GameJamm · Adappt

A game the office plays and everyone else can join

GameJamm connects employees working from home with those in the office. The office plays a physical game. Everyone remote predicts the outcome live, from their phone. I designed the mobile app.

TimelineSep 2025 – Mar 2026
My roleUI and visual design
Team3 designers
PlatformiOS and Android
StatusDesigned, handed off
Home screenThe front doorThe prediction screenThe moment it exists for
Sixty seconds, one number. A game is running somewhere in the office. You are not there, and you are playing it anyway.
Contents
  1. 01How it works
  2. 02The problem
  3. 03What I did
  4. 04The visual problem
  5. 05The key decision
  6. 06Sequencing the payoff
  7. 07Getting in
  8. 08The system underneath
  9. 09The quiet half
  10. 10Honestly
01  /  How it works

Two rooms, one game

Someone in the office throws a ball at a target. Everyone else, at home or in another city, opens the app and guesses the result before it happens.

Kovendan scored 918. Can you guess Belmont's score?

Sixty seconds to commit to a number. Points are awarded on how close you were. A leaderboard settles it.

IN THE OFFICEPhysical gameEVERYONE ELSEPredicts, 60sTHE RESULTEveryone sees itSCOREDOn accuracyTHE REMOTE PLAYER IS NOT WATCHING. THEY ARE PLAYING.
02  /  The problem

Hybrid teams no longer share a room

In hybrid workplaces, meaningful engagement is hard to create. Traditional activities struggle to include both in-office and remote employees, and one-off events give nobody a reason to come back.

The idea started inside Adappt itself. Half the company worked from home, half from the office, and nothing connected the two socially. The team's research found the problem is widespread, and published industry data says the same.

23%

Of employees worldwide are engaged at work. Disengagement costs the global economy an estimated 9% of GDP.

Gallup · State of the Global Workplace, 2024
25%

Remote employees report daily loneliness, against 16% for people onsite.

Gallup · State of the Global Workplace, 2024
25

Years of research at Mars concluded that most one-off corporate team building is a waste of time and money.

Harvard Business Review
On this research

Problem research on this project was led by another designer on the team. The figures above are published industry research that corroborates what the team found. I have cited it to frame the problem, and I did not run these studies.

03  /  What I did

My role

I owned the visual direction and the mobile app's interface, meaning every screen an employee sees. Two other designers worked on the platform alongside me: one led the problem research, the other worked on the admin side.

Mine

Visual direction, all mobile UI, the prediction interaction, result and session screens, the component library, and the full set of status and edge-case screens.

Shared

Feature scoping and flow decisions, with the product team.

Not mine

Problem research, the admin and super-admin dashboards, product strategy, and the game formats themselves.

04  /  The visual problem

It worked. It did not feel like a game.

The first version was blue and light. Everything functioned and everything was legible, and it looked like software you would be issued at work, which is the one thing it could not be.

Make it feel like a game is not a specification. What it told me was that the interface was reporting on the event instead of taking part in it.

Go dark, so the content is the only light source. Use real photographs of the game being played, full bleed, so you watch the thing you are guessing about. Put the timer on the image, not beside it. Set the numbers absurdly large: unreasonable for information, correct for drama.

I do not have the earlier screens to show. They were replaced rather than archived, which I would handle differently now.

05  /  The key decision

A guess is not a form field

The player has to enter an arbitrary number. Not a choice from four options, because the score could be 30, or 300, or 918. Under a countdown, one-handed, while watching the game.

A number keyboard was the obvious answer. It is free, and it is right for a form. It is wrong here: it covers half the screen, and half the screen is the photograph they are predicting. It wants two hands. And typing 600 into a field feels like filing a return, not placing a bet.

I designed a dial. Rotate to a value, watch the number climb, commit. One thumb, the image still visible, and turning something to a value feels like a wager. The interaction carries the tension instead of flattening it.

I explored a linear slider first. It was more precise and less fun, and precision is not what the moment needs.

The dial: the value above a marker, over a rotating scale
The dial. The value sits above the marker at full size, the scale runs off both edges so there is no end to hit, and the whole control lives in the bottom third where a thumb already is.
06  /  Sequencing the payoff

The order of the reveal is the design

Poll closed. Your number stays on screen at full size while the round resolves, because it is what you are invested in now, with a piece of trivia underneath. The alternative was a spinner, which tells you nothing and makes five seconds feel like thirty.

Round end. The correct answer lands first, the biggest thing on the screen. Then the winning guess and the room's average, because a number means nothing without a spread. Then the leaderboard, with your row picked out.

Answer, then judgement, then standing. Lead with rank and you have told someone how they did before they know what happened.
Poll closed, the answer held on screen01 · HeldRound end, correct answer and leaderboard02 · JudgedShow end, the final standings03 · Placed
Three beats, in that order. Your number held while the round resolves, then the answer with the room's spread around it, then where you finished once the show is over.
07  /  Getting in

Joining cannot take longer than playing

A session runs for a few minutes. Anything that stands between a person and the game has to be shorter than the game, or there is no game.

You register once with a work email and confirm a code. Then you land on a home screen that is deliberately empty, carrying a single instruction: scan the host's code. The host puts a QR up on the screen in the room, and everyone in the building and everyone at home points a camera at the same thing.

