↗ Independent concepts. Unexpected connections.

Some ideas
become worlds.
Others change
how we work.

Concepts, products & experiments.
Made from another point of view.

Explore the Works

SIDESLIDERS / WORKS01 — THE STUDIOScroll to explore ↓

02 / The flagship

Good intentions.
Meaningful impact?

Connect the work to the why.

The Focus Room is an adaptive, federated value framework connecting people, AI and perspectives. From shared intentions to decisions, action and evidence of impact.

Explore the concept ↗

CONCEPT + ILLUSTRATIVE DEMO

Start with the concept, then explore one fictional journey. No live data. No assumed causality.

From intention to evidence.

CONCEPT OVERVIEWALIGN → DECIDE → ACT → EVALUATE → LEARN
ILLUSTRATIVE DEMO

A shared goal.
Connected questions.

Solid: context or contribution · Dashed: comparison or learning.
Connections do not establish causality or data access.

↳ Learning changes what happens next.

The concept

Connect the work to the why.

A shared space for people and AI to connect intentions, decisions and evidence of what changes.

Most teams can tell you what they delivered. The harder question is what changed — and whether their work made a meaningful difference.

The Focus Room explores a different way of working. A shared space where people and AI connect goals, observations, decisions and outcomes. It brings the reasoning behind choices into view, keeps assumptions separate from evidence, and helps everyone learn from what actually happens.

Not another task tracker. A living picture of what matters, what we’re doing

Align → Decide → Act → Evaluate → Learn

Shared context · Clear contribution · Continuous learning

Goal / shared intention

Start with what matters.

Fictional viewpoint · initiative owner

As the initiative owner, I begin with the outcome we want people to experience. A completed setup flow might be convenient for our team to measure, but it is not necessarily valuable to the person using the service. I ask users what they want to achieve, and I invite product and support colleagues to describe their interests and concerns. Together we agree on a provisional definition of a useful first outcome. The Focus Room is intended to retain that shared intention and the different perspectives behind it. We have aligned on what we are trying to learn—not proven that anyone has benefited yet.

Before I ask anyone to build something, I need to understand what success means. Our goal is not simply to get new users through setup; it is to help them accomplish something useful. The product team, support team and users may all see that goal differently. The Focus Room is designed to keep those perspectives connected, so every observation and decision can be related back to what matters.

What we know
In this fictional example, helping new users reach a useful first outcome is the team's intention. It is not an achieved result.
What remains uncertain
Different users may value different outcomes. What would meaningful success look like from their perspective?

Shared goal → gives incoming observations their meaning

Read the complete first-person story
  1. ILLUSTRATIVE DEMO · 01 / 10

    Align / Goal / shared intention

    Fictional viewpoint · initiative owner

    As the initiative owner, I begin with the outcome we want people to experience. A completed setup flow might be convenient for our team to measure, but it is not necessarily valuable to the person using the service. I ask users what they want to achieve, and I invite product and support colleagues to describe their interests and concerns. Together we agree on a provisional definition of a useful first outcome. The Focus Room is intended to retain that shared intention and the different perspectives behind it. We have aligned on what we are trying to learn—not proven that anyone has benefited yet.

    Why this connects: Revisits the shared intention. Reconsider what a meaningful first outcome means and which interests the work should serve.

    Link to this step ↗
    Follow the connected questions
  2. ILLUSTRATIVE DEMO · 02 / 10

    Signal / Observation / a clue

    Fictional viewpoint · initiative owner

    Two small pieces of information reach me. In a fictional support conversation, a newcomer says they were unsure what to do next. In a separate fictional session note, someone pauses during setup. Instead of immediately creating two tasks, I record the observations and where they came from. I can see why they matter: we want people to reach a useful first outcome. But I cannot tell whether these examples are typical, whether a technical error occurred or whether the people expected something different. The Focus Room is designed to preserve both the signal and the uncertainty, so a plausible pattern does not become a fact by repetition.

    Why this connects: Gives the report context. The shared intention makes the support reports relevant. Relevance does not grant access to any data.

    Link to this step ↗
    Follow the connected questions
  3. ILLUSTRATIVE DEMO · 03 / 10

    Tension / An important question

    Fictional viewpoint · initiative owner

    Our shared intention is to help newcomers accomplish something worthwhile. The reports suggest that some may struggle before reaching it. I identify a tension: are we unintentionally making that first useful outcome difficult to reach? This is a reason to pay attention, not evidence that we know the cause. A tension can also represent uncertainty or an opportunity, not only a problem. By linking the support report and the session note to the same question, The Focus Room could keep the concern focused and traceable. Now I can decide whether it needs clarification, who should own the investigation and what further evidence would help.

