Talk began as an experiment. Inspired by a lecture on Conditional Design, by Jonathan Puckey of Studio Moniker at Konstfack university in Stockholm, Sweden. I devised a simple game, in which I would randomly place smartphone features into a hat, and then draw out three, then think about how I could combine the random combination into something of value.
Upon my return to the United Kingdom, I showed the idea to collaborator Josh Summers. We decided to use the the format, public text based conversation between two participants, that an audience can follow in real time, and undertake a 'lean startup' methodology, to see whether there was any interest in the service, and developed a prototype of the product.