Portal & CoDaily Toss Up2024Γ—
PRODUCT DESIGN2024CTV + MOBILE

Daily Toss Up.

A daily puzzle mode and streak retention system for Wheel of Fortune.

01 Β· OVERVIEW

The brief.

ROLE
PRODUCT DESIGN
YEAR
2024
SCOPE
CTV + MOBILE

Wheel of Fortune on Volley is a voice-interactive living-room game played on a TV through a smart speaker, with the phone acting as a companion controller. The core game is casual and social, but once a session ended there was no strong product loop bringing players back the next day. Daily Toss Up introduced a native retention mechanic: one daily puzzle, streak progression, achievement feedback, and a shareable result card. The feature had to create return motivation without relying on mobile push notifications or turning a relaxed CTV game into a chore.

02 Β· COVER
COVER
IN ONE LINE

A daily puzzle mode and streak retention system for Wheel of Fortune.

03 Β· FLOW
FIG. 01 β€” FULL USER FLOW
04 Β· SCREENS
FIG. 03 β€” CONNECT YOUR PHONE

CONNECT YOUR PHONE

Connect your phone β€” QR code pairing screen

05 Β· CHALLENGE

The challenge.

The platform constraint shaped every decision. Players do not type, tap through a board, or scroll a feed; they hold a phone button and speak while watching the TV. The daily mode had to fit that split-attention model across QR pairing, mobile input, voice instructions, puzzle reveal states, and end-of-game feedback. Retention also had to live inside the game loop. Without push notifications, the streak system, achievement feedback, and share card had to carry the reason to return.

  • Voice-first, two-screen (TV + phone) experience with split attention
  • No push notifications β€” retention had to be native to the game loop
  • Loss states had to protect motivation, not punish the player
  • Frictionless sharing without requiring the recipient to have the game
GOALS

What the mode had to do.

Daily retention

Build a simple daily habit that feels rewarding β€” a quick puzzle that resets every 24 hours and keeps players excited for the next one.

Shareability

Give players a natural, frictionless way to share results with friends and family. A little friendly comparison goes a long way in a living-room game.

Low friction

Jump in and play. No tutorials required. Quick enough for any moment in the day, with a voice interaction model that fits the existing platform.

DECISION 01

Progressive Streak Tiers.

The streak system created progression beyond a single puzzle solve. At 7, 14, and 30-day milestones, players unlocked celebratory feedback such as animations, color variants, and victory sounds. The retention mechanic was designed to reward consistency without making a missed day feel catastrophic.

DECISION 02

Achievement Categories.

The result screen used achievement categories to turn performance into identity. Titles such as Genius, Brainiac, Mastermind, Quick Witted, Puzzle Virtuoso, and Persistent responded to solve speed and streak length, each paired with character illustration and animation.

DECISION 03

Frictionless Sharing.

The mobile companion carried the share moment because the phone was already in the player's hand. After a puzzle, players saw a result card with solve time, streak count, and achievement title. The copy invited comparison without requiring recipients to install or launch the game first.

Mobile companion β€” win state share screen
FIG. 06 β€” MOBILE Β· WIN STATE
DECISION 04

Streak-Protective Loss State.

The loss state protected motivation. Running out of time did not erase the streak; the copy reassured the player that their daily habit was still intact. That narrative choice reduced frustration and kept the retention loop from depending on perfect performance.

06 Β· OUTCOME

The outcome.

Shipped

  • Full CTV user flow: Loading β†’ Game Select β†’ QR Connect β†’ Puzzle (8 states) β†’ Result β†’ Share
  • Mobile companion: phone input, mic permission, win/lose screens, shareable result card
  • 10+ achievement tiers with named characters, illustrations, animations, and copy
  • Design system documentation: streak specs, feature boards, result states, and reusable components
REFLECTION

Reflection.

What Worked

Reframing a failed puzzle as "your streak is intact" turned a loss state into recovery UX. Protecting motivation mattered more than rewarding perfect play.

What I Learned

Designing for a device you speak to changes the design artifact. The script, timing, and response states matter as much as the screen layout.