I could have implemented it with QtWidgets, however I had found a decent UI widget library that suited my use case very well ([1]). Hence went with QML&#x2F;QtQuick.<p>My advice - just do it :-). If you want to build a cross-platform desktop app then go for QtQuick&#x2F;QML&#x2F;C++. QtCreator has a bunch of example projects. Use those as reference. The Qt docs are solid. Worst case - you will learn that Qt&#x2F;C++.<p>I am not a big fan of PyQt&#x2F;PySide, especially when starting fresh with Qt - you would have a hard time figuring out how everything fits and where the issues are.<p>[1] <a href="https:&#x2F;&#x2F;github.com&#x2F;papyros&#x2F;qml-material" rel="nofollow">https:&#x2F;&#x2F;github.com&#x2F;papyros&#x2F;qml-material</a><p>Paraphrasing a previous comment:<p>I have used web-based task&#x2F;todo lists (trello, asana, etc.) but I wanted something that could be used offline - my work does not allow storing company sensitive data on 3rd-party servers.<p>Started the project with Electron, using AngularJS and Angular Material. That allowed rapid prototyping with a slick UI and it was fairly easy to find additional Angular-based plugins. My main motivation in selecting Electron and Angular was to learn the two technologies (easier to learn something by doing a project in it). Screenshot: <a href="http:&#x2F;&#x2F;imgur.com&#x2F;NZzEFKX" rel="nofollow">http:&#x2F;&#x2F;imgur.com&#x2F;NZzEFKX</a><p>Had a few issues with the Electron app - big download size (50-70MB zipped), no print functionality, app felt non-native, very convoluted process to get it published on the Mac App Store.<p>Decided to change the tech stack to Qt&#x2F;QML. I have published C++-based games, built on Cocos2dx. Wanted to try Qt to build a serious app.<p>Gumroad has been a slick experience - I have opted for the fully functional trial option and let the user buy a license to use beyond the trial period. Gumroad&#x27;s onboarding (buy workflow) and tech (license key generation and validation) have been a revelation.