done client-side?

Our first thought was to embed the entire mirror list in the thank-you page and use JavaScript in the users’ browsers to select an appropriate mirror. This would drastically reduce the load on the application, because the download page would then be effectively static and cache-able like every other page.

The only way to reliably get the user’s location client-side is with the geolocation API, which is only supported by 85% of users’ browsers. Another slight issue is that the user has to give permission before they could be assigned a mirror, which would slightly hinder their experience.

This solution would inconvenience users just a bit too much. So we found a trade-off:

A mixed solution – Apache geolocation

mod_geoip2 for Apache can apply server rules based on a user’s location and is much faster than doing geolocation at the application level. This means that we can use Apache to send users to a country-specific version of the download page (e.g. the German desktop thank-you page) by adding &country=GB to the end of the URL.

These country specific pages contain the list of mirrors for that country, and each one can now be cached, vastly reducing the load on the server. Client-side JavaScript randomly selects a mirror for the user, weighted by the bandwidth of each mirror, and kicks off their download, without the need for client-side geolocation support.

This solution was successfully implemented shortly before the release of Trusty Tahr.

(This article was also posted on

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Iain Farrell

Verónica Sousa's Cul de sac

Verónica Sousa’s Cul de sac

Ubuntu was once described to me by a wise(ish ;) ) man as a train that was leaving whether you’re on it or not. That’s the beauty of a 6 month release cycle. As many of you will already know, each release we include photos and illustrations produced by community members. We ask that you submit your images using free photo sharing site Flickr and that you limit your images this time to 2. The group won’t let you submit more than that but if you change your mind after you’ve submitted, fear not, simply remove one and it’ll let you add another.

As with previous submissions processes we’ve run, and in conjunction with the designers at Canonical we’ve come up with the following tips for creating wallpaper images.

  1. Images shouldn’t be too busy and filled with too many shapes and colours, a similar tone throughout is a good rule of thumb.
  2. A single point of focus, a single area that draws the eye into the image, can also help you avoid something too cluttered.
  3. The left and top edges are home to Ubuntu’s Launcher and Panel so be careful to consider how your images look in place so as not to clash with the user interface. Try them out on your own desktop, see how they feel.
  4. Try your image at different aspect ratios to make sure something important isn’t cropped out on smaller/ larger screens at different resolutions.
  5. Take a look at the wallpapers guidance on the Ubuntu Wiki regarding the size of images. Our target resolution is 2560 x 1600.
  6. Break all the rules except the resolution one! :D

To shortlist from this collection we’ll be going to the contributors whose images were selected last time around to act as our selection judges. In doing this we’ll hold a series of public IRC meetings on Freenode in #1410wallpaper to discuss the selection. In those sessions we’ll get the selection team to try out the images on their own Ubuntu machines to see what they look like on a range of displays and resolutions.

Anyone is welcome to come to these sessions but please keep in mind that an outcome is needed from the time that people are volunteering and there’s usually a lot of images to get through so we’d appreciate it if there isn’t too much additional debate.

Based on the Utopic release schedule, I think our schedule for this cycle should look like this:

  • 08/08/14 – Kick off 14.10 wallpaper submission process.
  • 22/08/14 – First get together on #1410wallpaper at 19:30 GMT.
  • 29/08/14 – Submissions deadline at 18:00 GMT – Flickr group will be locked and the selection process will begin.
  • 09/09/14 – Deliver final selection in zip format to the appropriate bug on Launchpad.
  • 11/09/14 – UI freeze for latest version of Ubuntu with our fantastic images in it!

As always, ping me if you have any questions, I’ll be lurking in #1410wallpaper on freenode or leave a question in the Flickr group for wider discussion, that’s probably the fastest way to get an answer to a question.

I’ll be posting updates on our schedule here from time to time but the Flickr group will serve as our hub.

Happy snapping and scribbling and on behalf of the community, thanks for contributing to Ubuntu! :)

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Benjamin Keyser

Bringing Fluid Motion to Browsing

In the previous Blog Post, we looked at how we use the Recency principle to redesign the experience around bookmarks, tabs and history.
In this blog post, we look at how the new Ubuntu Browser makes the UI fade to the background in favour of the content. The design focuses on physical impulse familiarity – “muscle memory” – by marrying simple gestures to the two key browser tasks, making the experience feel as fluid and simple as flipping through a magazine.


Creating a new tab

For all new browsers, the approach to the URI Top Bar that enables searching as well as manual address entry has made the “new tab” function more central to the experience than ever. In addition, evidence suggests that opening a new tab is the third of the most frequently used action in browser. To facilitate this, we made opening a new tab effortless and even (we think) a bit fun.
By pulling down anywhere on the current page, you activate a sprint loaded “new tab” feature that appears under the address bar of the page. Keep dragging far enough, and you’ll see a new blank page coming into view. If you release at this stage, a new tab will load ready with the address bar and keyboard open as well as an easy way to get to your bookmarks. But, if you change your mind, just drag the current page back up or release early and your current page comes back.


