One decision at a time
A question should have room to land before the next one appears.
Playground / Playable prototype / Interaction
A quiz is a very small interactive story.
Five choices reveal which creative instinct tends to lead when a problem is still unclear.
A five-question prototype
There are no right answers. Choose the response closest to your first instinct, not the one that sounds most professional.
Question 1 of 5
Your leading instinct
The idea
The format looks simple: answer a question, move to the next one, receive a result. What interests me is everything hidden inside that sequence: pacing, choice design, scoring, anticipation, visual feedback, and whether the final result feels specific enough to justify the time someone spent getting there.
This first playable version uses creative instincts as its subject so the questions, logic, result language, and sharing behaviour can be tested together.
Working principles
A question should have room to land before the next one appears.
An answer should feel like a real preference, situation, instinct, or trade-off, not a disguised score.
It should reflect a pattern across the choices rather than offer a description that fits everyone.
A result becomes worth sharing when it feels recognisable, visually ownable, and a little revealing.
What I am testing
I want to understand how little interaction it takes before someone feels that an experience is responding to them personally. A quiz is useful for testing that because the relationship is built from a handful of choices and the promise that those choices will mean something later.
The prototype now tests the full loop: an opening promise, one question at a time, answer patterns, four result types, replay, and a shareable text result. The next step is watching where people hesitate and whether the result feels specific enough to keep.