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case study · pocket dystopia

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

A web tool for fiction writers facing a blank page. It does not try to write a good story. It tries to put something on the page specific enough that you can argue with it.

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, made for fiction writers, myself included, facing the blank page.
Sector Creative tools, writing
My Role Sole maker: UI/UX design, build, and testing
Team Built solo, with a later design 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. A blank page offers nothing, and most premise generators do not help, because they answer with noise: three random nouns and a genre, as easy to dismiss as they are to read. The writer is left where they started, now with one more tab to close.

How specific did a random result have to feel?

So Pocket Dystopia aimed lower: hand the writer a place to start, a seed concrete enough that they can take part of it, throw out another part, and feel the next sentence arrive.

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

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. The move that makes it usable comes next. You lock the pieces that spark something and re-roll only the rest, so the tool stops being a slot machine and becomes 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 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.

Each card carries two controls, a lock and a re-roll, sized and placed to feel like game pieces rather than form fields.

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.

Pocket Dystopia intro screen: the title over a single die graphic with a 'tap to roll' prompt.
The empty state No blank field to fill, just a die to tap. The first screen tells a writer exactly what the tool does: roll, and see what you get.
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.
The card One roll fills five cards, each line with its own lock and re-roll.
Pocket Dystopia in compressed view: the five slots shown as a dense single-column list instead of expanded cards.
Two densities The same build switched to compressed view. Expanded cards are for reading one premise closely; the compressed list is for scanning the whole world at a glance.
The Pocket Dystopia mood menu open: All moods, Corporate dystopia, Post-apocalyptic, AI takeover, Political satire. The Pocket Dystopia share dialog: Share, Copy link, Copy as text, Save as image, or share as code. Pocket Dystopia results in dark mode: light text on black, hero and villain cards accented green and red.
Three states A mood biases the next roll, a share dialog keeps a build past a refresh, and the tool follows the system into dark mode.
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 The five cards stack into a single thumb-scrollable column, with the roll and the view toggle still one tap away.

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

Early on, the seeds were too generic to be useful. 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.

The tool is live and does one job. You can expand a seed into a full logline or compress it to a single line, drop it straight into a draft, and save or share a build with a code, so a prompt you liked survives a refresh.

In use One tap rolls a full premise, ready to copy straight into a draft.

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

The fix was giving the writer control.

The first instinct with a generator is to grow the word bank, as if enough variety would eventually turn up something good. That was the wrong instinct. Giving the writer control moved it from toy to tool. A bigger pile of nouns would not have done that.