All work

Rune / Zune-Inspired Music Player

Rune is an open-source, Zune-inspired music player shipped on Steam, Microsoft Store, and the App Store. Then I ran a formal UX study on my own design.

Rune desktop cover art wall music player interface
built it. then tested it.

TL;DR

  • Users loved Rune's nostalgic design language, which it was also the source of their biggest usability friction.
  • 38 survey + interview participants mapped exactly where nostalgia helps (identity, delight) and where it hurts (discoverability, conventions).
  • Findings fed directly into subsequent releases: a live research-to-roadmap loop on a product with real users.

CONTEXT

A modern take on a classic UI.

Rune began as a design experiment: a music player reviving the tactile, neumorphic/skeuomorphic design language of a past era. It found an audience, press coverage, store distribution, a contributor community.

But nostalgia is a hypothesis, not a finding. Stars and downloads measure arrival, not daily usability.

The research problem: does the design language that attracts users also serve them in daily use?

Layered Rune UI screenshots, library view, now-playing view with neumorphic controls, and settings

Role

Creator, maintainer & UX researcher

Type

Open-source product (self-initiated)

Community

17 contributors, 150+ PRs

Distribution

Steam, Microsoft Store, App Store

RESEARCH QUESTIONS

RQ1

Where does the nostalgic design language help, and where does it hurt?

Separating aesthetic appeal from functional friction.

RQ2

What do daily-use patterns reveal that app-store reviews don't?

Interviews beyond the vocal-minority feedback channels.

RQ3

Which findings should change the roadmap?

Prioritization under solo-maintainer constraints.

METHODS

Studying my own product.

method one

Survey (n=31)

Distributed to the user community; satisfaction, feature usage, and design-language perception batteries.

n=31Community sample

method two

Interviews (n=7)

Semi-structured, sampled across satisfaction levels to reach beyond the vocal minority of review channels.

n=7Thematic analysis

ON RESEARCHER BIAS

Being the creator is a confound. Mitigations: anonymous survey collection, interview guide reviewed against leading questions, coding done against an explicit framework, and a personal rule, every finding that criticized a beloved design decision got extra scrutiny, not less.

this section is the whole point

KEY FINDINGS

finding 01

The tension

Nostalgic design language vs. modern usability expectations. The same aesthetic that earned stars created friction in navigation conventions and control discoverability.

Survey + interviews converged

finding 02

The loop

Findings were prioritized into the roadmap and shipped in subsequent iterations: research didn't end in a report, it ended in releases.

Research to roadmap

What the community said.

“It feels like my old iPod came back to life, and I open it just to look at it.”

Survey respondent · aesthetic delight

“The first time I opened it, I honestly couldn't find my playlists.”

Interview participant · first-run friction

“Didn't expect a free app from GitHub to feel this polished.”

Store review · polish

“Love it, but with 40k tracks, the library view starts to creak.”

Power user · feature request

reviews tell you what; interviews tell you why

SO WHAT

Findings that shipped.

Finding

First-run discoverability friction

Change

Onboarding + convention-aligned navigation revision

Finding

Control affordances unclear in neumorphic style

Change

Affordance pass: depth used only where interaction exists

Finding

Power users wanted library scale

Change

Performance + library management iteration

0+

GitHub stars

0+

PRs merged

0

contributors

0

platforms (Win · macOS · Linux · SteamOS · iOS · Android)

0

official stores (Steam · MS Store · App Store)

0

survey + interview participants

LIMITATIONS & REFLECTION

What I’d tell another researcher-builder.

Community self-selection shapes everything: survey respondents are the engaged survivors, not the users who bounced. The findings describe people who stayed.

The interview sample is small (n=7), and creator-bias mitigations are partial by nature: anonymity and framework coding reduce the confound; they do not remove it.

Nostalgic-design findings may not transfer to products without an aesthetic-first value proposition.

Reflection: researching your own product is the cheapest way to learn humility, and the fastest research-to-impact loop a researcher can run.

“The stars tell you people arrived. The research tells you why they stay.”