Pixactly

A pixel-guessing game made for designers and developers to test how accurate their eyes really are.

Year

2014

Client

Self-initiated

Role & Scope

End-to-end product design

Pixactly gameplay screen showing a pixel size guessing challenge.

Pixactly started as a simple idea I had: a game that tests how precisely designers and developers can judge pixels by eye. It remained just an idea until my developer friend and coworker, Dan, helped me bring it to life and get the project off the ground. We kept the interaction intentionally minimal so the challenge felt immediate and intuitive, but I also wanted it to be genuinely hard. Early on, the game was desktop-only, since using a finger to draw a precise box on mobile made the experience frustrating. In Pixactly 2.0, we introduced a new mobile control that prevented the thumb from blocking the cursor, making the game playable on mobile too.

Pixactly project concept and layout illustration.
Pixactly coverage and sharing examples across blogs and design websites.

Traction through sharing

We also designed it to be highly shareable. After launch, it was first posted on Reddit, where it quickly gained traction and began spreading through design communities. It saw a surge of traffic, reaching roughly 200,000 visits by the third day, and continued to circulate as a favorite among designers.

Pixactly interface showing gameplay and social sharing components.