TVs on, phones ready, let the quiz begin. Designing a multi-device quiz platform that turns the living room into a game show, from blank canvas to shipped MVP on Sky TV.
01 · Outcome
Play Along launched on Sky TV as the first multi-device multiplayer quiz experience on the platform. Staff trials with 32 respondents validated the core interaction model before public release. Post-launch data confirmed sustained engagement, with sessions averaging over 8 minutes and roughly 1 in 3 launches resulting in a quiz being played.
The interaction model and UI framework were designed to reskin for any IP, from general knowledge to branded experiences like Bollywoof, without rebuilding the core experience.
Trial insights directly shaped the v2 backlog: dynamic timers, audio cues, session resilience, and improved QR ergonomics were all prioritised from real user feedback.
02 · Challenge
Gaming is outpacing traditional TV: 16-34s now spend 114 min/day gaming, 82% of Comcast households are gamer households, and the industry is worth over $200bn. TVs are increasingly becoming gaming platforms through cloud gaming, removing all entry friction.
Sky had already proven the appetite for interactive TV, but no one had cracked a multiplayer, social quiz experience that bridged the TV screen with the phones already in everyone's hands.
We had the Millionaire app as a foundation, but the goal was to expand into casual gaming and open up the capability and IP to partners.
How might we turn passive TV time into interactive, shared moments that bring families and friends together in the living room?
03 · How I approached it
Four principles anchored every decision: modular, unite the living room, instinctive by design, inclusive for all. From those, three interaction calls shaped the whole dual-screen model.
Once the host hits start, the TV runs the show. No remote fumbling, phones handle input.
A two-tap pattern (select, then confirm) prevents accidental answers when the countdown piles on pressure.
Shared on TV, private on phone. Attention bounces between the two, with built-in pauses for reactions and banter. The TV anchors the room.
A three-zone TV layout, built as a system so new quizzes and IPs could plug in without rebuilding the frame. The top bar (QR + timer) and bottom bar (players) stay persistent throughout the experience, while the main area swaps between lobby, gameplay, and final scores.
Information architecture diagram
The TV guides the room through the experience. It never requires input from a phone to progress, keeping the pace for the group.
Reflection
Getting the rhythm right between TV and phone in a shared room.
Designing a reusable platform, not just a single experience.
Test early, listen closely, prioritise ruthlessly.