Brady UX
client · game · 2026Bild live trivia

A booth game,
worth stopping for.

Bild Media wanted something at their trade-show booth that people would actually stop for. I designed and built a retro advertising trivia game: a quick round on an iPad, a live leaderboard for the booth screen, and an admin their team could run alone.

Role
Design and front-end build
Client
Bild Media
For
A trade-show booth, spring 2026
visit the game's own case site ↗
10questions a game, 20 seconds each
134questions in the live bank, run by Bild's team in the admin
3surfaces: the game, a live leaderboard, an admin
1,500top score: 100 a right answer, up to 50 more for speed
The brief

A ten-page spec, turned into a game

Bild sent a detailed spec: screen-by-screen flows, four kinds of question in tables, logo images pasted inline, video links for the jingles, a scoring formula and a leaderboard. It assumed a WordPress quiz plugin.

The content was good. The plan for it wasn't going to feel like a game. So I kept every question and rethought the platform: a single app that moves between screens instantly, with sound and motion, on an iPad at the booth. The first real job was pulling the questions, logos and clips out of the document and into a structured bank, then checking every answer against the spec by hand.

Name that song26 questions
Whose logo is this?18 questions
Finish the slogan17 questions
Whose jingle is this?11 questions
The starting question bank from the spec, by category. Bild's team has since grown it to 134 in the admin. Each round picks ten across categories and avoids repeats from recent plays.
The player

A stranger, a loud room, about a minute

Nobody at a trade show reads instructions. The welcome screen says what it is and has one button. The sign-up asks for a name, company and email, which is also what made every player a lead for Bild. A short countdown greets them by name, then ten questions, twenty seconds each.

The details were for the room: a dark screen to fight booth lighting and glare, answer buttons at least 48 pixels tall for thumbs, a shake on a wrong answer, bonus points for answering fast, and a reset to the welcome screen after a minute of nobody touching it.

Tap to playTap to play
Name, company, emailName, company, email
Ten questions, 20 seconds eachTen questions, 20 seconds each
Your scoreYour score
One player's path, shown with demo details. After 60 seconds idle, it resets to the welcome screen for the next person.
The booth

Three screens, one game

A game alone doesn't fill a booth. A leaderboard on the big screen does. It updates as people finish, crowns whoever takes first, and is sized to read from across the aisle.

Behind both sits an admin that's deliberately boring, so Bild's marketing team could manage the questions and media and export every player's results without calling anyone.

The live leaderboard on the booth screenThe live leaderboard on the booth screen
The admin: every question, its media, ready to swapThe admin: every question, its media, ready to swap
Both shown with demo data.
Looking back

What I'd tell another designer

Respect the spec, not the plan inside it. Bild's document had everything the game needed; the platform it assumed just wasn't the one that would make it fun.

And design for the room. A booth is loud, bright and full of people who have ten other places to be. Every choice here, from one button to a minute-long reset, came from that.