Thats So Random

Client

Self-founded, with Adam Romański

Scope

Product strategy, definition, UX, mechanics, roadmap

Year

2025 to now, in active development

Role

Co-Founder and Product Lead

Meridian project hero

That's So Random is a self-founded digital platform built on one idea: sometimes creativity benefits from not knowing what comes next. It started as a conversation between Adam Romański, aka Hello Roman, and me. Both photography enthusiasts, we wondered whether randomness could nudge photographers out of their routines. Together, we're developing that idea into a platform combining creative tools, gamification, photography challenges, community and real-world experiences.

We both shape the concept, functionality and user flows. Our responsibilities overlap, with my focus leaning towards product and Adam's towards development and the backend. Explore where each of us spends more of our time.

I spend more of my time shaping the product: exploring what the platform could offer, connecting ideas into a coherent experience and working through what we should build next. The concept and user flows are shared work, developed through ongoing conversations and decisions with Adam.

  • Shaping the product's direction, positioning and priorities
  • Developing features, requirements and interaction ideas
  • Working with Adam on user journeys and flows
  • Exploring how randomisation, challenges and community fit together
  • Refining the experience as we build and learn

The original idea was deliberately simple: let chance give photographers a starting point. The Randomizer spins three slots (Lens, Location and Focus) to create a photography brief. Keep a result you like by locking it, then randomize the rest. Randomizer Pro extends that control with photography modes, more variables, and your own themes and gear.

Lock a slot to keep its result while the others spin.

Give it a spin.

Interactive case-study demo of the brief generator. Photo games and shooting styles are separate TSR tools. Saving challenges and account features are outside this demo.

The more the idea was explored, the clearer it became that the randomizer was only one part of a much larger experience. My main contribution has been taking the project from conversation to product definition: working at a systems level rather than jumping straight into screens. Nine things had to be defined before anything else.

Tap one to see where it led
What does this product need to become for the original idea to create meaningful, repeatable value?

That was the real question. Answering it meant mapping journeys, defining feature relationships, working out the logic behind randomisation, exploring engagement mechanics, and gradually establishing the architecture of a broader platform.

The randomizer became the foundation for a larger ecosystem. First, users could go beyond predefined prompts and set their own parameters. Then the same logic could combine parameters into structured challenges: Photography Games. Not to make photography competitive for its own sake, but because if we want people to practise their craft more often, the practice itself should be enjoyable. That shifted the product from a utility into something that can create a recurring behaviour.

The behavioural loop
Get inspired

The next question was what happens when the experience moves beyond one photographer. Photography brings people together, especially around a shared challenge, and learning. That led to Photo Walks: instead of only telling someone what to photograph, give them a reason to go somewhere, meet people and create together. The product became a set of connected experiences rather than a single feature.

Feeds into

That's So Random is a self-funded passion project. There is no client brief telling us what to build, no predefined feature list, no external roadmap. That makes it a particularly valuable product exercise: product thinking has had to apply from the very first conversation.

Identify the opportunityDefine the problemExplore the product spaceStructure the experienceEstablish the core mechanicsPrioritise the roadmapBuildLearnIterate

The product is being developed incrementally, so individual ideas can be validated before committing to the broader platform vision. It also means constantly challenging our own assumptions. Three rules we keep coming back to:

01Not every interesting idea deserves to become a feature.
02Not every feature needs to exist immediately.
03A good product is not defined by how many things it can do, but by how well its parts work together to create value.

The long-term vision is for That's So Random to become a creative companion for photographers. Not a product that helps you find inspiration, but one that actively gets you to do something with it.

Pick up a camera.
Leave the house.
Try something unfamiliar.
Meet another photographer.
Take part in a challenge.
Create something.
Share it.
And come back for another experience.

At its core the platform is about using product mechanics to encourage creative behaviour in the real world.

Randomnessprovides the spark
Gamesprovide structure
Photographyprovides the craft
Communityprovides the connection
Real-world experiencesmake the digital product tangible
Please note
This is not a case study. It is a description of a passion project we are working on.

That's So Random is a self-founded, self-funded project in active development. An early version is live at thatssorandom.photo, while the broader platform and its feature ecosystem keep evolving. What you see today is an early stage of a much broader vision, and this page describes the thinking behind it rather than documenting a finished piece of work.

As soon as the product is properly deployed, a detailed case study will be published here, covering product discovery, definition, the UX process, feature prioritisation, product mechanics, technical development and the evolution of the platform.

Status: in active developmentCase study: coming after deployment