    Why this connects: Contributes to one tension. The fictional support reports suggest a possible gap; they do not establish a root cause.

    Link to this step ↗
    Follow the connected questions
  4. ILLUSTRATIVE DEMO · 04 / 10

    Clarify / Explore explanations

    Fictional viewpoint · initiative owner

    The first explanation that comes to mind is unclear copy, but that is only one possibility. A technical fault could make the same screen confusing, or people might be trying to achieve a different goal from the one we designed for. I ask colleagues to look at observed sessions, relevant error information and the original user expectations. We record where those observations come from and which alternatives remain credible. AI might eventually help connect sources and surface patterns, but it should not turn an attractive story into an established cause. Clarifying a tension means making the next choice better informed while protecting the history of what was uncertain.

    Why this connects: Opens competing explanations. Investigate unclear copy, technical failures and mismatched expectations. Keep alternatives and missing evidence visible.

    Link to this step ↗
    Follow the connected questions
  5. ILLUSTRATIVE DEMO · 05 / 10

    Decide / Choose a testable action

    Fictional viewpoint · initiative owner

    I have enough context to choose a next step, but not enough to claim a root cause. The team considers changing the copy, investigating technical reliability first and interviewing users about their expectations. We choose a bounded experiment: simplify one part of setup for a limited group and compare what happens with our prior observations. In The Focus Room, I would connect the decision to the goal, the tension, the hypotheses, the accountable owner and the evaluation criteria. The decision matters because it makes an assumption testable, not because an action item has been created. We remain prepared to revise the plan if new evidence points elsewhere.

    Why this connects: Informs the bounded decision. Compare the hypotheses before choosing the limited setup test. The explanation remains provisional.

    Link to this step ↗
    Follow the connected questions
  6. ILLUSTRATIVE DEMO · 06 / 10

    Expect / Expected effect / prediction

    Fictional viewpoint · initiative owner

    We have chosen to test a simpler setup flow, so I state the theory behind the choice before anyone implements it. If unclear instructions are contributing to the difficulty, making them simpler might reduce confusion. But completing setup is only a possible intermediate signal; the outcome we care about is whether someone accomplishes something useful. We agree on what to observe, what qualitative questions to ask, who will evaluate the results and when. We also note that an improvement might come from other changes or differences between participants. The Focus Room is meant to preserve that forecast separately from the observations that arrive later.

    Why this connects: Records a forecast before action. Set the expected effect and evaluation criteria before the intervention, rather than fitting them to the result.

    Link to this step ↗
    Follow the connected questions
  7. ILLUSTRATIVE DEMO · 07 / 10

    Act / Action / delivery

    Fictional viewpoint · initiative owner

    The team implements the bounded change and puts it in front of the small test group. The action is complete in this fictional example. We can trace the delivery back to the responsible decision, its assumptions and the intended outcome. That connection is important: it shows what we did and why. But an implementation milestone only demonstrates that work was completed. It does not establish that confusion decreased, that users found the service more helpful or that the new copy caused any improvement. In The Focus Room, delivery should become the starting point for evaluation, not the end of the story.

    Why this connects: Is tested by the intervention. Deliver the bounded prototype to test the prior forecast. Delivery is not evidence of realised value.

    Link to this step ↗
    Follow the connected questions
  8. ILLUSTRATIVE DEMO · 08 / 10

    Observe / Observed outcome / evidence

    Fictional viewpoint · initiative owner

    After the test, I separate what actually happened from what we hoped would happen. In the fictional observations, some participants complete setup; others still struggle. We have limited qualitative reports and do not know whether the group reflects the wider audience. Even when a person finishes setup, we still need to ask whether they achieved their first useful outcome. These observations are valuable because they challenge our assumptions and point toward the next question. But we should not turn anecdotes into a measured improvement or treat correlation as proof of cause. The Focus Room is designed to keep the sources, missing evidence and context attached to what we observed.

    Why this connects: Is followed by observation. Observe what happens after delivery without assuming the intervention caused it.

