Queue Up

Queue Up is a music trivia game that helps fans pass the time, and connect with the people around them, while waiting in line for a show. It plays online or offline over peer-to-peer networking, so the game keeps going even in packed venues where cellular and wi-fi drop out.

UI/UX

Role

Sole designer

Timeline

4 months

Platform

Mobile

Problem

Live music brings people together, but hours in line wear on the fans waiting for it. Packed crowds mean little elbow room and almost no signal. Could a music trivia game help people pass the time, and connect with each other, while they wait for a show?

Discovery

To pressure-test the idea, I interviewed five people who regularly play trivia in person, observed real-world lines first-hand, including four hours in the TSA line at HOU, and sized up competitors like Trivia Crack and Trivia 360. The takeaways were clear: players are "social waiters" who'd welcome a multiplayer game, competition is the real hook, and offline play matters because congested venues kill cellular and wi-fi.

Design

From sketches to concepts to a clickable prototype, I tested each step with players. The result lets people play online or offline with friends, built around a specific artist, join others' games, and climb a shared leaderboard. Testing surfaced new asks too: genre and decade categories, custom question banks, and integrations with streaming and ticketing services.

Expansion

Beyond the line, Queue Up could grow with concert notifications that nudge fans to download a game before a show, artist collaborations featuring exclusive trivia answered by the artists themselves, and a paid Venue Mode that lets venues host large-scale games on the big screen.

Reflection

Queue Up began with a small annoyance, boredom in line, and became an exercise in designing around real constraints: no signal, no elbow room, and strangers who might rather not talk. Grounding it in interviews and four hours of field observation kept me honest; offline play and head-to-head competition weren't features I assumed, they were what people told me they needed. The clickable prototype proves the concept, and the clear next step is a live multiplayer build tested at an actual show.