 Thank you. So I will talk about Kirigami mostly about design of applications done with Kirigami and why we did it. So nowadays on a standard Plasma desktop, most of the applications that you run are still done with QWidgets like they were done in the past 20 years. Why? One, because that used to, so there is a lot of legacy and two, because QWidget is nowadays still the best tool for some kind of, some kind of jobs for very complex applications. You still probably won't use that. But since it's a non-technology, of course, it has many limitations graphically what you can do in the main Chrome of your application. It's pretty limited unless you do very complex spaghetti C++ codes. And that's of course bad because it limits what you can do. But on the other hand, it's kind of good because with this implementation it kind of enforces a coherence between all the different applications that then comprise the user experience of a Plasma desktop. But this is going to change now most of the efforts in the UI side from the Qt company is towards QML that is still kind of young. It still has its own different set of limitations. For instance, everybody that tried to have keyboard navigation on an application just work out of the box knows what I'm talking about. But on the purely graphical side, you pretty much don't have limitation. You can do everything you want and that's of course excellent, very, very good for creativity. But if we don't have a very coherent and even strict design process that could be in the end bad for the end user experience because it would bring many applications that are done with conflicting user patterns. So we ended up thinking about both a design language, a set of human interface guidelines and a framework with the same name with the named Kirigami to have a pre-made set of solutions for very, very basic usage patterns that should be ideally across most of our applications bought on desktop systems and on Plasma Mobile with slight adaptations for of course the input and screen differences that are between a desktop and a mobile system. It had already several standalone releases, but since from the next framework release in August it will be released together all of the KD frameworks pack. So this exists because designing a full feature application is even both for the developer but also for the designer it's a very massive task and it's very easy to do weird things. I'm not saying wrong but things that in the end will not really do user a favor. What can happen we can just look at history on a certain proprietary platform where in the past 20, 30 years many applications were completely their own thing. They looked like their own toolkits, their own operating system almost and I think that was actually a part of the whole Windows is bad and Windows is ugly. So we have potentiality for doing beautiful things. We have risks of repeating a tiny bit of that history so let's not do that. To have a weird parallel, a technique in writing, actually a writing book is to limit your own lexicon in order to have a text structure that flows more and what we are doing we adding this artificial limitation that it's completely opting of course to make design less of a massive task because all of the problems of the base patterns are already solved and to put in a really cheesy way in order to think outside the box, you need a box in the first place basically we are doing the box then you can smash if you want. To conclude with a very fast example, Coco is a very simple image viewer written in QML that was written some years ago, then was a stand abandoned for a while, now has been resurrected as part of a summer of code project by Atul Sharma which I am mentoring this year and this is how it looked that it was absolutely fine but it had some problems and it never really had a designer input so we went with Jens and the rest of the VDG to look about what the alternatives could be in order to make it as simple as possible and really a textbook case for Kirigami so in the end we ended up with some wireframes for how it could work and behave for both the mobile case and the desktop use case, this is how it looks nowadays it's still really a very early work in progress so there are still several obvious missing pieces and layout problems but it's getting there, on the left is how it looks on Plasma Desktop with the Breeze style and also with our experimental Qt Quick Controls 2 style that will paint everything like it's Breeze that will be released with the next Plasma Desktop release and on the right is how it will look on Plasma Mobile. Last thing for Kirigami our first main target is Plasma Desktop then Plasma Mobile with the nice side effect that also works pretty well on Android as well though even if it's not our primary platform we care as much as possible to respect the look of the platform, the look of the design, not so much the feel because being our primary target Plasma Mobile we want to innovate in some areas that we think that current mobile applications are not very good because they hinder it too much from legacy for instance most both on iPhone and Android are very top heavy UIs that make it quite hard to use them on nowadays big oversized phones so we can do a bit better in that but apart from that it will look as at home as possible and thank you very much. Thank you very much for watching and I'll see you in the next video.