Sayforth
A 30-day speaking program for iPhone, for interviews, meetings and the moments in between. About five minutes a day: a minute of speaking, your answer drawn as a single line, and one change to carry into tomorrow.
Sayforth gives you a minute of speaking a day. You answer a question, the app draws your answer as a single line, and a coach names one change to carry into tomorrow. The program is thirty days. It is for interviews, meetings and everything in between, and you pick the practice that fits: Everyday, Job interviews or Work meetings.
I decide what it is, how it looks, how it sounds and how it behaves. Claude writes the code. I review every change before it ships, and I play-test every build myself.
- RoleSolo founder
- SinceSeptember 2026
- PlatformAn iPhone app, iOS 17 or later
- BuiltDesigned and directed by me, coded with Claude
- StatusBuilt and in testing. Coming to the App Store
- Linksayforth.app
Why it exists
People know what they want to say. Under pressure it comes out long and hedged.
There is also nowhere safe to practice. A friend is kind and not specific. A recording is painful to replay. A score does not say what to change. I wanted one place to say an answer out loud, see what happened in it, and try again in the same minute.
I researched the idea first. The clearest need was people with something coming up, like an interview or a big meeting, and the same habits showed up wherever people talk: long starts, hedges and fillers. That shaped the program, with about a minute of speech a day and feedback that names one change.
The name is say plus forth, which is moving your voice forward.
How it works
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01
Answer today’s question
Today is one card. The lantern coach and your days in a row sit on its top edge, beside a Today’s answer lantern that lights once you have answered. The harbor is painted across the card, the day’s question sits under it, and one teal button reads Answer today’s question. On most days it opens Speak freely, about a minute on anything you like, with a quiet link under the record control that swaps in today’s question. For a day with no time to talk, a smaller card offers today’s puzzle.
Day 1, Day 30 and the check-in days go straight to one fixed question, so the before and after can be compared. Every screen ends with one clear next step.

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02
Speak
The recording room is dark. A coral dot and the word Recording sit at the top with the clock counting up, and the record control is one wide teal pill: Start speaking, then Done, with a time ring that fills as the minute passes. While you talk, a teal line moves with your voice. Nothing is scored and no tips appear on screen, because feedback in the middle of a sentence pulls attention away from it.
A light tap marks the start and the finish, and the few sounds the app makes stay quiet.

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03
Read on your iPhone
Next the phone reads the take. Reading your answer draws it as one teal line, solid where you spoke and broken where you paused, with the end of your first sentence marked, and ticks off three steps: your words, your pace and pauses, your coach’s notes. Hear it, a button on the coach’s notes, plays the take back.
An on-device speech model turns your speech into text on the phone, and the audio never leaves the iPhone. Only the text and its timing go out for coaching. The coaching is written by an AI model working to rules I wrote, and you sign in with Apple to use it.

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04
The coach’s notes and one change
The notes are one page in the coach’s book, one entry for each coached answer. Two numbers the phone measured sit on top: how long your first sentence took, in seconds, and how many ums. Then your main point, underlined in your own sentence, with why it works, and how it sounded: Decisive, Clear and Structure, each with a mark.
Then one change, with something to try under it. The page ends with Hear it, the coach’s signature and one plain line: 18 seconds, 43 words. Coaching written by AI. The coach names your actual words and numbers. Coaching is free for the first days. After that the free plan keeps the numbers the phone measured, and the paid plan adds the coach.


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05
Play
Play opens on Chart 1, The Approach: numbered stops down a river between two towns, Start here over the first, and the lantern coach with one line at the top: Keep the good lines, then tap Sail. Each stop is a level of Load and Launch. A level asks a question and leaves a pile of lines on the dock; you load the boat with the lines that make a strong answer and leave the filler behind. Each level ends with up to three medals: Made it, Kept the good lines and Few moves. Play never uses the microphone.

