I'm trying to keep everything in quads and at the same time maintain a good shading on this mesh.
Now I know that I can maintain the quads with this method, but unfortunately that way the shading looks really bad as it introduce a bad pole in there:
So I approached this issue another way, this time with separating the vertices by creating new edge loops. However this also didn't solve the shading issue:
What is the most efficient way to keep both topology and shading after beveling operations like this?