    Link to this step ↗
    Follow the connected questions
  9. ILLUSTRATIVE DEMO · 09 / 10

    Evaluate / Weigh the evidence

    Fictional viewpoint · initiative owner

    Now I return to the original question. Did the simpler flow help people reach a useful first outcome? We know the fictional prototype was delivered, and we observed some participants completing setup. That does not tell us whether our intervention made the difference or whether the completed setup led to value. We compare the prior forecast with the limited observations, consider missing information and keep alternative explanations in view. The evidence is compatible with improvement, but not strong enough to establish magnitude, representativeness or causality. In The Focus Room, that is a legitimate evaluation: a finding can remain uncertain, rather than being forced into a green status.

    Why this connects: Supplies limited evidence. Qualitative observations inform evaluation; magnitude, representativeness and causality remain unknown.

    Link to this step ↗
    Follow the connected questions
  10. ILLUSTRATIVE DEMO · 10 / 10

    Learn / Learning / the next question

    Fictional viewpoint · initiative owner

    The experiment has not produced a simple victory, but it has improved our understanding. We now realise that finishing setup and reaching a useful first outcome are not the same thing. I revisit our goal and ask what happens after setup, particularly for people who finish the screens but still fail to achieve anything meaningful. That becomes a follow-up tension for the team to clarify. The Focus Room should preserve the original goal, signals, hypotheses, decision, forecast, action and evaluation without rewriting history. Each new observation can strengthen, challenge or change the next choice. That is the point of the loop: act with intention, evaluate with humility and learn together.

    Why this connects: Changes the next question. Insufficient evidence leads to further learning, rather than a success claim.

    Link to this step ↗
    Follow the connected questions

Read the network connections
  • Align → Signal: Gives the report context. The shared intention makes the support reports relevant. Relevance does not grant access to any data.
  • Signal → Tension: Contributes to one tension. The fictional support reports suggest a possible gap; they do not establish a root cause.
  • Another signal → Tension: Another signal, same tension. A fictional session note records a participant pausing during setup. This can contribute to the same tension; it is not a new tension or representative measurement.
  • Tension → Clarify: Opens competing explanations. Investigate unclear copy, technical failures and mismatched expectations. Keep alternatives and missing evidence visible.
  • Clarify → Decide: Informs the bounded decision. Compare the hypotheses before choosing the limited setup test. The explanation remains provisional.
  • Decide → Expect: Records a forecast before action. Set the expected effect and evaluation criteria before the intervention, rather than fitting them to the result.
  • Expect → Act: Is tested by the intervention. Deliver the bounded prototype to test the prior forecast. Delivery is not evidence of realised value.
  • Act → Observe: Is followed by observation. Observe what happens after delivery without assuming the intervention caused it.
  • Observe → Evaluate: Supplies limited evidence. Qualitative observations inform evaluation; magnitude, representativeness and causality remain unknown.
  • Expect → Evaluate: Is compared with observed outcomes. Evaluation compares the prior forecast with the observations. Agreement would not by itself prove causality or value.
  • Evaluate → Learn: Changes the next question. Insufficient evidence leads to further learning, rather than a success claim.
  • Learn → Align: Revisits the shared intention. Reconsider what a meaningful first outcome means and which interests the work should serve.
  • Learn → Tension: Opens a follow-up tension. Ask about people who finish setup but still do not reach a useful outcome. New evidence can reshape the tension.
Read the complete journey as text
  1. Align — Goal / shared intention

    Imagine a team building a digital service. Its goal is not simply to get people through setup, but to help newcomers accomplish something useful. First, the team needs to agree what that means—and for whom.

    What we know
    In this fictional example, helping new users reach a useful first outcome is the team's intention. It is not an achieved result.
    What remains uncertain
    Different users may value different outcomes. What would meaningful success look like from their perspective?
  2. Signal — Observation / a clue

    A few new users tell support that setup feels confusing. In another fictional observation, someone pauses partway through. These small signals deserve attention—but they don't tell us how common the problem is or why it happens.

    What we know
    Our fictional sources are support conversations and a single observed setup session. They describe experiences, not a representative success rate.
    What remains uncertain
    Who else experiences this? Under what circumstances? What evidence are we missing?
  3. Tension — An important question

    We want people to reach their first useful outcome, yet some seem to get stuck before they begin. The Focus Room calls this a tension: a possible gap between what we intend and what people experience. It tells us where to investigate, not what caused it.

    What we think
    The setup experience might be preventing some users from getting value from the service.
    What remains uncertain
    Is the barrier the instructions, a technical problem, different expectations—or something else?
  4. Clarify — Explore explanations

    Confusing wording is one possible explanation. But perhaps setup is failing technically, or people expected something different from the service. The team compares these possibilities and looks for evidence that could tell them apart.