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06
Day 30
Under the card, Voyage draws your thirty days as a river of islands, one for each day, numbered and flagged once you have answered, with a banner for the week’s chapter: Week 2, Days 8 to 14, Main point first. Days in a row counts consecutive practice days. Miss one and you can make it up by answering twice the next day, and calm days you have earned cover a miss without breaking the run.
On Day 30 you answer the Day 1 question again and hear both. You opens on the harbor, with your boat at the dock, the flags you have collected along the pier and the lighthouse behind; under it, Coach’s notes, your days in a row with the month as dots, and Invite a friend. Crews are invite only and sail on Voyage once you have joined one.


Everything it does
The program
- Thirty days
About a minute of speech a day and five minutes in all, in four weekly chapters: pace and pauses, main point first, sounding sure, full answers.
- Three kinds of practice
Everyday, Job interviews or Work meetings, each with its own questions. Interviews are one use among several.
- One button for the day
Answer today’s question opens Speak freely on most days, with a quiet link to swap in today’s question. Each screen ends with one clear next step.
- Voyage
The home tab draws your thirty days as a river of islands under the day’s card, numbered and flagged for each day you answered, with a banner for the week’s chapter. Three tabs in all: Voyage, Play and You.
- Days in a row
A count of consecutive practice days, with a Today’s answer lantern that lights when you have answered. A missed day can be made up by answering twice the next day, and calm days cover a miss. When a run ends, a new one starts, with no loss screen.
- A first minute
A visual welcome with the boat as your guide, and a celebration at the end of Day 1.
Coaching
- Your answer as a line
Speech and pauses, drawn as one teal line with the end of your first sentence marked.
- First sentence
How long your first sentence took, in seconds, beside yesterday’s.
- Hear it
Your take played back from a button on the coach’s notes.
- Your coach’s notes
One page in the coach’s book for each coached answer: the two numbers the phone measured, your main point underlined in your own sentence, how it sounded, and one change with something to try. The coach names your actual words and numbers.
- Two plans
Free coaching for the first days. Then a free plan with the numbers the phone measured on every answer, or a paid plan that adds the coach.
- Try it again
A short second take, measured on the iPhone against your first, on how long your first sentence took.
- What your coach remembers
What the coach knows about your habits, saved on the phone. You can edit or clear it.
- Weekly report
A summary of what is improving, with cards that scroll to their detail.
Interview prep
- Paste a listing
Paste a job listing, or share it from Safari, and the app builds practice questions from what it asks for.
- A short plan
A plan counts back from your interview date and ends the day before. Each question is one line with a progress mark.
Play
- Load and Launch
A puzzle of island charts. Load the boat with the lines that make a strong answer and leave the filler on the dock.
- Three medals
Each level ends with up to three: Made it, Kept the good lines and Few moves. Play never uses the microphone.
- Practice in Play
When the coach has named one change, Play can practice it between days.
Progress and rewards
- Nautical miles
Practice earns nautical miles toward a daily goal you pick, and each level keeps its medals.
- One boat
A wardrobe to dress your boat and flags to collect. Boat sets come in rarity tiers, earned by finishing things and never bought. The same boat sails everywhere.
- Celebrations
A finished day is the lantern coach in a burst of rays and sparks with your days in a row, then one screen of what you did: seconds spoken, fillers heard and miles earned, with a haptic on the main moment. Sound is used sparingly and can be On, Quieter or Off.
- Widgets
Home Screen and Lock Screen widgets, and a Live Activity while your coaching is written.
- Referrals
A referral program lets you give a friend a free week.
Crews
- Invite only
Groups of two to six. Your crew sees an alias the app picks, your boat and how many days you practiced this week. Never your voice, your words or your numbers.
- On Voyage
Your crew’s boats sail beside yours on Voyage once you have joined one. You can leave any time.
Privacy and access
- Recordings stay on the phone
The audio never leaves the iPhone. Speech becomes text on the device with an on-device speech model, and only the text and its timing go out for coaching.
- No account to start
You can practice without one. Sign in with Apple keeps your coach reading your answers, and you can delete your account from the app.
- Free to start
Daily practice and the measured numbers are free, with free coaching for the first days to try the coach.
