# Positive examples of UX and FOSS

**URL:** <https://discourse.opensourcedesign.net/t/positive-examples-of-ux-and-foss/3313>\
**Category:** Design Lounge\
**Created:** [December 7, 2022, 8:34pm UTC](https://discourse.opensourcedesign.net/t/positive-examples-of-ux-and-foss/3313 "2022-12-07T20:34:44Z")\
**Posts on this page:** 1\
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**Author:** ![jdittrich](https://yyz1.discourse-cdn.com/flex029/user_avatar/discourse.opensourcedesign.net/jdittrich/32/42_2.png) [@jdittrich](https://discourse.opensourcedesign.net/u/jdittrich)\
**Post date:** [April 22, 2023, 12:12pm UTC](https://discourse.opensourcedesign.net/t/positive-examples-of-ux-and-foss/3313/23 "2023-04-22T12:12:57Z")

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Sometimes it is interesting to look at adjacent communities. I found that tools in game creation communities are an interesting case:

- Like open source software, they are for a community of people the creator is part of…
- …but they are often focussing on end users/non-programmers
- Like open source software, there is an emphasis on creation, creativity…
- …but not in code, but via music/graphics/animation.
- Most likely, these apps don’t have dedicated roles like designers, an explicit roadmap and other indicators of “good” design practice.

Interestingly, _some_ of the free tools share their source code, but not all of them do. I guess, in a community with a large proportion of non-programmers, it might not be that interesting. The tools seem also created by single creators; the collaboration that FOSS promises might not be as useful to them and/or pose a significant overhead. (Seems this community’s view on licensing is also different, even for the creative works in graphics and music; the similar-to-FOSS Creative Commons Licenses are rarely used; instead a brief paragraph stating creator’s wishes about commercial use and attribution are common)

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