
SKYRIS
How can we make music tangible in a digital world?
Team Leadership
Agile Project Management
Industrial + Digital UX Design
Pivot Strategy & Execution
Physical-Digital Integration
SKYRIS
How can we make music tangible in a digital world?
Team Leadership
Agile Project Management
Industrial + Digital UX Design
Pivot Strategy & Execution
Physical-Digital Integration
SKYRIS
How can we make music tangible in a digital world?
Team Leadership
Agile Project Management
Industrial + Digital UX Design
Pivot Strategy & Execution
Physical-Digital Integration

Skyris
Skyris
Skyris
2016
2016
Skyris was a physical-to-digital music platform that transformed physical art into a portal to an immersive, story-rich digital music experience — making music tangible in the digital age.
Skyris was a physical-to-digital music platform that transformed physical art into a portal to an immersive, story-rich digital music experience — making music tangible in the digital age.
Problem Solved
Streaming made music limitless yet weightless: fans could play any song but owned nothing tangible, and artists lost the rich storytelling space once provided by album art and liner notes. For many artists, this eroded the deeper emotional bond — and extra revenue — that comes from feeling a personal connection to the music’s back-story.
Skyris closed that gap by giving artists an easy way to wrap their tracks in immersive narrative content and, initially, a collectible art object that unlocked it — restoring the sense of ownership and intimacy without sacrificing digital convenience.
Problem Solved
Streaming made music limitless yet weightless: fans could play any song but owned nothing tangible, and artists lost the rich storytelling space once provided by album art and liner notes. For many artists, this eroded the deeper emotional bond — and extra revenue — that comes from feeling a personal connection to the music’s back-story.
Skyris closed that gap by giving artists an easy way to wrap their tracks in immersive narrative content and, initially, a collectible art object that unlocked it — restoring the sense of ownership and intimacy without sacrificing digital convenience.
Problem Solved
Streaming made music limitless yet weightless: fans could play any song but owned nothing tangible, and artists lost the rich storytelling space once provided by album art and liner notes. For many artists, this eroded the deeper emotional bond — and extra revenue — that comes from feeling a personal connection to the music’s back-story.
Skyris closed that gap by giving artists an easy way to wrap their tracks in immersive narrative content and, initially, a collectible art object that unlocked it — restoring the sense of ownership and intimacy without sacrificing digital convenience.
Summary
Skyris began during my work as a music producer. My co-founders and I experienced this problem firsthand and eventually teamed up to solve it.
As the product designer on our three-person founding team (later joined by seven contract developers), I led the creation of our first solution: a limited-edition “Skyprint” — a physical print embedded with a code that unlocked a companion web experience. There, artists could layer their tracks with photos, videos, and liner-note stories.
I designed both the industrial form and the end-to-end UX, ran rapid research and prototyping sprints, and — alongside our engineering co-founder — led seven contract engineers through build, test, and launch.
User testing and market analysis later drove us to sunset the physical prints and relaunch the core storytelling layer as a digital-only platform, cutting manufacturing costs and expanding artist reach.
Summary
Skyris began during my work as a music producer. My co-founders and I experienced this problem firsthand and eventually teamed up to solve it.
As the product designer on our three-person founding team (later joined by seven contract developers), I led the creation of our first solution: a limited-edition “Skyprint” — a physical print embedded with a code that unlocked a companion web experience. There, artists could layer their tracks with photos, videos, and liner-note stories.
I designed both the industrial form and the end-to-end UX, ran rapid research and prototyping sprints, and — alongside our engineering co-founder — led seven contract engineers through build, test, and launch.
User testing and market analysis later drove us to sunset the physical prints and relaunch the core storytelling layer as a digital-only platform, cutting manufacturing costs and expanding artist reach.
Summary
Skyris began during my work as a music producer. My co-founders and I experienced this problem firsthand and eventually teamed up to solve it.
As the product designer on our three-person founding team (later joined by seven contract developers), I led the creation of our first solution: a limited-edition “Skyprint” — a physical print embedded with a code that unlocked a companion web experience. There, artists could layer their tracks with photos, videos, and liner-note stories.
