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case study · web tool

Pocket Dystopia: a premise generator that hands a stuck writer somewhere to start.

A premise generator for fiction writers: one tap fills five slots, then you lock the pieces that spark and re-roll the rest. Specific enough to argue with, which is what a blank page never gives you.

Pocket Dystopia running on a phone: a rolled premise with slots for hero, villain, squad, setting, and obstacle.
One tap fills five slots with a full premise.
Client A personal project, for fiction writers facing the blank page
Sector Creative tools, writing
My Role Sole maker: UI/UX design, build, and testing
Team Solo, with a later critique from fellow designers
Duration Shipped 2024, revisited 2026
Methods Constrained-random design, interaction design, responsive design, prompt-structure iteration, design critique with fellow designers
Outputs A live, mobile-first web premise generator
Permissions Personal project · live at pocketdystopia.forhuman.ca

A blank page does not give you anything to push against.

Most premise generators answer a blank page with noise, and leave the writer back where they started.

The hard part of starting is finding something concrete to work against. What a generator usually hands over instead is three random nouns and a genre, as easy to dismiss as they are to read. One more tab to close.

How specific did a random result have to feel?

Not a good story. A seed specific enough that a writer can keep half of it and throw the rest away.

So Pocket Dystopia aimed lower. The test I held it to was whether the next sentence arrived, not whether the seed was any good.

Roll the whole world, then lock what you love and re-roll the rest.

One tap rolls five slots, and keeping the ones that spark is what stops it being a slot machine.

The generator builds a premise from five slots: a hero, a villain, a squad, a setting, and the obstacles between them. One tap rolls all of them at once; locking and re-rolling turns that roll into something you steer. A set of moods, from corporate dystopia to political satire, leans the whole roll toward the kind of trouble you feel like writing.

The five slots and the four moods 1 diagram
the slots · what one roll fills

hero

a parkour expert
a barista who tastes lies

villain

an evil robot,
weak to pigeons

squad

a translator who
invents half the lines

setting

a spooky lab,
lights flickering

obstacles

the elevator only
goes sideways

the moods · what biases the roll
corporate dystopia post-apocalyptic AI takeover political satire
Structure Five slots, each lockable and re-rollable; moods bias the whole roll.
Lock and re-roll Keep the pieces that spark, then roll again.

The controls had to feel like rolling dice.

Two controls per card, sized like game pieces rather than form fields, plus one toggle between reading and scanning.

The two are a lock and a re-roll, one per card. A density toggle switches between expanded cards, for reading one premise closely, and a compressed list, for scanning a whole world at a glance. The overflow menu holds the small, respectful defaults: a light or dark theme, a left-handed layout, and a guide to the keyboard shortcuts.

  1. Pocket Dystopia intro screen: the title over a single die graphic with a 'tap to roll' prompt. the empty state · one die to tap
  2. Pocket Dystopia results on desktop: a generated logline above cards for hero, villain, squad, and setting, each line with a small lock and re-roll control. expanded · read one closely
  3. Pocket Dystopia in compressed view: the five slots shown as a dense single-column list instead of expanded cards. compressed · scan the world
  4. The Pocket Dystopia mood menu open: All moods, Corporate dystopia, Post-apocalyptic, AI takeover, Political satire. a mood biases the roll
  5. The Pocket Dystopia share dialog: Share, Copy link, Copy as text, Save as image, or share as code. a build survives a refresh
  6. Pocket Dystopia results in dark mode: light text on black, hero and villain cards accented green and red. dark mode
  7. Pocket Dystopia on a phone: the premise cards stacked in a single column with the expanded and compressed toggle and a roll button. on the phone
Everything the two controls reach Seven states, the phone included, and there is no third control to learn.

The early seeds read flat, so I made them stranger.

A generic detail gets waved away. An odd one gets argued with, and arguing is the point.

A villain who wants power is nothing. A villain who is an evil robot terrified of pigeons is an argument waiting to happen. So I rewrote the generator toward a more satirical voice and oddly specific details, the kind of thing a writer pushes back on instead of waving off.

The interface tightened when I came back to it. Revisiting the tool in 2026, two years after it shipped, I put it in front of fellow designers and three changes stuck. Two arrows that both read as “expand” became one control; a palette that blurred a character’s story traits into the brand blue got split in two; and low-contrast text was pushed to read cleanly. The compressed and expanded views came from that same round.

What ships: a seed you can expand, compress, or drop into a draft.

A roll you liked survives a refresh, because the whole build encodes into a code you can share.

The tool is live and does one job. You can expand a seed into a full logline or compress it to a single line, then drop it straight into a draft.

What I learned: randomness is only useful when the writer can steer it.

My first instinct was a bigger word bank. Variety was never the thing that was missing.

I kept growing it, as if enough variety would eventually turn up something good. Giving the writer control moved it from toy to tool. A bigger pile of nouns would not have done that.