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All design work

Everywhen / iOS

Curiosity, one place at a time.

How do you give open-ended curiosity a satisfying daily shape?

My role: Product design & implementation

Design decision 1

Curiosity, one place at a time.

A daily round of four places gives discovery a beginning and an ending: guess where, guess when, then uncover each story.

A real product pivot

Open exploration became a daily game after reflecting on my own use. This is a design rationale, not a measured retention result.

A place becomes the invitation to play.
A place becomes the invitation to play.
The story is the payoff.
The story is the payoff.

Design decision 2

Ask one question at a time.

Location and time are separate steps. The map gets the space it needs before the interface asks for a year.

Focus the interaction

A single active question keeps competing controls out of the way.

Keep the story waiting

The reveal gives the guess a purpose beyond a score.

Map guessing: the place and the map share the stage.
Map guessing: the place and the map share the stage.

Design decision 3

An era first. Then a year.

A single slider spanning billions of years made precise input impractical. The current interaction narrows the range before asking for precision.

Choose the scale

Six era-range chips establish the part of history.

Recover the space

After selection, the chip grid folds into a single pill and the fine slider takes over.

Allow revision

Reopen the era choice without stacking both input modes.

Choose an era range

Before historyAntiquityMedievalEarly ModernIndustrialModern
↓

Selected range ⌄

Fine-tune the year
Interaction schematic, based on the current implementation.

Design decision 4

Let the answer become a story.

The reveal changes the pace: from making a decision to spending time with a place.

Reward curiosity

A location is more than a correct pin. The story explains why it matters.

Change the reading rhythm

Large imagery gives way to focused narrative instead of more game controls.

Photography, a clear title and a readable story establish a new hierarchy.
Photography, a clear title and a readable story establish a new hierarchy.

Design decision 5

Keep the places you discover.

The Passport turns a sequence of daily rounds into a personal geography.

A durable collection

A place remains something to revisit after its round is over.

Next research question

Does the collection encourage people to return to stories, or do they mainly return for the next game?

Collected places on a map.
Collected places on a map.
Daily play has a visible history.
Daily play has a visible history.