When Web3's exploration in the livelihood sector still focuses on 'solving single pain points,' a core proposition that has been overlooked emerges: the user groups of intangible cultural heritage workshops and parent-child venues are highly overlapping (e.g., parents who take their children to experience intangible cultural heritage also have needs for parent-child sports), but the two types of scenes have long been in a state of 'disjointed service'—user consumption data in the intangible cultural heritage scene cannot link to the parent-child scene, payment tools need to be registered repeatedly, and rights cannot intercommunicate. Solayer's differentiated practice does not stay at 'serving the two types of scenes separately,' but through the collaboration of InfiniSVM, sUSD, and the Emerald Card, it breaks through the 'data-asset-experience' link between the intangible cultural heritage and parent-child scenes, building an ecological closed loop of 'user cross-scene flow, value cross-scene accumulation' to provide a new paradigm of 'scene collaboration' for the implementation of Web3 in livelihood.

I. The underlying foundation of scene collaboration: the correlation of user needs and the limitations of scene barriers.

The collaboration between intangible cultural heritage and parent-child scenes is not intentionally 'bundled,' but is based on the natural correlation of user needs—family consumer groups (especially parents with children) often have simultaneous 'cultural experience' and 'parent-child education' dual needs: taking children to experience bamboo weaving, paper cutting, and other intangible cultural heritage projects is meant to convey traditional culture; signing up for rock climbing, fencing, and other parent-child courses is to exercise children's physical abilities, and the two types of needs together constitute the core scene of 'family life services.'

However, under the traditional service model, the barriers between the two types of scenes are significant:

Firstly, data barriers: children's experience records in intangible cultural heritage workshops (e.g., whether they grasp basic weaving skills) and parents' preference data (e.g., whether they pay attention to traditional patterns or practical cultural creations) cannot be synchronized to parent-child venues, making it difficult for venues to accurately recommend suitable courses; conversely, the children's physical data (e.g., balance ability, coordination) from parent-child venues also cannot provide reference for designing experience projects in the intangible cultural heritage workshops (e.g., children with strong balance skills can try more complex pottery making).

Secondly, asset barriers: intangible cultural heritage workshops procuring imported raw materials (e.g., Japanese paper-cutting knives) and parent-child venues procuring imported equipment (e.g., German protective gear) need to connect different settlement tools separately, facing repeated compliance audits and exchange rate losses; users also need to switch different payment methods when consuming in both types of scenes, leading to a fragmented experience.

Thirdly, experience barriers: users need to register a dedicated APP for intangible cultural heritage experiences and download another tool for parent-child courses, remembering multiple sets of accounts; consumption rights in the intangible cultural heritage scene (e.g., discount vouchers) cannot be used in the parent-child scene, making it difficult to form a 'single consumption with multiple benefits' stickiness.

The nature of these barriers is that the traditional service model is 'scene-centered' rather than 'user-centered'—overlooking the coherent needs of family users across scenes, resulting in the 'fragmented' application of Web3 technology in the livelihood sector, unable to form ecological value.

II. Data collaboration: InfiniSVM's trustworthy governance across scenes

The core premise of scene collaboration is that 'data is trustworthy and can flow'—the key data of users in the intangible cultural heritage and parent-child scenes must achieve 'orderly intercommunication' while ensuring privacy, providing support for cross-scene services. The value of InfiniSVM lies in its 'cross-scene data governance capability,' rather than a single scene's tracing function.

1. User data collaboration: from 'disjointed records' to 'integrated profiles'

InfiniSVM can integrate key data from the two types of scenes under user authorization, forming a complete family user profile:

• Intangible cultural heritage scene data: children's experience projects (e.g., bamboo weaving, paper cutting), skill mastery levels (e.g., weaving density standards), parents' preferences (e.g., whether to purchase intangible cultural heritage cultural creations).

• Parent-child scene data: Children's physical indicators (e.g., climbing height, swimming speed), training preferences (e.g., preference for group classes or one-on-one), parents' concerns (e.g., whether to prioritize courses with high safety coefficients).

This data is not 'indiscriminately shared,' but is precisely circulated through InfiniSVM's 'permissioned data governance': intangible cultural heritage workshops can obtain children's physical data to recommend suitable experience projects (e.g., children with better physical capabilities can try more complex wood carving); parent-child venues can access children's intangible cultural heritage experience records to design courses that integrate traditional culture (e.g., a themed class of 'intangible cultural heritage pattern painting + balance bike training'). The entire data flow is recorded on-chain, ensuring user privacy and data security.

2. Scene data collaboration: from 'single-point tracing' to 'standard intercommunication'

InfiniSVM can also achieve 'basic data standard collaboration' between the two types of scenes, reducing operational costs:

• The 'environmental standards for raw materials' of the intangible cultural heritage workshops and the 'safety standards for equipment' of parent-child venues can be linked through InfiniSVM to a unified industry compliance database (such as international environmental certifications and children's product safety certifications), avoiding redundant audits.

• The 'user evaluation data' from two types of scenes can be integrated into a unified on-chain scoring system. User evaluations in the intangible cultural heritage scene can serve as service references for parent-child venues, and vice versa, forming a cross-scene service quality supervision mechanism.

This 'data collaboration' breaks the problem of 'scene data islands' under traditional models, allowing Web3's 'trustworthy data' to no longer be limited to a single scene, but to become the core infrastructure supporting cross-scene services.

III. Asset collaboration: sUSD's cross-scene compliant circulation

The key support for scene collaboration is 'efficient circulation of assets across different scenes'—whether it's the procurement needs of intangible cultural heritage workshops and parent-child venues or users' cross-scene consumption needs, a compliant and efficient asset carrier is needed to avoid the hassle of 'asset switching with scene switching.' The value of sUSD lies in its 'unified circulation capability across scenes.'

