Studio

One dimension up.

Hycu is short for hypercube. It's the shape you get when you extend a cube in a direction that isn't there yet, and it's the way we look at a client's problem.

Pronounced: Hi-Q

Why a hypercube

Start with a point. Pull it sideways and you have a line. Pull the line and you have a square, pull the square and you have a cube. Every step adds a dimension, and every step lets you see the shape below it whole. A square is obvious once you can stand outside it.

Pulling a cube into a fourth dimension is harder to picture, and that difficulty is the point. To see a hypercube you have to reach into a direction you can't yet see and find a way to draw it anyway. Design, as we understand it, is for exactly that: a process for making new and useful things, whether the thing is a product like a table, a system like a bus route, or an idea like space travel.

So on every project we try to step one level above the thing we were hired to design. Above the website is the way a program teaches. Above the product on the shelf is the routine it lives in. Above the spreadsheet is the launch. From up there the shape of the problem is clear, and the useful thing to build is usually obvious.

How we work

Every engagement starts with the same two questions: where are you now, and where do you want to go? We answer the first with research, because most organizations know less about their own situation than they think. We answer the second with you, then propose more than one route between the two, at more than one budget, so the choice is yours and the plan is one you can actually carry out.

Then, more often than not, we build it. A brief becomes a tool. A scope becomes a platform. When we handed a client the first version of their site, we also built a second site to guide their feedback, so they knew where to look and how to write us notes. Removing friction from the work is part of the work.

We take two shapes of engagement. A narrowly scoped project, a month or two, with a defined deliverable. Or an external arm of your team on a longer arrangement, which scales up and back as you need it. Most of our clients start with the first and continue with the second.

Founded in 2026 by Wyatt Roy, from a practice that goes back a decade. Collaborators are credited on each project.

How we use AI

All of this runs on AI, not as a novelty but as the machinery. We design and build the pipelines that do the work, and every project in this studio went through one. An iPad app that let us tap any desk in a building and record how it was being used. A crew of agents with separate jobs, and two officers whose only work is to judge the rest, which is the pipeline that built this site. Fifty thousand simulated games, run to find out which rules made a fair one.

There is one rule underneath all of it. The AI does none of the work that is yours. On the book we wrote, it interviewed us and pointed at the holes in the argument so that we could fill them, and it wrote not one sentence of the text. On a research project it can build the tool that collects the data, and we still walk the building. That line holds in every pipeline we design for a client, and we will tell you where we have drawn it.

AI replaces neither your work nor your humanity. It can be aimed, trained, and designed so that a person's own creativity travels further than it could alone, and that is the whole of what it is for here. A project should leave the people who did it more capable at the end than they were at the start, which is why the training half of a pipeline matters as much as the automation half.

We think this is the best time there has ever been to be a designer. What used to stand between an idea and the built thing was engineering. Now what stands there is prototyping, iterating, researching, talking to people, and caring what they feel. A design practice is trained in all of them, and they are the work that is left.

What we do

  • User researchInterviews, observation, and surveys, analyzed into findings you can brief from.
  • StrategyWhere you are, where you want to go, and the routes between, at more than one budget.
  • Product designWeb platforms, tools, and games, designed and built by the same people who did the research.
  • Systems designThe rules, roles, and feedback loops behind a product, a team, or an institution.

AI pipelines

Underneath all four. We design and build the automation that carries the work, and the training that makes the people running it better. Every project in this studio was made with one.

What we don't do

We're curious about the systems behind objects, spaces, people, and culture. We've made films like Bufferzone and Athletics Canada, games like Skybinder and Pastry Pirates, XR like Sound AG and Piece of String, and a book. We still don't sell any one of them as a service. We combine the crafts into a single perspective, and work that stays inside one medium is better done by a specialist in that medium.

  • Virtual realityWe'll help you decide what an experience is for. We won't build it.
  • ArchitectureWe'll study how a building is used. We aren't architects.
  • StylingMaking something prettier without changing what it does.

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