I designed both the industrial form and the end-to-end UX, ran rapid research and prototyping sprints, and — alongside our engineering co-founder — led seven contract engineers through build, test, and launch.
User testing and market analysis later drove us to sunset the physical prints and relaunch the core storytelling layer as a digital-only platform, cutting manufacturing costs and expanding artist reach.
My Role
Product Designer & Co-Founder
Led end-to-end product design, from concept to execution — designing both the physical art piece (industrial and visual design, manufacturability) and the digital experience (UX/UI).
Co-led a seven-person contract development team alongside my technical co-founder.
Team
Adam Weiner
Engineering Lead, Co-Founder
Cory Rivera
Music Lead, Co-Founder
Timeline
August 2015 — April 2016
Outcome
Spearheaded a strategic pivot from a capital-intensive physical product to a scalable digital-only platform. This decision was driven by market feedback and economic analysis, and it resulted in growing the user base to a peak of nearly 200 active users before ultimately sunsetting the platform.
76%
Lower CPU
Reduction in cost per user after pivot to digital-only platform.
≈200
Active Users
During peak usage before sunsetting the platform.
Product Development
Led parallel hardware-and-software design sprints to ship the physical art print and its companion web experience.
Product Development
Led parallel hardware-and-software design sprints to ship the physical art print and its companion web experience.
Product Development
Led parallel hardware-and-software design sprints to ship the physical art print and its companion web experience.
Bridging The Physical / Digital Gap
We developed both the physical and digital experiences in parallel:
Physical Product:
We designed rigid composite panels with artwork, encased in sleeves. Working closely with local (Los Angeles) manufacturers, we selected materials that balanced a premium feel with cost efficiency. This process was a continuous negotiation between aesthetic goals and production constraints.
Digital Experience:
I designed the interface, while my co-founder led backend development. We jointly managed a team of contract engineers and ran iterative development cycles.
Bridging The Physical / Digital Gap
We developed both the physical and digital experiences in parallel:
Physical Product:
We designed rigid composite panels with artwork, encased in sleeves. Working closely with local (Los Angeles) manufacturers, we selected materials that balanced a premium feel with cost efficiency. This process was a continuous negotiation between aesthetic goals and production constraints.
Digital Experience:
I designed the interface, while my co-founder led backend development. We jointly managed a team of contract engineers and ran iterative development cycles.
Bridging The Physical / Digital Gap
We developed both the physical and digital experiences in parallel:
Physical Product:
We designed rigid composite panels with artwork, encased in sleeves. Working closely with local (Los Angeles) manufacturers, we selected materials that balanced a premium feel with cost efficiency. This process was a continuous negotiation between aesthetic goals and production constraints.
Digital Experience:
I designed the interface, while my co-founder led backend development. We jointly managed a team of contract engineers and ran iterative development cycles.
The Physical Product
Designed a manufacturable art piece featuring a unique code unlocks that unlocks an online experience.
The Physical Product
Designed a manufacturable art piece featuring a unique code unlocks that unlocks an online experience.
The Physical Product
Designed a manufacturable art piece featuring a unique code unlocks that unlocks an online experience.
Physical Art Meets Digital Music
Our first physical product was the Skyprint — a rigid art print designed to be displayed like a traditional artwork. Each piece featured a unique code that let the owner register it and unlock an accompanying online musical experience.
Physical Art Meets Digital Music
Our first physical product was the Skyprint — a rigid art print designed to be displayed like a traditional artwork. Each piece featured a unique code that let the owner register it and unlock an accompanying online musical experience.
Physical Art Meets Digital Music
Our first physical product was the Skyprint — a rigid art print designed to be displayed like a traditional artwork. Each piece featured a unique code that let the owner register it and unlock an accompanying online musical experience.



Unboxing a Skyprint
I wanted receiving and opening a Skyprint to feel like a special experience: elevating the music, and taking you on a journey deeper and deeper — until the art piece finally unlocked the digital experience.
The Digital Experience
Built an immersive web experience that reveals the music plus exclusive behind-the-scenes content.
The Digital Experience
Built an immersive web experience that reveals the music plus exclusive behind-the-scenes content.