The alternative was a room code. It would have worked, and it would have been circulated over Teams like everything else. But a code is something to read, remember and type correctly under time pressure, and every one of those is a step where a player gives up. Pointing a camera is none of them.

Registration with a work email01 · RegisterOne-time code confirmed02 · ConfirmHome screen with no active games03 · LandScanning the host's QR code to join04 · Scan
Four screens from install to in the room. The empty home screen is not a failure state, it is the instruction: there is nothing running, here is how you start.
The lobby
Then the lobby. Sixteen joined, four in the last minute, your row picked out. Waiting made part of the event rather than dead time before it.
08  /  The system underneath

Every state, drawn once

The screens sit on a component library I built alongside them. Eight colour families at ten steps each, and one typeface carrying fifty-two text styles across display, title, body and caption.

Buttons come in three types at three sizes with five states each, and link and icon buttons carry the same five. Inputs run four variants through eight states, covering empty, active, filled, error, success and disabled, with separate fields for OTP entry and separate controls for checkbox, radio and toggle. Tags in seven colours at three weights. Avatars at eleven sizes, as initials or as a photograph.

There is also a focus stroke, because a live game played on a phone still has to be reachable by anyone.

80Colour values
52Text styles
45Button variants
35Link and icon buttons
32Input states
22Avatar sizes
21Tags and chips
12Selection controls

Tooltips, toast alerts and the radius and spacing scales are in the library too. They are not reproduced here.

The colour palette: eight families at ten steps each
Colour. Eight families at ten steps each. Purple as the primary, golden yellow and teal alongside it, and a full status set for success, warning, error and information.
The type scale: display, title, body and caption, each at four weights
Type. One typeface, thirteen sizes, four weights each. Display for the moments that carry the drama, caption for the things that must not.
The button set: three types at three sizes with five states, plus link, icon and focus stroke
Buttons. Filled, outline and text, at three sizes, each with default, hover, pressed, disabled and focus. Link and icon buttons below, then the focus stroke.
The input set: four variants across eight states, plus OTP fields and selection controls
Inputs. Four variants through eight states. OTP entry is its own component, because six boxes that fill and clear as a unit do not behave like a text field.
Tags and chips in seven colours at three weights
Tags and chips. Seven colours at three weights, so a label can sit quietly in a list or carry a state at full strength.
Avatars at eleven sizes, as initials and as photographs
Avatars. Eleven sizes, initials or photograph. They appear stacked in the lobby, inline on the leaderboard, and alone at the top of the home screen, and the small end has to stay legible at every one.
The mobile layout grid: four columns with margins and gutters
The grid. Four columns, with the margins and gutters every screen is laid out against.
No connectionNo connectionTimed outTimed outCamera access requiredCamera accessSession fullSession fullSavedSavedRank awardedRank awarded
The states nobody asks for. Connection dropped, session full, timer expired, permission refused. In a live round the player cannot retry, because it has moved on without them, so each screen names what happened rather than showing a generic error. I worked in QA before I moved into design, and it shows in what I remembered to draw.
09  /  The quiet half

Most days, nothing is scheduled

An engagement app that only works during company events is one people delete. Quick Guess sits directly under the live game on the home screen: short general-knowledge rounds, always available.

It began as something to do while waiting for a session to start. The more useful framing turned out to be the reverse, a reason to open the app when nothing is happening at all.

Reading down the home screen is reading down a priority order: the live game and its countdown, then Quick Guess, then the social blocks.

The full home screen, scrolledThe Quick Guess mini game categories: global, science, sports and movies
Quick Guess, in place. Second block down, directly under the live game. Four categories, always open, no session required.

What shipped was general knowledge, and I would argue for something else. Trivia is finite, and knowing that honey never spoils connects you to nobody you work with.

The version I proposed points the same prediction mechanic at the team. Everyone answers one question about themselves in the morning, something as small as tea or coffee. Later, everyone guesses what the room said: what share chose tea. The answer is revealed at a set time.

It uses the mechanic the product already has, it never runs out of content because the team generates it, and it is the only part of GameJamm that would work across time zones, since nobody has to be present at the same moment. One constraint I would hold to: questions stay about preferences, never about people. Tea or coffee is safe. Who is always late is a workplace problem waiting to happen.

10  /  Honestly

Where it got to, and what I would change

The app was designed and handed to engineering. It has not launched, so there are no numbers. I would rather say that than quote a figure I cannot stand behind.

If it does launch, the measure worth watching is not total plays. It is whether remote employees take part at the same rate as people in the office, because that is the actual claim the product makes.

The dial needs a caption. It currently reads rotate to select your answer. A control that has to explain itself inside a sixty-second window is not finished. I would test a one-time animation on first use, then remove the caption entirely.

Content is the retention problem. Research on workplace gamification consistently finds engagement drops after roughly four weeks unless the content stays alive, and a fixed set of trivia categories is exactly the thing that empties out. The team-question format above is my answer to that, because the content is generated by the people playing. A recurring host character, the way Duolingo uses one, would give the app a voice to deliver it in. Both are ideas rather than designs, and I have not drawn either.

The deeper one. The person in the office plays and the person at home guesses. That is much closer than a video call, but it is not yet the same game. Giving the remote player something only they can do, like setting the challenge or picking who goes next, is where I would take it.