intentfirst
A way to build software that starts from intent rather than from screens. Eight context tokens carry what the user is trying to do; three memory layers keep it true across a session.
Context tokens · memory layers
AI product studio
New York — est. 2006
Input that isn't a keyboard.
Creativity Is Everywhere is an AI product studio in New York. We design and build AI products where a hand, a voice, a drawn line or every phone in the room is the interface — and you can open four of them right now.
Email us01 / 05 — Products
Four things we build for ourselves, including intentfirst — the method underneath how we design everything else.
A way to build software that starts from intent rather than from screens. Eight context tokens carry what the user is trying to do; three memory layers keep it true across a session.
Context tokens · memory layers
A short cognitive self-check. The model scores it and returns a written profile of how your own attention and memory actually behave — prose, not a score out of ten.
React · Vite · Firebase · Gemini
A link-in-bio page for promo codes and events. Point it at a flyer and it reads the dates, codes and venue off the image instead of asking you to type them.
Image understanding · web · in production
A self-initiated concept for buying from the sofa: a ten-foot interface where the remote has five buttons and the basket has to still make sense.
Concept prototype
Self-initiated concept. Not affiliated with, or commissioned by, Amazon.
02 / 05 — Playable
Eight interactive pieces where the input is a voice, a hand, a drawn line, or every phone in the room. Four of them open right now, in this browser.
Type a word into the dark and it condenses out of drifting particles, holds as a constellation, then dissolves back. The opposite of a feed.
1,200 real stars from the HYG catalogue
Scribble on your phone, throw it at the wall. A QR code joins any number of phones to one big screen — no app, no install.
Snap Pair · Firebase RTDB
The body becomes an instrument. Which fingers you raise is the chord; stopping is a held note. All tracking runs on the device — the video never leaves it.
MediaPipe · Web Audio · on-device
Tic-tac-toe, rebuilt until the feel was right. A solved game is a good place to work on nothing but touch, timing and weight.
Canvas · game feel
A game you play with your face. Pull the expression it asks for, and muscles you never train get a workout you want to repeat. Works without a camera too, on the keyboard.
478-point face mesh · 25 games
Shout, and your voice bursts into comic-book onomatopoeia on the screen. Level is measured on the phone; no audio ever leaves it.
Snap Pair · Web Audio
An emoji-only arcade shooter, two players head to head. The scroll direction changes every stage, and the boss learns where you like to stand.
WebRTC direct · no relay · single file
The card game, dealt to the phones already in the room. Nobody hands anything to anybody, and nobody sees a card that is not theirs.
Snap Pair · shared screen
03 / 05 — Open source
Seven tools we needed and could not find, so we built them and published them — on GitHub, for anyone to use.
A suite of skills that routes a build from idea to shipped product, and assigns a model tier per subtask instead of running everything on the most expensive one.
Pair phones and browsers with a QR code, then share live state across every device in the room. No install. The engine underneath Rakugaki Jam, Koe Baku and Werewolf.
The judgement behind installation and interactive work — format choice, technical selection, throughput and running cost — written down so it can be applied rather than re-derived.
How to make something a first-time player understands with no tutorial, and how to fix a jump that feels wrong. Affordance, coyote time, input buffering, juice.
A structured capsule that lets work move between models and tools without losing context — Claude Code, Codex, Gemini CLI, Cursor.
Debugging memory that survives the session. Past failures are recalled before diagnosis and new ones recorded after, in a file that gets committed.
Keeps a README correct in five languages at once, so the translation does not quietly rot away from the code it describes.
04 / 05 — Work as Creativity Is Everywhere
Seven engagements as Creativity Is Everywhere, across brand and product. Our founder's earlier and independent work is listed apart, below, because it was not done through this company.
A sustainability consultancy repositioning for new markets. Brand DNA, then an identity system, then a sub-brand launched out of it — DO! NUTS TOKYO.
Brand
An open-source high-school English curriculum, published free, spanning four grade levels. A large body of teaching material needed one credible identity — rigorous, but not forbidding in a classroom.
Brand
Citizen engagement for Tokyo's zero-emission goals: a social innovation platform with a youth ambassador programme attached.
Brand · 2021 American Graphic Design Award — with KUDOS Design Collaboratory
Identity and site for Konosaki, live and viewable now rather than described after the fact.
Brand
A new drink that needed creative endorsement it had not bought: a short film series made with real New York creatives rather than actors reading lines.
Brand · film
A dance education platform where the interface had drifted apart screen by screen. Rebuilt on one design system so the next screen would not drift again.
Product
Vocabulary learning, designed around the fact that the hard part is returning tomorrow rather than understanding today.
Product
Listed apart because they were not done through this company. Keeping the two records separate is the honest way to show a full career without claiming clients we never had.
Independent contract — engaged directly, not through the LLC.
Post-login experience for prepaid, and an AI workflow that put 10 agents in front of 42 designers across 6 brands.
Before Creativity Is Everywhere existed.
05 / 05 — Studio
Creativity Is Everywhere LLC has designed and built AI products, interactive experience and brand from New York since 2006 — founded and run by Takao Umehara. The first fifteen of those years went into learning how people actually behave in front of a screen, which turns out to be the part that does not change when the model underneath it does.
We design from what someone is trying to do, not from the screens that get them there. Eight context tokens carry the intent through a product, and three memory layers keep it true across a session, so the system does not forget what it was asked halfway through.
A set of creative-thinking frameworks the founder has gathered, researched and recombined over fifteen years, aimed at the biases that quietly narrow a team's first three ideas to the obvious ones. We teach it as a workshop.
Workshop participants have included innovation teams from Olympus, Hakuhodo, Ricoh, and Microsoft.
Tell us what you are trying to build and where it currently stands. We reply from New York.