The Digital Experience
Built an immersive web experience that reveals the music plus exclusive behind-the-scenes content.
The Digital Experience
The Skyprint — through a unique code and guided experience — connected users seamlessly to a digital world. Here, they were granted access not only to the music, but to exclusive content and stories from the artists about the music, its creation, and its meaning.
The Digital Experience
The Skyprint — through a unique code and guided experience — connected users seamlessly to a digital world. Here, they were granted access not only to the music, but to exclusive content and stories from the artists about the music, its creation, and its meaning.
The Digital Experience
The Skyprint — through a unique code and guided experience — connected users seamlessly to a digital world. Here, they were granted access not only to the music, but to exclusive content and stories from the artists about the music, its creation, and its meaning.



Pivot
Pivot
Pivot
Dropping The Physical
Market and cost analysis drove the decision to pivot from hardware to a lean, digital-only model.
Dropping The Physical
Market and cost analysis drove the decision to pivot from hardware to a lean, digital-only model.
Dropping The Physical
Market and cost analysis drove the decision to pivot from hardware to a lean, digital-only model.
Pivot
As we tested and refined the experience, it became clear that producing physical Skyprints created too much overhead and significantly cut into our margins.
We explored other models, like licensing our tech into products like shirts, books, or art prints. But another trend was undeniable: the desire to own music was fading. With streaming dominating, artists were reluctant to release their music through Skyris — because they wanted it widely accessible, not limited to those who purchased a Skyprint.
However, one part of our system did stand out: the digital experience that let artists share the story behind their music.
We saw the potential to pivot to a digital-only model where any artist could add a rich layer of meaning to their music by sharing the stories behind it — what inspired it, how it was made, what it meant — and fans could contribute to that story too.
So, we dropped the physical Skyprints, and doubled down on digital. This shift eliminated the dependency on physical merchandise to acquire users, resulting in a 76% reduction in cost per user (CPU) at our pilot scale.
Pivot
As we tested and refined the experience, it became clear that producing physical Skyprints created too much overhead and significantly cut into our margins.
We explored other models, like licensing our tech into products like shirts, books, or art prints. But another trend was undeniable: the desire to own music was fading. With streaming dominating, artists were reluctant to release their music through Skyris — because they wanted it widely accessible, not limited to those who purchased a Skyprint.
However, one part of our system did stand out: the digital experience that let artists share the story behind their music.
We saw the potential to pivot to a digital-only model where any artist could add a rich layer of meaning to their music by sharing the stories behind it — what inspired it, how it was made, what it meant — and fans could contribute to that story too.
So, we dropped the physical Skyprints, and doubled down on digital. This shift eliminated the dependency on physical merchandise to acquire users, resulting in a 76% reduction in cost per user (CPU) at our pilot scale.
Pivot
As we tested and refined the experience, it became clear that producing physical Skyprints created too much overhead and significantly cut into our margins.
We explored other models, like licensing our tech into products like shirts, books, or art prints. But another trend was undeniable: the desire to own music was fading. With streaming dominating, artists were reluctant to release their music through Skyris — because they wanted it widely accessible, not limited to those who purchased a Skyprint.
However, one part of our system did stand out: the digital experience that let artists share the story behind their music.
We saw the potential to pivot to a digital-only model where any artist could add a rich layer of meaning to their music by sharing the stories behind it — what inspired it, how it was made, what it meant — and fans could contribute to that story too.
So, we dropped the physical Skyprints, and doubled down on digital. This shift eliminated the dependency on physical merchandise to acquire users, resulting in a 76% reduction in cost per user (CPU) at our pilot scale.



Digital Only
Re-launched as a self-service platform that lets any artist add a deeper layer of meaning to their music through photos, videos, and notes.
Digital Only
Re-launched as a self-service platform that lets any artist add a deeper layer of meaning to their music through photos, videos, and notes.
Digital Only
Re-launched as a self-service platform that lets any artist add a deeper layer of meaning to their music through photos, videos, and notes.
The Digital Platform
We phased out the physical product and focused on building an online storytelling layer that could sit on top of existing music distribution. Artists could now enrich their songs with images, videos, journal entries, and behind-the-scenes content — all curated in one space.
