Project Overview
Bee With Me transforms the solitary word puzzle experience into a shared journey. Inspired by the NYT Spelling Bee, this project explores how real-time collaboration changes the dynamics of word discovery, turning individual "aha" moments into collective celebrations.
Role: Product Designer (UI/UX)
Tools: Lovable AI, Figma (conceptual, branding), ChatGPT, natural language prompting
Timeline: Iterative development through conversational design

Context*
Since April 2025, I started including my parents in my daily NYT Spelling Bee ritual. I've been screen sharing my game on a video call, which they'll both join even though they're sitting right next to each other, kicking off the audio feedback hell.
Once they sort that out, they'll shoot off their guesses for the game even though I'm going through my initial low-hanging fruit guesses, and I'll be met with, "Why didn't you input my word yet?!" With more difficult puzzles, the guesses will start to be just that - guesses. I will be forced to input fake words just for good measure.
Finally, when one of us gets the word that brings us over the "Genius" threshold, someone will say, "But I said that word a long time ago!"
I had grinned and bore it daily because I love my parents... but one's patience can only run so deep. I decided to build "bee with me" for my own sanity.
*tl;dr - I got tired of screen sharing and wanted everyone to input their own words.
The "Problem"
The NYT Spelling Bee is beloved but inherently solitary. Players text each other hints, share screenshots of progress, or simply discuss the puzzle after the fact. The experience of playing together doesn't exist. While there are clones that encourage competition, there aren't games that support collaboration. Could enabling a "co-op" version could drive engagement, retention, and organic growth with an audience who would prefer friendly over versus gameplay?
The Gameplay
The NYT Spelling Bee is beloved but inherently solitary. Players text each other hints, share screenshots of progress, or simply discuss the puzzle after the fact. The experience of playing together doesn't exist.
Core Question: How do we preserve the satisfying mechanics of word discovery while adding the joy of real-time collaboration?
Lovable prompt
Collaborative NYT-Style Spelling Bee Prototype
Build a mobile-first, real-time collaborative word game that closely mirrors the experience of NYT Spelling Bee, designed for 2–3 players playing together from their own phones.
Core Goal
Players collaboratively try to reach a shared “Genius” level by finding valid words from a fixed letter set, without screen sharing or turn-taking friction.
Game Mechanics (Authoritative System)
- Each game has 7 letters, with 1 required center letter
- Words must:
- Be at least 4 letters
- Include the center letter
- Use only the allowed letters
- The system uses a fixed English dictionary to define the valid word list
- The full list of valid words is:
- Precomputed per puzzle
- Hidden from players
- Word acceptance is authoritative and cannot be overridden by players
- Duplicate words are rejected globally across all players
Scoring & Progress
- All players contribute to a single shared score
- Scoring model:
- 1 point per valid word
- Bonus points for longer words
- Bonus for pangram words (using all letters)
- The total possible score is known internally but hidden
- Progress tiers (e.g. Beginner → Good → Solid → Great → Amazing → Genius) are calculated as:
- Percentages of the total possible score
- Genius is reached at a fixed percentage of the total score for that puzzle
- Display:
- Current score
- Progress indicator toward Genius
- Current tier label
- Never reveal:
- Total word count
- Total possible score
- Remaining words
- When Genius is reached, show a shared celebratory state for all players
Collaboration Behavior
- Players join a shared game room via a link
- All players see updates in real time without refreshing
- Any player can:
- Submit words
- Word submissions immediately update:
- Shared word list
- Shared score
- Shared progress tier
- Handle simultaneous submissions gracefully
Letter Shuffling (Individual Behavior)
- Each player can shuffle the letter order locally
- Shuffling:
- Affects only the current player’s view
- Does not change the underlying letter set
- Does not affect other players
- The center letter remains visually distinct and fixed as the required letter
UI Constraints
- Mobile-first, phone-friendly layout
- Designed for older adults
- Large text and tap targets
- High contrast
- Minimal animations
- Persistent display of:
- Letter set
- Center letter
- Current score
- Progress toward Genius
- Found words list
- Word input field
- Shuffle control (local-only)
Technical Constraints
- No user accounts or authentication
- No individual player scores
- No leaderboards, timers, or daily puzzles
- Use a simple real-time sync solution (e.g. WebSockets, Firebase, or Supabase)
- Game room state is shared and authoritative
- UI-only state (e.g. shuffled letter order) is local per client
Delivery Requirements
- Outline the system architecture
- Build a working single-room prototype
- Explain how to run it locally
- Clearly indicate where:
- Dictionary choice
- Scoring thresholds
- Tier percentages
- UI styling
can be adjusted later
Immediately, what Lovable produced was what seemed like a viable game. Upon further inspection, my human intervention was necessary:
- The AI based the puzzles on its own very limited word knowledge (sad) so I had to provide it with a word list. After testing different dictionaries, ranging from too limited to too broad, I ended up using CEL, the Common English Lexicon, popularly used for word games.
- The puzzles that were being created for the game were invalid (eg. some didn't even have pangrams - what's the point?!) so I had to provide it with an improved algorithm in puzzle generation.
choose seven unique lettersusing the scrabble dictionary, create a list A of all the words that use any combination of these lettersdo any of the words use all seven letters at least once?no: this is not a valid list, remove this list and choose another set of seven unique lettersyesif there are words that are three or fewer letters in length, remove them from the list
choose one of the unique letters. this is the primary letter.using list A, create a list B of all the words that use the primary letterdo any of the words use all seven letters at least once?no: this is not a valid primary letter, remove this list and choose another primary letteryes: this is a valid primary letter and list B is a valid puzzle
Following this prompt and limiting puzzles to have total points of 75-250, the puzzle generation was much better, allowing me to share the app for testing with my parents.
The Multiplayer Aspect
Sharing and joining a game needed to be frictionless. I had the AI implement the following features:
- Room codes are short and copyable (one-tap copy button)
- Share button generates contextual links with the room embedded
- Daily puzzle sync means friends discussing "today's puzzle" share the same letters