    What we think
    Unclear instructions may contribute to the confusion. Technical failures and mismatched expectations are credible alternatives.
    What remains uncertain
    We need a clearer definition of success, observed user journeys and details of any actual failures.
  5. Decide — Choose a testable action

    The team chooses a small test: try a simpler setup flow with a limited group. Before acting, they agree what to look for—whether people can complete setup, reach a useful outcome and where difficulties remain.

    What we expect
    Clearer setup may reduce confusion and make a useful first outcome easier to reach. This is still a hypothesis.
    What remains uncertain
    The test might reveal a different cause. We need to observe unintended effects and avoid treating setup completion as the whole goal.
  6. Expect — Expected effect / prediction

    Before launching the test, the team makes its expectation explicit: clearer instructions may help users move through setup with less confusion and accomplish something useful. Writing it down now lets us compare the hope with what happens later.

    What we expect
    People may understand setup more easily and be better able to complete their first meaningful task.
    What remains uncertain
    If people finish setup but still get no value, the change may not have achieved what matters. The predicted effect is not evidence.
  7. Act — Action / delivery

    In this fictional example, the team builds the simpler setup flow and tests it with a small group. The change is delivered. That's progress in execution, but it does not yet tell us whether users benefited.

    What we know
    The fictional prototype was created and made available to the limited test group.
    What remains uncertain
    Did it actually help? For whom? Could something else explain any improvement?
  8. Observe — Observed outcome / evidence

    Some fictional participants finish the new setup. Others still get stuck. We record these experiences without turning a small test into a success statistic—and without assuming that completing setup means reaching a useful outcome.

    What we observed
    In this fictional test, some people complete setup while others still struggle. These are limited qualitative observations.
    What remains uncertain
    We don't know how representative the sample is, whether the change caused improvement or whether people achieved their actual goal.
  9. Evaluate — Weigh the evidence

    The team compares its original expectation with the observations. The simpler flow might have helped, but the evidence is too limited to say how much—or to know whether the change itself caused the result. And setup completion may not be the value users came for.

    What we know
    A fictional prototype was delivered, and some people completed setup during the small test.
    What we think
    Clearer instructions could have helped, but other explanations remain possible.
    What remains uncertain
    We cannot yet establish the size of any improvement, its cause or whether users reached a meaningful outcome.
  10. Learn — Learning / the next question

    The team now asks a better question: do users who finish setup actually accomplish the task they came for? That becomes a new tension to explore. The Focus Room connects this learning back to the original goal, instead of treating delivery as the end of the story.

    What we know
    The fictional evidence isn't strong enough to claim that meaningful value was created.
    What remains uncertain
    What happens after setup? Which user needs are still unmet, and what evidence should we seek next?

Delivery ≠ realised value. Observations, hypotheses, forecasts and outcomes stay distinct.

03 / Games

Different worlds.
Same curiosity.

Living systems. Small discoveries.
Other ways of seeing what happens next.

FjordSide Cover

FjordSide

in development

A world that lives beyond a single story.

Norse life simulation

Individuals, families and generations. A Norse island simulation exploring communities, discovery and the stories that emerge between them.

Explore FjordSide →
More about this idea

The game direction centres on autonomous settlement life: people, families, generations and an evolving island community. This website does not claim a release date or playable public build.

Read the full story →
FishnCrab

Fish’nCrab

prototype

Two perspectives. One little adventure.

Underwater puzzle adventure

A fish, a crab and a world beneath the surface. An undersea co-operative puzzle adventure concept played by one person switching between two creatures.

Explore Fish’nCrab →
More about this idea

The early idea explores fish-and-crab cooperation around an organic shipwreck. Companion and creature interactions are in development; this is a concept description, not a claim of shipped mechanics.

Read the full story →
BattleChess Coverimage

BattleChess

prototype

Your next move.

A playable 3D fantasy chess prototype, set in a moonlit sanctuary. Choose your move and watch the pieces bring their encounters to life.

A playable 3D fantasy chess prototype, set in a moonlit sanctuary. Choose your move and watch the pieces bring their encounters to life.

Play against the computer, with three difficulty settings and a choice of colour.
Play with a friend on the same device, or create an online game and share an invitation.
Share a spectator link so other people can watch your online game.
Explore 32 animated pieces, cinematic captures and sound effects.
Main game interface available in English, Dutch, French an

Explore BattleChess →
More about this idea

A playable 3D fantasy chess prototype, set in a moonlit sanctuary. Choose your move and watch the pieces bring their encounters to life.

