Geolocated mobile social network

Wysh

A mobile social network that anchored conversations to real places, built as one system across client and server.

Wysh artwork showing a city map floating inside a luminous landscape.

A social layer for physical places

Wysh began with one product question: what changes when a conversation belongs to a place? The mobile client let people read and publish messages at street level, with the map working as part of the interaction rather than as a separate utility.

I built the complete prototype in 2017, from the Unity/C# client and its visual behaviour to the PHP API underneath it.

A complete social product

The idea grew into the systems a social network actually needs: an activity feed, public profiles, friendship requests, direct chat, comments and shared content. Each was shaped to reinforce the location layer instead of competing with it.

Owning both client and server meant the interaction model and the architecture were designed against each other, not in sequence.

Dandelions across the world

Dandelions were messages designed to travel. Someone could release one, see where it had come from, and let the distance become part of what it said.

During public distribution the prototype was used across several continents, with dandelions arriving from places including India, Canada and New Zealand. The product is now retired and no longer available in an app store.


Wysh is no longer distributed. It remains evidence of early end-to-end ownership across mobile interaction, geospatial systems and backend architecture.

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