Sky · 0→1 Product · Multi-device · Social

Sky Live's Watch Together

Bringing families and friends closer than ever, no matter the distance. A real-time, multi-device co-viewing experience designed end-to-end, from blank canvas to shipped product.

Role
Lead Product UX Designer
Platform
TV (Sky Live device)
Status
Shipped
Year
2021–2023

Outcome

Shipped and measured

Watch Together launched in June 2023 as part of Sky Live. The engagement data confirmed the core hypothesis. Usage peaks during Prime and Early Prime, exactly the evening, living-room context the product was built for. Sessions run 1 to 5 times per week, which points to purposeful social use, not casual browsing. Daily launches climbed week over week after launch.

Scalable UX foundation

Entry point patterns, PiP overlays, and room-code flows were adopted into the wider Sky TV design system, extending impact beyond Watch Together itself.

Cross-functional alignment

Influenced engineering, product, and partnerships through a clear, prioritised design vision, shaping how Sky Live evolved beyond its core camera use cases.

~36 min
Average session length
Prime
Peak usage time, validating the social TV use case
1–5
Typical weekly sessions per user

*Note: High-volume customer totals have been abstracted to conversion percentages to honour data privacy and NDA guidelines.

Sky Live Watch Together lifestyle contact sheet

Challenge

The problem space

The camera was Sky Live's differentiator, and the device proposition rested on it. Without a genuinely social use case the camera stayed underused, which made the hardware harder to justify. Watch Together was not another feature on the roadmap. It was the reason to own the device.

How might we create seamless co-viewing experiences that help households feel connected?

Deliverable

  • End-to-end UX for Watch Together
  • Entry points and onboarding
  • Call setup and synchronised playback
  • Error states and recovery
  • Cross-device behaviour

Audience

  • Sky customers and early adopters
  • Fans of sports and reality TV
  • Groups watching across different homes
  • Households seeking richer social TV

Research & approach

Designing for presence, not just sync

Research conducted by Sky's Global Entertainment Research team surfaced a clear emotional need: users wanted to feel present with remote family and friends, not just watch the same content simultaneously. The research identified two distinct watch-together journeys.

Content-led

The content drives the occasion. Users choose a specific programme or event first, then invite others to join, such as a live match or a series finale.

Occasion-led

The social occasion comes first. Users want to spend time together and browse or select content as a group, with connection taking priority over any specific programme.

Two goals anchored the design: make people feel present, and add to the viewing, never interrupt it.

Design process

From MVP to shipped product

The project evolved across three phases, each building on the last, with increasing scope and complexity. I moved from Senior UX Designer on the first MVP into a lead role as the product expanded.

2021 · First MVP

Establishing the interaction model from scratch: how a TV screen becomes a shared social space. Three constraints shaped what shipped, each one a conscious trade rather than a default.

Watch Together create-a-room screen showing two action buttons

Into the room journey: Working with the constraints

Time · A fixed launch date
Problem: A launch date was fixed before scope was. Time was the binding constraint. Decision: Ship the core journey first. Park richer patterns for after launch. Trade-off: Less exploration up front, but certainty of shipping.
Engineering · Video calling built in-house
Problem: A third-party video partnership fell through. Engineering had to build the call system from scratch. Decision: Keep joining plain. A 9-digit code and a PIN. Trade-off: No ambitious way into a room, but a flow we could ship on time.
Design system · Existing components only
Problem: No runway to design and build new components. Decision: Use only what already existed in Lightning. Trade-off: Less to build and fewer teams to align, but the design was boxed to current patterns.

Simplified user journey of the create/join experience

Code + PIN user flow. The host path runs from Host through Codes, Loading and Lobby into player sync and synchronised playback. A parallel phone path branches off to send codes, then join via room code and PIN before reaching the same lobby.
Creating a room
Joining a room
Watch Together in-room screen: pressing anywhere on the D-pad surfaces the call controls layer

In the room: two control systems, one screen

Design problem
Call controls and the trick player share one screen and one remote, with no way to show both without one hiding the other.
Design decision
I split them into layers. Call controls sit as the persistent default; the trick player is one D-pad press away.
Trade-off
Playback costs an extra press. With a live camera in the room, privacy and comfort outrank playback convenience.
The goal was about making Watch Together feel like a native part of Sky Glass.
Watch Together integrated across Sky Glass surfaces during the 2022 expansion

2022 · Leading the expansion

Tabs component with a focused tab state, letting users switch between Create and Join instantly

With the MVP shipped, the next goal was making Watch Together feel native to Sky Glass, not bolted on. I led design for this phase. I facilitated the collaboration with the Sky Glass team and ran weekly alignment with engineering to keep a widening scope coherent. Two focus areas:

Integrating into Sky Glass
I worked with the Sky Glass team to place Watch Together across the surfaces people already watched from. Each mapped to a real journey. Content-led viewers found it when choosing something. Occasion-led viewers found it once they were together.
Raising the bar from the MVP
I led design across 15+ new features this phase, from error mapping and onboarding to the video experience itself: mic and video controls, full-screen, visible active participants. A live camera makes comfort a requirement, not a nicety. The MVP's borrowed navigation also became a purpose-built Tabs component, later adopted into Sky's design system across EntOS.

Watch Together · Film

See it in action

Reflection

What I took from it

Three years, three phases, five teams, one blank canvas. I led it from the first MVP through launch and into post-launch QA and iteration, turning live feedback into a prioritised backlog.

Designing without precedent

Hardware with no social precedent meant building the interaction model and the rationale behind it at the same time. No pattern to borrow, no benchmark to argue from.

Shipping across org boundaries

Getting it shipped was its own design problem. Five teams, each with their own priorities and ways of working. The hardest constraints were rarely the technical ones.

What I'd do differently

Identity was the biggest unsolved problem: the product shipped with no concept of a persistent user, which capped how personal the experience could feel. I'd argue to bring even a lightweight version forward, a session-based screen name costs little at MVP and gives every stage after it something to build on. I'd fight for that in year one, not year three.

More work

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