Another challenge of sharing one screen and having one person input the words was not knowing who input which word; a lot of the times the three of us would compete over who actually thought of the pangram.
Although we're all working towards reaching Genius together, we still have some pride in our contributions, which I wanted to make known while playing the game. I prompted:
Would it be possible to demarcate which words I've contributed vs which words others have contributed?


The Unlimited Subscription
Along with the ability to upload your own picture as your avatar, the unlimited subscription offers unlimited puzzles past the daily puzzle and game history. None of these affect gameplay and only serve as a means to support the app. I choose to use Stripe to manage the subscriptions for ease of use for the user as well as brand recognition for security and reliability.
The Improvements
There are a few features I wish the NYT Spelling Bee had so I implemented them in "bee with me".
Originally, the points and progress to the next tier is hidden behind a click of the progress bar. "bee with me" surfaces it so users don't have to leave their game.
NYT Spelling Bee progress (left); "bee with me" progress (right)
In the original NYT Spelling Bee, the preview of the found words list is sorted by recently found and, when expanded, are listed in alphabetical order. However, I've always wanted to see how I missed a word I should've found earlier and wanted to follow my train of thought.
Alternatively, if one wanted to see more words at a glance on top of the provided preview, users are able to scroll horizontally on the list without having to expand the list.

Lastly, in the original game, the messages when a word inputted is "Already found" or "Not in word list" are stylized the exact same way. This visual affordance would always be confusing for me, so I made sure that the "Already found" message gave different and more positive feedback.


"Not in word list" ☹️ (left); "Already found! ✔️" (right)
The Feedback
No game goes without bugs so feedback is encouraged. One can do so from the menu, which will provide game details as well, or the contact page.

This collecion method has already allowed users to file bugs such as the daily puzzle not generating, codes not properly inputting, and screen sizes and zooming making the game unplayable. User feedback is vital to playability.
The Logo


The initial sketch/final logo (left). High fidelity logo (right).
I initially created a sketch in FigJam to act as a basis for a high fidelity logo. However, once I created it, I felt that the high fidelity version had lost its charm of the sketch and I had decided to keep the sketch as the final logo. If anything, it's a reminder that there's still a human behind the AI-built app.
Results & Reflection
The combination of my very shallow background in software development and my ambitions for building with vibe coding prove difficult at times: I've learned that effective AI prompting requires quality input if I want quality output.
With more practice, I hope to gain a better understanding that, with what I hope to accomplish, I need to grasp the concepts that I'm trying to apply. For example, I learned that sometimes the easiest and best solution is to rebuild the broken experience the AI provided rather than trying to improve upon it.
After months of AI back and forth, my initial goal for this game was met: I can still play with my parents with my sanity intact. My mother is addicted, but the game has users outside of my parents and I was able to answer my initial question: at the time of writing, in the previous seven days, the game has had 38 active users, 26 new users, averaging about 7 minutes per user, all with just organic outreach, proving that enabling collaborative features could drive engagement, retention, and growth.
This case study documents the design thinking behind "bee with me", built through conversational AI collaboration on Lovable.