This pivot gained more traction. Previously, users were required to distribute their music through or purchase a physical Skyprint print before engaging with the platform. By removing the constraints of physical production, onboarding became far easier. Artists could now use Skyris as a seamless add-on to their current workflows.
We also rebranded at this point as DYVE, a name more potent with imagery and meaning — symbolizing diving deeper into the music you love.
The Digital Platform
We phased out the physical product and focused on building an online storytelling layer that could sit on top of existing music distribution. Artists could now enrich their songs with images, videos, journal entries, and behind-the-scenes content — all curated in one space.
This pivot gained more traction. Previously, users were required to distribute their music through or purchase a physical Skyprint print before engaging with the platform. By removing the constraints of physical production, onboarding became far easier. Artists could now use Skyris as a seamless add-on to their current workflows.
We also rebranded at this point as DYVE, a name more potent with imagery and meaning — symbolizing diving deeper into the music you love.
The Digital Platform
We phased out the physical product and focused on building an online storytelling layer that could sit on top of existing music distribution. Artists could now enrich their songs with images, videos, journal entries, and behind-the-scenes content — all curated in one space.
This pivot gained more traction. Previously, users were required to distribute their music through or purchase a physical Skyprint print before engaging with the platform. By removing the constraints of physical production, onboarding became far easier. Artists could now use Skyris as a seamless add-on to their current workflows.
We also rebranded at this point as DYVE, a name more potent with imagery and meaning — symbolizing diving deeper into the music you love.



Product Tour: DYVE
This is an old video (sorry about the recording quality) by my Co-Founder, Cory taking you through a demo of the live product. At that point, we had started calling the product "DYVE" — invoking a metaphor of diving in deeper to your favorite music.
Closing Chapter
Sunsetting Skyris/Dyve underscored two truths: pivot when the model doesn't work, and storytelling turns casual listeners into true fans.
Closing Chapter
Sunsetting Skyris/Dyve underscored two truths: pivot when the model doesn't work, and storytelling turns casual listeners into true fans.
Closing Chapter
Sunsetting Skyris/Dyve underscored two truths: pivot when the model doesn't work, and storytelling turns casual listeners into true fans.
Closing Chapter
As the product evolved, differences in vision emerged. I proposed rebranding from Skyris to Dyve — a more evocative, vivid, and meaningful word that symbolized diving in deeper to the music you love. My co-founder relented but never liked it. Around the same time, another co-founder took a job elsewhere.
We reached around 200 active users around this time, but ultimately, threw in the towel and parted ways on good terms.
Although the product didn’t succeed, the core insight was sound: music becomes more valuable when it’s wrapped in a compelling story. That’s how fans — and superfans — are made.
Today, artists of all levels recognize this, and achieve it through existing social media platforms. It's virtually impossible to succeed as an artist without this layer of meaning.
Closing Chapter
As the product evolved, differences in vision emerged. I proposed rebranding from Skyris to Dyve — a more evocative, vivid, and meaningful word that symbolized diving in deeper to the music you love. My co-founder relented but never liked it. Around the same time, another co-founder took a job elsewhere.
We reached around 200 active users around this time, but ultimately, threw in the towel and parted ways on good terms.
Although the product didn’t succeed, the core insight was sound: music becomes more valuable when it’s wrapped in a compelling story. That’s how fans — and superfans — are made.
Today, artists of all levels recognize this, and achieve it through existing social media platforms. It's virtually impossible to succeed as an artist without this layer of meaning.
Closing Chapter
As the product evolved, differences in vision emerged. I proposed rebranding from Skyris to Dyve — a more evocative, vivid, and meaningful word that symbolized diving in deeper to the music you love. My co-founder relented but never liked it. Around the same time, another co-founder took a job elsewhere.
We reached around 200 active users around this time, but ultimately, threw in the towel and parted ways on good terms.
Although the product didn’t succeed, the core insight was sound: music becomes more valuable when it’s wrapped in a compelling story. That’s how fans — and superfans — are made.
Today, artists of all levels recognize this, and achieve it through existing social media platforms. It's virtually impossible to succeed as an artist without this layer of meaning.