Get to your open tabs and recently visited sites

Pulling the current page downward can create a new blank tab, and conversely dragging the bottom edge upward shows you already open tabs ordered by recency that echoes the right edge “open apps” view.

If you keep on dragging upward without releasing, you can dig even further into the past with your most recently visited pages grouped by site in a “history” list. By grouping under the site domain name, it’s easier to find what you’re looking for without thumbing through hundreds of individual page URLs. However, if you want all the detail, tap an item in the list to see your complete history.

Blog Post - Browser #2 (1)
It’s not easy to improve upon such a well-worn application as the browser, it’s true. We’re hopeful that by adding new fluidity to creating, opening and switching between tabs, our users will find that this browsing experience is simpler to use, especially with one hand, and feels more seamless and fluid than ever.



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Tom Macfarlane

Mobile Asia Expo 2014

Following the success of our new stand design at MWC earlier this
year, we applied the same design principles to the Ubuntu stand at
last month’s Mobile Asia Expo in Shanghai.


With increased floor space, compared to last year, and a new stand
location that was approachable from three key directions, we were
faced with a few new design challenges:

  • How to effectively incorporate existing 7m wide banners into
    the new 8m wide stand?
  • How to make the stand open and approachable from three sides
    with optimum use of floor space and maintaining the maximum
    amount storage space possible?
  • How to maintain our strong brand presence after any necessary
    structural changes?

Proposed layout ideas



MAE_drawing_3 Final layout
The final design utilised maximum floor space and incorporated the
positioning of our bespoke demo pods, that proved successful at MWC.
Along with strong branding featuring our folded paper background
with large graphics showcasing app and scope designs and a new aisle
banner. The main stand banners were then positioned in an alternating
arrangement aligned to the left and to the right above the stand.


Aisle banner




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Inayaili de León Persson

Latest from the web team — June 2014

We’re now almost half way through the year and only a few days until summer officially starts here in the UK!

In the last few weeks we’ve worked on:

  • Responsive we’ve finished publishing the series on making responsive on the design blog
  • we’ve released a hub for our legal documents and information, and we’ve created homepage takeovers for Mobile Asia Expo
  • Juju GUI: we’ve planned work for the next cycle, sketched scenarios based on the new personas, and launched the new inspector on the left
  • Fenchurch: we’ve finished version 1 of our new asset server, and we’ve started work on the new Ubuntu partners site
  • Ubuntu Insights: we’ve published the latest iteration of Ubuntu Insights, now with a dedicated press area
  • Chinese website: we’ve released the Chinese version of

And we’re currently working on:

  • Responsive Day Out: I’m speaking at the Responsive Day Out conference in Brighton on the 27th on how we made responsive
  • Responsive we’re working on the final tweaks and improvements to our code and documentation so that we can release to the public in the next few weeks
  • Juju GUI: we’re now starting to design based on the scenarios we’ve created
  • Fenchurch: we’re now working on Juju charms for the Chinese site asset server and Ubuntu partners website
  • Partners: we’re finishing the build of the new Ubuntu partners site
  • Chinese website: we’ll be adding a cloud and server sections to the site
  • Cloud Installer: we’re working on the content for the upcoming Cloud Installer beta pages

If you’d like to join the web team, we are currently looking for a web designer and a front end developer to join the team!

Juju scenariosWorking on Juju personas and scenarios.

Have you got any questions or suggestions for us? Would you like to hear about any of these projects and tasks in more detail? Let us know your thoughts in the comments.

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Inayaili de León Persson

Making responsive: final thoughts

This post is part of the series ‘Making responsive‘.

There are several resources out there on how to create responsive websites, but they tend to go through the process in an ideal scenario, where the project starts with a blank slate, from scratch.

That’s why we thought it would be nice to share the steps we took in converting our main website and framework,, into a fully responsive site, with all the constraints that come from working on legacy code, with very little time available, while making sure that the site was kept up-to-date and responding to the needs to the business.

Before we started this process, the idea of converting seemed like a herculean task. It was only because we divided the work in several stages, smaller projects, tightened scope, and kept things simple, that it was possible to do it.

We learned a lot throughout this past year or so, and there is a lot more we want to do. We’d love to hear about your experience of similar projects, suggestions on how we can improve, tools we should look into, books we should read, articles we should bookmark, and things we should try, so please do leave us your thoughts in the comments section.

Here is the list of all the post in the series:

  1. Intro
  2. Setting the rules
  3. Making the rules a reality
  4. Pilot projects
  5. Lessons learned
  6. Scoping the work
  7. Approach to content
  8. Making our grid responsive
  9. Adapting our navigation to small screens
  10. Dealing with responsive images
  11. Updating font sizes and increasing readability
  12. Our Sass architecture
  13. Ensuring performance
  14. JavaScript considerations
  15. Testing on multiple devices

Note: I will be speaking about making responsive at the Responsive Day Out conference in Brighton, on the 27th June. See you there!

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