www-viget-com-wetov6.txt (15124B)
1 [1] Skip to Main Content 2 [2] Viget 3 4 • [3] Work 5 • [4] Services 6 • [5] Articles 7 • [6] Careers 8 • [7] Contact 9 • Open Menu 10 11 Navigation 12 13 [9] Viget Close 14 15 • Practice 16 • [11] Work 17 • [12] Services 18 • [13] Articles 19 20 We’re a full-service digital agency that’s been helping clients make lasting 21 change since 1999. 22 23 [14] Contact Us 24 25 People 26 27 • [15]Company 28 • [16]Careers 29 • [17]Code of Ethics 30 • [18]Diversity & Inclusion 31 32 More 33 34 • [19]Pointless Corp. 35 • [20]Explorations 36 • [21]Code at Viget 37 38 Featured 39 40 [22] 41 Read the Article: First Impressions of the Dia AI Browser 42 43 Newsletter 44 45 First Impressions of the Dia AI Browser 46 47 [23] 48 Read the Article: Big Prompts & Beagle Power: How We Built an AI Language App 49 in 24 Hours 50 51 Article 52 53 Big Prompts & Beagle Power: How We Built an AI Language App in 24 Hours 54 55 Pointless Lessons: How We Built Scooter Commuter 56 57 [eyJidWNrZXQiOiJ2Z3QtdmlnZXRjb20tYW] 58 59 • [24]Home 60 • [25]Articles 61 • [26]Pointless Lessons: How We Built Scooter Commuter 62 63 [27] Subscribe (opens in a new window) 64 Share 65 66 • [29] Share this page 67 • [30] Share this page 68 • [31] Post this page 69 70 [32]Bre Corn, Business Operations Associate, 71 72 [33]Jackie Yu, Senior Product Designer, 73 74 [34]Abby Smith, Product Designer, 75 76 [35]Sadie Finn, Project Manager, and 77 78 [36]Claire Atwell Eisinger, Product Management Director 79 80 Article Categories: [37] #Code, [38] #News & Culture 81 82 Posted on February 24, 2026 83 84 • [39] 85 Share 86 • [40] 87 Share 88 • [41] 89 Post 90 91 Scooter Commuter is a game that makes the invisible commute visible again. It 92 helps remote workers mentally “arrive” at work while creating space for 93 boundaries and wellness. 94 95 S c o o t e r C o m m u t e r i s a g a m e t h a t m a k e s t h e i n v i s i 96 b l e c o m m u t e v i s i b l e a g a i n . I t h e l p s r e m o t e w o r k 97 e r s m e n t a l l y “ a r r i v e ” a t w o r k w h i l e c r e a t i n g s p 98 a c e f o r b o u n d a r i e s a n d w e l l n e s s . 99 100 Remote work removed the need for a commute and allowed people to clock-in from 101 anywhere, but it also blurred the boundaries between work and home life. For 102 employees craving a separation, [42]Abby Smith’s idea of Scooter Commuter is 103 the answer. 104 105 Abby pitched the idea of creating a ritual that makes the invisible commute 106 visible by simulating the feeling of waking up, taking a yoga class, getting 107 ready, grabbing a coffee, and commuting to the office while never leaving your 108 house. [43]Claire Atwell Eisinger, [44]Jackie Yu, [45]Sadie Finn, and [46]Bre 109 Corn joined the team and helped make the game come to life in 48 hours for our 110 annual hackathon, [47]Pointless Palooza. In this short time we went from idea 111 to innovation as we explored new skills and tested new tools. 112 113 Scooter Commuter is a lightweight game played in the browser and designed to 114 help remote workers mentally transition into their workday. Players move 115 through a series of small, playful moments which creates the mood for 116 intention, boundaries, and a healthier start to the day. 117 118 Game Inspiration 119 120 Before building, we tested some popular, nostalgic, and niche games to see what 121 game style and elements we wanted to incorporate in Scooter Commuter. 122 123 • [48]Pac Man 124 • [49]Daily Dungeon 125 • [50]NYT Wordle 126 127 We discussed core elements that make these games exciting for us to play and 128 that we wanted to nail in our own project. These were our top 10: 129 130 1. Clear and simple rules 131 2. Meaningful user choices 132 3. A reasonable challenge curve 133 4. Consistent feedback loops 134 5. Intrinsic motivation 135 6. Accessibility 136 7. Curiosity gaps 137 8. Social connection & [S:competition:S] 138 9. Visual clarity 139 10. Reactive controls 140 141 Brainstorming 142 143 After nailing down our inspiration and requirements, we got to work on 144 visualizing our ideas. We created shared [51]Notion and [52]Whimsical 145 workspaces to individually think through our ideas before collectively deciding 146 on a direction. 147 148 Sadie leveled up our conceptual Viget inspired commute by suggesting we help 149 players jump start their day by using the game to prompt players in real life. 150 They are encouraged to grab snacks, do sun salutations, hydrate, get dressed, 151 and turn on their favorite playlist. 152 153 Creating 154 155 With a solid idea, guidelines, and benchmarks, we got started bringing this 156 idea to life. We created a version plan of the game that would lead to the best 157 results before the deadline. 158 159 Abby completed the heavy lift of developing the entire game. She took a crash 160 course on [53]Phaser, handled repository setup, and refactored a 1000-line code 161 base to help our vision come to life. Claire took on the work of not only 162 containing this project but literally containing the game by converting the 163 wall system from rectangles to individual tiles, using Copilot. 