- Launch updates
An email signup on sayforth.app for the day it reaches the App Store.
Design decisions
Paper
Ink
Teal
Warm coral
- HeadlinesNewsreader, an open-licence serif, chosen 8 October 2026
- Everything elseSystem sans, with tabular digits
- StructureCut-paper cards with a thin edge, and space
- ArtPainted harbors with dark outlines and soft shading, seen from the water, and a lantern-flame coach who speaks in short bubbles
- Record controlOne wide pill: Start speaking, then Done, with a time ring
- LogoThe wordmark, set in a serif
The idea is warm paper with a quiet line on it, and a small harbor to come back to.
Observations, not scores
Sayforth describes what happened in your answer and never grades it. A person cannot practise a number. Miles, medals and days in a row count practice, not how good an answer was.
One change, not a report
The headline of the feedback is the change. A person can act on one thing. The coach names your actual words and numbers, or says nothing.
Nothing is judged while you speak
The recording screen holds the topic, a line that follows your voice, and one pill. Everything else waits.
Free is the real program
Daily practice and the measured numbers are free. The coach reading your words is the paid part, and the first days of coaching are free to try.
A harbor, not a dashboard
When my play-testing found screens that read as a wall of text, I had the tabs, the welcome and the rewards redone as places you can look at: islands on a horizon, a boat at a dock, a lighthouse.
Color carries meaning
Teal is your voice and the one primary button. Warm coral means the microphone is on. The Today card and You sit on paper; recording and the coach’s notes sit in a dark room.
Motion is quiet. Buttons dim and do not bounce, and one motion system moves every screen. A finished day is celebrated with the lantern coach, rays and sparks, with a haptic on the main moment. Sound is used sparingly and has three settings: On, Quieter and Off. The reasoning is in The motion rules I wrote for Sayforth.
How I built it
The agent proposes. I decide.
Sayforth is an iPhone app. I decide what it is, how it looks, how it sounds and how it behaves. Claude writes the code. I review every change before it ships.
The process is the work. I write the brief and the rules, and the agents build to them.
A master design prompt. One long brief: who the app is for, how it should feel and what it must never do.
A design board and mockups. I choose the direction by looking, across several rounds, including the logo and typeface.
Written contracts. Each part of the app has a contract for what is built, how it behaves and how it is worded.
Agent-built code. Coding agents build to the approved mockup, and the result has to match it exactly.
Review gates and play tests. Every build passes review gates, then I play-test it on my own phone and keep a log of what is unclear or wrong.
- ResearchLooks into the market and the audience.
- Blog draftingWrites drafts to the brand and voice rules for me to read.
- CodingBuilds the app from the approved design and contracts.
- QA and UX auditsChecks screens against the contracts.
- Motion reviewChecks that each movement follows the motion rules.
Timeline
Started: market research, a product strategy and a first running build.
Second version of the design board.
The website and blog go live.
Games direction set: short practice games, one skill each.
First round of logo concepts.
The wordmark is drawn in Newsreader, and the first testing builds reach my iPhone.
Speech turns into text on the phone itself, and a free coaching week replaces the starter answers.
A simplicity pass, a visual welcome with the boat as guide, nautical miles and medals, and Home Screen and Lock Screen widgets.
The home tab becomes the Voyage map and You opens on a harbor, with a wardrobe for the boat and flags to collect.
Practice for everyday speaking, job interviews or work meetings. Games replay without repeating, and crews join the privacy policy.
Speak freely beside today’s topic, Listen back, a new record control, and a days-in-a-row count with make-up and calm days.
The coach’s notes arrive as a notebook for each coached answer, with a Keep your coach step after the first one.
Play becomes Load and Launch, a puzzle of island charts. Today’s button reads Answer today’s question, and the coach names your actual words and numbers.
Writing and content
The Sayforth blog has 44 posts on speaking, interviews and meetings, written since 19 September 2026. Agents draft them and I read each one before it goes live.
Status and what I am working on
The app is built and in testing ahead of its App Store release. I play-test every build on my own phone.
- Testing the latest build and fixing what the tests turn up
- Reading the coach’s notes against my own answers, and tightening the rules for how a note may be worded
- Writing the motion rules for how it behaves