Consumable, Inc.  ·  2025 – Present

MusicIQ

Interaction Design

A mobile ad unit redesigned as a product — turning the skip moment into a music trivia game. Designed end-to-end from mechanics to motion, then sold as a co-branded format to State Farm.

MATCH THE TRACK
Role
Brand & Creative Lead
Scope
Interaction Design, Ad Design
Client
Consumable / State Farm
Year
2025 – Present

MusicIQ is a gamified mobile interstitial that converts the skip moment into an engagement moment — playing a music clip and asking users to match it to the correct album art before a timer runs out.

I designed MusicIQ end-to-end: mechanics, interaction states, motion behaviour, brand system, and ad adaptations. The design problem was a product one — how do you make a unit people choose to engage with instead of dismissing?

The format proved compelling enough that State Farm purchased a co-branded version, validating MusicIQ as a standalone revenue product with genuine interactivity beyond standard pre-roll.

25s
Audio clip
5
Album art choices
2
Brand versions
Sold
State Farm buy-in

Pre-roll is a
skip reflex.

Mobile pre-roll ads have a fundamental UX failure: the most visible action is "Skip." The user's instinct is trained to dismiss before any brand message lands.

Problem

Passive format

Standard pre-roll requires zero interaction. Users tune out or skip at the first available moment — usually 5 seconds in.

Opportunity

Music = native context

Inside a music discovery app, the audience is already in a listening mindset. A music game doesn't feel like an ad — it feels like the product.

Solution

Convert skip to play

Replace passive consumption with a 25-second interactive game. The user makes a choice, gets feedback, feels something — and the brand CTA follows that peak moment.

Four steps.
One engagement loop.

The core interaction loop was designed to feel like a game round, not an ad unit. Every state has a clear purpose and a deliberate emotional beat.

01

Music plays

A 25-second clip from the catalogue autoplays with a waveform visualizer and countdown timer. Audio-first — the visual is secondary to the listen.

02

Make your pick

Five album art tiles appear. The user selects which matches the track before the timer expires. Choice architecture: options are visually similar enough to require genuine listening.

03

Result & reveal

Correct: celebration state with haptic-style feedback. Incorrect: the right answer reveals with artist context — a discovery moment baked into a miss.

04

Brand CTA

Post-game, the brand action appears at peak engagement. The user has just finished something — they're receptive. CTA follows earned attention, not interrupted attention.

Live production unit

Open fullscreen ↗

Play the real unit.

The live MusicIQ production unit is embedded directly. Play a clip, pick the album art, see the result — same logic, states, and feedback as in-app.

Timer as tension

The countdown isn't just UI chrome — it's the core pressure mechanic. A 25-second timer matches the clip length, so the game ends exactly when the audio does. No dead air, no disconnect.

Wrong answers teach

An incorrect pick doesn't feel punishing — it reveals the right album with artist context, turning a miss into a music discovery moment. Negative feedback states still serve the product goal.

CTA after earned attention

The brand call-to-action appears only after the game resolves. The user has just finished something — dopamine loop complete — making them more receptive than any cold pre-roll impression.

Open production demo ↗

The thinking behind
the choices.

MusicIQ wasn't just visual execution — it required product-level decisions about interaction architecture, feedback design, and brand extensibility.

Interaction

5 choices, not 4

Four options felt too easy — patterns from other trivia games made it guessable without listening. Five creates genuine ambiguity and forces engagement with the audio clip itself.

Motion

Choices appear staggered

Album art tiles stagger in after the clip starts playing rather than loading immediately. This forces a minimum listen time and prevents users from guessing before engaging with the audio.

Feedback

Celebrate the correct, don't shame the miss

Incorrect states show the right answer rather than a punishing red X. The user learns something. This keeps the emotional arc positive even when the user guesses wrong.

Brand Extensibility

Format-first, brand-second

The game mechanics were designed to be brand-agnostic from day one. Color palettes, logo placements, and CTA copy were the only variables needed to adapt MusicIQ to State Farm — no structural changes required.

Designed within the
Radio.com brand system

The base MusicIQ unit lives inside the Radio.com visual environment — deep-space purple palette, the brand language established across the app. Correct answers celebrate in mint; incorrect answers reveal the right match with artist context.

A second format:
Play Hot Artists.

Alongside MusicIQ, I designed a companion interactive unit — a full-screen music player experience that lets users preview top tracks, like or skip songs, and tap through to the full track on Trebel. Where MusicIQ gamifies the listen, Play Hot Artists mirrors the native app interaction: real controls, real artists, real songs.

The unit runs as a sponsored placement inside Radio.com — meaning the interaction itself is the brand moment. Users engage with music, the platform earns attention, and the CTA to download Trebel follows naturally from the preview experience.

Initial play state
Initial play state
Like state
Like state
Skip state
Skip state
Paused — play full track
Paused — play full track
Next song — Anxiety / Doechii
Next song — Doechii
Next song — play full track
Next song play full track
Play Full Track — Die With A Smile
Play Full Track

Native controls, not ad controls

The skip (✕), play (▶), and like (♥) buttons mirror the in-app Trebel experience. Users aren't learning a new UI — they're already doing what they do in the product.

CTA follows earned intent

"Play Full Track" appears after the preview clip ends or when the user pauses — catching the moment of maximum intent, not interrupting the listen.

The format sold.
State Farm bought it.

State Farm purchased a fully co-branded version — adapting the trivia experience into a State Farm visual environment while preserving the core game structure. I designed the colour adaptation, logo treatment, and the post-game call-to-action flow.

The fact that a major insurance brand could slot into a music game format without structural changes validated the product architecture: brand-agnostic mechanics, skin-deep theming.

From internal format
to revenue product.

MusicIQ moved from a Radio.com internal feature to a standalone interactive ad product purchased by an external brand. The design work that made that possible was architectural: building a game format that was brand-agnostic enough to adapt without redesign.

The State Farm deal validated the format commercially. More importantly, it proved the interaction design hypothesis — that users would engage with a 25-second game at a rate that justified the format as a media buy.

MusicIQ now sits alongside Radio.com in the Consumable pitch deck as a proof point: the creative team ships interactive products, not just visuals.

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