Play against the computer, with three difficulty settings and a choice of colour.
Play with a friend on the same device, or create an online game and share an invitation.
Share a spectator link so other people can watch your online game.
Explore 32 animated pieces, cinematic captures and sound effects.
Main game interface available in English, Dutch, French an

Read the full story →
RPSLS cover

RPSLS

available

Five signs. Ten matchups. Can you read your opponent?

Learn the five signs from the Forge Master. Then step into the Arena, where spotting a pattern is only half the battle.

RPSLS expands rock, paper, scissors with two extra signs: Lizard and Spock. In the Forge, you practice against rivals with distinct play styles. In the Arena, you face other players. The rules are quick to learn. The challenge is spotting patterns, hiding your own habits, and knowing when to change tactics.

Explore RPSLS →
More about this idea

Rock Paper Scissors Lizard Spock was created by Sam Kass and Karen Bryla and popularized by The Big Bang Theory in the episode “The Lizard-Spock Expansion.” We built our digital adaptation around a question of our own. Can you train yourself to spot patterns in how someone plays?⁠

Nash equilibrium gave us a starting point. If both players choose each of the five signs at random with equal probability every round, neither can gain an edge by changing strategy alone. But once someone falls into a habit, there’s a pattern to pick up on. We wanted to make that skill something you could practice.

In the Forge, you face rivals with distinct play styles and get time between attempts to think about what you noticed. In the Arena, you put that skill to the test against other players.

Read the full story →

04 / Concepts

Room for ideas.
Possibilities to explore.

Concepts, connections and other ways forward.

The Focus Room - cover image

The Focus Room

in development

Connect the work to the why.

A shared space for people and AI to understand what matters, why decisions are made, and what actually changes.

Most teams can tell you what they delivered. The harder question is what changed — and whether their work made a meaningful difference.

The Focus Room explores a different way of working. A shared space where people and AI connect goals, observations, decisions and outcomes. It brings the reasoning behind choices into view, keeps assumptions separate from evidence, and helps everyone learn from what actually happens.

Not another task tracker. A living picture of what matters, what we’re doing

Explore The Focus Room →
More about this idea

Most teams can tell you what they delivered. The harder question is what changed — and whether their work made a meaningful difference.

The Focus Room explores a different way of working. A shared space where people and AI connect goals, observations, decisions and outcomes. It brings the reasoning behind choices into view, keeps assumptions separate from evidence, and helps everyone learn from what actually happens.

Not another task tracker. A living picture of what matters, what we’re doing

Read the full story →
ABSTRACT CONCEPT STUDY · MEDIA PLACEHOLDER

Atraho

A little closer. A little more human.

A concept for spontaneous, real-world connection.

An exploratory social-presence concept about spontaneous, real-world connection. People finding a moment, a place and one another.

Individual points. Possible connections.

Explore Atraho →
More about this idea

A direction to explore, not a launched app.

Read the full story →

05 / Behind the Works

Ideas need room.
And a way forward.

Build a little. Learn something.
Change direction. Make it real.

Illustrative creative cycle / Idea

Start with a question.

Illustrative artifact: “What stops someone reaching their first useful outcome?” Capture the intention before deciding what to build.

Sample artifact · Fictional

A question + an intention

Illustrative creative cycle / Experiment

Make something you can learn from.

Illustrative artifact: a small paper setup flow. Try it with a limited group and look for confusion, alternative explanations and surprises.

Sample artifact · Fictional

A rough prototype + observations

Illustrative creative cycle / Concept

Give the learning a shape.

Illustrative artifact: a revised flow and a testable explanation. Keep unknowns visible and return to the experiment when evidence challenges it.

Sample artifact · Fictional

A clearer direction + open questions

Illustrative creative cycle / Product

Make it useful. Keep listening.

Illustrative artifact: a bounded delivery with a follow-up evaluation. Finishing the work starts another cycle of learning; it does not prove value.

Sample artifact · Fictional

A tangible outcome + the next question

↳ Not a straight line. Every stage can send you back with a better question.

06 / About

One identity.
Many possibilities.

Sidesliders has been an online identity for more than 25 years. Works gives that identity a place to make things.

An independent concept studio exploring products, games and experiments. Different directions, connected by curiosity — and the desire to turn an idea into something you can experience.

An online identity for more than 25 years. A place to make products, games and experiments.

A place to connect is still taking shape.