Who Said It? Case Study Live

You think you know them.
Do you, though?

Who Said It is a party game for people who want to know each other better. Guess who said what and see what surprises you.

Role UX Designer & Developer
Platform Web App
Year 2025
Laravel React TypeScript Tailwind CSS PWA MySQL

A great game with an unnecessary constraint.

Our family loved playing Game of Things — a card game where everyone answers a question anonymously and one player tries to guess who said what. It's funny, revealing, and a genuine conversation starter. But it has a hard limit: everyone has to be in the same room, and only one person can guess at a time.

That constraint isn't part of what makes the game good. It's just a physical limitation of the card format. I wanted to remove it — to let any group play together asynchronously, from anywhere, with everyone guessing at once.

A simple loop that keeps going as long as you want.

A player creates a team and invites others via email, the invite link automatically sets up their account and drops them into the group. Once at least three players have joined, the game can begin.

The game is asynchronous by design, you respond when you have a moment, guess when others have answered, and check back in your own time. No scheduling required. No one waiting on anyone else.

Who Said It
1

Join by invite, arrive in context

The invite link carries the team context into signup, so new players land in the right place the moment they create their account.

2

Pick or write a prompt

Players choose from a built-in library of questions or write their own. Questions go into a shared queue for the group to answer.

3

Everyone answers — no peeking

Each player submits their answer privately. No one can see each other's responses until the reveal.

4

Guess who said what

Players go through each answer and guess who wrote it. They find out immediately if they're right — and earn a point when they are.

5

The conversation starts

The game ends. The talking doesn't. The best answers tend to linger — sparking the kind of conversation that wouldn't have happened otherwise.

"The answers can be shocking, fun, or heartwarming. It just depends on what you write. But whatever it is, you get to know each other better. Maybe it'll start bigger conversations."

Who Said It

The complexity is in the system, not the surface.

Async play unlocks the whole value of the game

Who Said It is built for groups who can't all be in the same place at the same time — friends in different cities, family spread across time zones, people with busy and mismatched schedules. Async play means you answer when you can, and the game waits. The connection happens on everyone's own time, without needing to coordinate a shared moment.

Multiple teams, all in parallel

People don't have one social circle, they have several. So a single account can belong to multiple teams: your friend group, your family, your work crew. Each team has its own game history, its own prompt queue, and its own scores. Switching between them is a single tap. The connections stay separate; the app stays simple.

Under the hood, that flexibility requires real state management: players joining mid-game and landing in the right context, admins managing their team, and switching between groups without losing your place. None of it should be visible when it works.

Scores make it a little competitive on purpose

Scores track how well you guess who said what. They're not meant to be taken seriously, but a little friendly competition gives people a reason to pay close attention to each other's answers. Trying to get a point means actually thinking about the people you're playing with, which is quietly the whole point of the game.

Custom prompts alongside a built-in library

A library of prompts lowers the barrier to starting. You don't need to come up with questions cold. But the most interesting moments come from custom questions written for a specific group. Letting players write their own prompts means the game can go exactly as deep or as silly as the group wants.

Everyone guesses — not just one person

In the original game, one person guesses while everyone else watches. That means most players are passive most of the time. In Who Said It?, every player guesses every response. Everyone is always in the game. That change alone makes the digital version more engaging than the card version it was inspired by.

My family still plays it.

Who Said It? has been in active use since launch. My family plays regularly and the asynchronous format is exactly why. Nobody has to coordinate a time to sit down together. Someone posts a question, others answer when they can, and the guessing happens in its own time. The game fits around life instead of requiring life to stop for it.

Beyond the gameplay, it does something the original card game does too but better: you learn things about the people you're playing with. Answers surprise you. Guesses reveal assumptions. It's a quiet way of staying connected.

Want to see it in action?

Visit Who Said It

The problems I haven't solved yet:

Push notifications to nudge players when a new question is posted or responses are ready to guess.

A chat layer so players can react to answers, celebrate guesses, and keep the conversation alive between rounds.

Micro-interactions and sound effects to add personality to the game.