1. Merchant side: Unified assets for cross-scene procurement

Intangible cultural heritage workshops procuring imported raw materials (e.g., Indian indigo dye) and parent-child venues procuring imported equipment (e.g., Italian fencing suits) have different scenes but identical core needs: small-scale, high-frequency, compliant, and efficient. sUSD achieves asset collaboration between the two types of scenes through 'unified compliance registration' and 'unified settlement system.'

• Compliance collaboration: sUSD has been dual-registered with the International Intangible Cultural Heritage Materials Association and the International Children's Equipment Association, so when workshops and venues use sUSD for procurement, they do not need to apply for industry compliance qualifications separately; on-chain transaction records can directly serve as compliance evidence for both types of scenes.

• Settlement collaboration: The 0.01-0.04 second arrival speed and no exchange rate loss characteristics of sUSD, adapt to the workshop's 'raw material arrival timeliness' and the venue's 'equipment updating needs,' and both types of scenes can share the same sUSD settlement account, reducing financial operational costs.

2. User side: Unified assets for cross-scene consumption

Users pay experience fees in the intangible cultural heritage scene and class fees in the parent-child scene without switching payment tools: by binding their sUSD account through the Emerald Card, they can directly deduct payments in both types of scenes, and consumption records are unified and collected in the APP for easy user inquiry and management. In addition, the 'consumption points linkage' function of sUSD allows users to intercommunicate consumption points in both types of scenes (e.g., spending 100 dollars on intangible cultural heritage earns 10 points, which can offset 10 dollars in parent-child consumption), further promoting cross-scene consumption.

This 'asset collaboration' allows sUSD to no longer be a 'payment tool for a single scene,' but to become an 'asset link' connecting the intangible cultural heritage and parent-child scenes, reducing the cross-scene usage costs for merchants and users.

IV. Experience collaboration: The cross-scene service integration of the Emerald Card

The ultimate implementation of scene collaboration must be achieved through the 'integration of user experiences'—allowing users to cross-scene flow without needing to adapt to new tools and processes, creating a sense of 'one-stop service.' The core value of the Emerald Card is precisely 'cross-scene experience collaborative integration.'

1. Rights collaboration: Cross-scene value intercommunication

The Emerald Card promotes user flow between the intangible cultural heritage and parent-child scenes through the 'rights linkage mechanism':

• Positive linkage: users who spend a certain amount at intangible cultural heritage workshops can receive discount vouchers for experience classes at parent-child venues (e.g., 'spend 200 dollars on bamboo weaving to get a 50% off rock climbing experience voucher'); signing up for long-term courses at parent-child venues can earn redeemable vouchers for intangible cultural heritage cultural creations (e.g., 'sign up for a quarterly fencing course, get a handmade paper cutting set');

• Reverse linkage: users' 'positive behaviors' in both types of scenes can earn additional rights (e.g., children completing works in intangible cultural heritage experiences or achieving goals in parent-child training can earn points rewards from the Emerald Card), incentivizing users to deeply engage in both types of scenes.

2. Data collaboration: information synchronization across scenes

Users can view unified data across scenes in the Emerald Card APP:

• Children's 'growth profile': integrating intangible cultural heritage experience records (e.g., photos of works, skill ratings) with parent-child training data (e.g., training videos, physical progress curves), forming a complete growth trajectory.

• Scene 'service reminders': new experience projects from intangible cultural heritage workshops and course adjustments from parent-child venues are uniformly pushed through the APP to avoid users missing key information.

This 'experience collaboration' allows users to no longer 'use services from two types of scenes separately,' but to 'enjoy integrated services centered around family needs,' truly achieving 'one registration, cross-scene universality.'

V. The ecological value of scene collaboration: from 'single-point service' to 'user lifecycle operation'

Solayer's 'scene collaboration' logic brings not only experience optimization but also value upgrading of the Web3 livelihood ecology:

For users, cross-scene collaborative services meet the dual needs of family 'culture + education,' avoiding the trouble of switching tools and enhancing service stickiness.

For merchants, intangible cultural heritage workshops can attract potential users through parent-child scenes (e.g., parents from parent-child venues bringing children to experience intangible cultural heritage), while parent-child venues can also expand their user base through intangible cultural heritage scenes (e.g., families experiencing intangible cultural heritage signing up for parent-child courses), achieving 'two-way flow' and enhancing operational efficiency.

For the industry, this collaborative model breaks the limitations of 'scene isolation,' proving that the implementation of Web3 in livelihood can explore user lifecycle value through 'associated scene collaboration,' rather than relying on single-scene traffic acquisition—this provides a replicable model for Web3's expansion into more livelihood areas (such as the collaboration of community elderly care and convenience services).

Conclusion

Solayer's 'scene collaboration' practice reveals the next phase direction for the implementation of Web3 in livelihood: when technology is no longer limited to 'solving single pain points,' but turns to 'connecting related scenes and integrating user needs,' it can truly upgrade from the 'tool level' to the 'ecological level.' From InfiniSVM's cross-scene data governance to sUSD's cross-scene asset circulation, to the Emerald Card's cross-scene experience integration, its essence is to make the technical characteristics of Web3 serve the 'coherent life needs of users'—family users do not need 'intangible cultural heritage tools' or 'parent-child tools,' but rather 'integrated services around family life.'

This 'user-centered, scene collaboration as the path' logic may be the key breakthrough for Web3 to move from 'niche services' to 'mass livelihood': when Web3 can seamlessly integrate into users' cross-scene lives like water and electricity, rather than deliberately emphasizing 'technical existence,' its livelihood value can truly take root.

@Succinct

#SuccinctLabs

$PROVE