164 165 Their work resulted in a final tech stack of: JS / React, Phaser.js, and 166 Vercel. 167 168 [eyJidWNrZXQiOiJ2Z3QtdmlnZXRjb20tYWxsLWFzc2V] 169 170 Sadie, Bre and Jackie handled game design, pixel visual elements, 171 documentation, and concept definition. We collaborated in Figma and Notion to 172 asynchronously coordinate on the activity prompts, room design, character 173 aesthetics, and splash screens that helped bring the game to life. 174 175 The 48-hour hackathon was a huge success. Palooza culminates in a company-wide 176 work showcase, and we're proud to say the idea resonated with many of our 177 peers. 178 179 [eyJidWNrZXQiOiJ2Z3QtdmlnZXRjb20tYWxsLWFzc2V] 180 181 The Scooter Commuter build doesn't stop here. The team has plans to add a more 182 complex map, additional playable characters, and maybe even a leaderboard to 183 track your daily score. Go check out [54]Scooter Commuter before you start your 184 next work day and read some takeaways from the team! 185 186 [eyJidWNrZXQiOiJ2Z3QtdmlnZXRjb20tYWxsLWFzc2V] 187 188 Takeaways 189 190 [55]Abby: Don't let your AI work in one file. Force it to do file structuring 191 based on functionality as it works ... or else face the consequences. 192 193 [56]Bre: Constraints push the limits, breed creativity, and force me to be 194 realistic about what I can and learn in 48 hours. With a great team supporting 195 you, it can be a lot! 196 197 [57]Claire: It’s fun to solve hard problems with smart people. 198 199 [58]Jackie: Figma has its limits. I have never approached them before, but it 200 can do a lot more than I thought, especially in the visual graphic space 201 compared to the UI space that I usually work in. 202 203 [59]Sadie: Share your ideas, even if you think they're bad! I almost deleted my 204 idea because it was a different direction than we had initially talked about, 205 but it ended up resonating the team and we transformed it to make something 206 super cool! 207 208 [60] Bre Corn 209 210 [61]Bre is our Business Operations Associate working from our Chattanooga, TN 211 office. She’s fueled by lists — color-coded, alphabetized, and occasionally 212 decorated with unnecessary stickers. 213 214 [62]More articles by Bre 215 [63] Jackie Yu 216 217 [64]Jackie is a senior product designer from Seattle. She makes things that 218 empower people by blending aesthetics, accessibility, and data. 219 220 [65]More articles by Jackie 221 [66] Abby Smith 222 223 [67]Abby is a Product Designer based in Boulder, Colorado. She brings a 224 Computer Science edge to problem-solving, focusing on empathy, clarity, and 225 good communication. 226 227 [68]More articles by Abby 228 [69] Sadie Finn 229 230 [70]Sadie is a Project Manager in Falls Church, VA. She is passionate about the 231 intersection of technology, design, and people. 232 233 [71]More articles by Sadie 234 [72] Claire Atwell Eisinger 235 236 [73]Claire combines her natural people and planning proclivities to manage 237 client projects in our Durham, NC, office. She works with clients including 238 iContact, Research Affiliates, AECOM and The Atlantic Philanthropies. 239 240 [74]More articles by Claire 241 242 Related Articles 243 244 • [75] 245 Big Prompts & Beagle Power: How We Built an AI Language App in 24 Hours 246 247 Article 248 249 Big Prompts & Beagle Power: How We Built an AI Language App in 24 Hours 250 251 Laura Lighty 252 253 • [76] 254 Labshares: Internal Talks that Build Skills, Connection, and Culture 255 256 Article 257 258 Labshares: Internal Talks that Build Skills, Connection, and Culture 259 260 Brian Williams 261 262 • [77] 263 Building Pointless FLF 264 265 Article 266 267 Building Pointless FLF 268 269 Solomon Hawk 270 271 The Viget Newsletter 272 273 Nobody likes popups, so we waited until now to recommend our newsletter, 274 featuring thoughts, opinions, and tools for building a better digital world. 275 [78]Read the current issue. 276 277 [79]Subscribe Here (opens in new window) 278 279 Site Footer 280 281 Have an unsolvable problem or audacious idea? 282 283 Let’s get to work 284 285 [80] Contact Us [81] [email protected] [82] 703.891.0670 286 287 • Practice 288 • [83]Work 289 • [84]Services 290 • [85]Articles 291 292 • People 293 • [86]Company 294 • [87]Careers 295 • [88]Code of Ethics 296 • [89]Diversity & Inclusion 297 298 • More 299 • [90]Pointless Corp. 300 • [91]Explorations 301 • [92]Code at Viget 302 303 Sign Up For Our Newsletter 304 305 A curated periodical featuring thoughts, opinions, and tools for building a 306 better digital world. 307 308 [93] Check it out 309 310 Social Links 311 312 [94] Viget 313 314 • [95] 315 • [96] 316 • [97] 317 • [98] 318 • [99] 319 • [100] 320 321 Viget rhymes with 'dig it'. 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