
Trade Show Guessing Game
EVENT TECH / INTERACTIVEHow do you get a trade show floor to stop and look? The interactive guessing game that turned an unannounced product launch into a live, moderated experience across three screens. Turning a routine booth stop into a live, three-screen guessing game, built and hosted entirely outside TAMKO's own systems.
Results
228
Guesses Logged
1-3 sec
Kiosk Update Speed
31
Close Guesses ("Hot")
30 days
Data Deleted After
Executive Summary
TAMKO wanted its booth at IRE Las Vegas 2025, one of the roofing industry's largest trade shows, to do more than hand out samples. Enorness designed and built a full guessing game around TAMKO's unannounced 2026 product launch, running across an iPad at the booth, a QR-linked mobile version, and a large kiosk display showing live results to everyone on the floor. The entire system, front end and backend, ran in a fully isolated, vendor-managed environment with zero connection to TAMKO's internal systems.
The Operational Bottleneck
A trade show floor gives a booth a few seconds of attention before an attendee moves on. Static product displays and printed handouts don't hold that attention, and they give a brand no read on how many people actually engaged. TAMKO needed something that would pull people in and capture usable contact and lead data behind the scenes, without opening any door into its internal IT infrastructure. Every piece of the build, from data capture to content moderation to the kiosk display, had to be built and hosted independently, then torn down cleanly once the show ended.
The Built Solution
Three connected surfaces, one experience
Enorness built three interfaces around a single guessing game: an iPad at the booth locked into Apple Guided Access so it could not be used for anything else, a mobile version reachable by QR code for attendees' own phones, and an Android kiosk display showing a live leaderboard split into "hot" and "cold" guesses. An attract-mode loop, alternating a graph animation and a sizzle video, kept the kiosk drawing attention during any stretch of downtime.
A moderation system built to protect the brand
Every submission landed in a moderation queue before it ever reached the kiosk. Enorness's backend automatically flagged offensive language, and TAMKO's team reviewed each entry from a live dashboard, approving or denying with one click. Only approved entries appeared on the kiosk, and the display updated within one to three seconds of an approval, so it stayed live and current throughout the show.
Data handled, then deleted
The backend ran the scoring logic, powered the kiosk feed, and gave TAMKO a one-click CSV export of every submission for post-event follow-up. In line with the no-integration requirement, all data lived in an Enorness-managed environment and was deleted within 30 days of export.
The Measured Outcome
Booth Engagement: Before and After
Before | After |
|---|---|
Static product displays and printed handouts | A live, three-screen guessing game across iPad, mobile, and kiosk |
No real-time read on booth-floor interest | Kiosk leaderboard updating within 1–3 seconds of each approved entry |
Attendee attention drops off between staff demos | An attract-mode loop keeping the kiosk active during idle stretches |
Data & Moderation: Before and After
Before | After |
|---|---|
No structured way to capture guesses or reactions | Every submission logged, scored, and exportable to CSV |
Risk of inappropriate content reaching a public screen | Automatic language flagging plus manual approval from a live dashboard |
No safe way to connect a one-off vendor build to internal systems | A fully isolated, vendor-managed environment with data deleted 30 days after export |
By the close of the show, the game had logged 228 guesses, 31 close enough to count as "hot" and 197 further off, with every one of them screened and approved before it ever reached the kiosk.
Ideal For
Manufacturers and brands running trade show or event activations who want a booth experience that actually holds attention and produces usable lead data, without connecting a vendor's build into internal systems.
Why Enorness
Game design, real-time infrastructure, and content moderation are usually three separate vendor conversations. TAMKO got them as one connected build: an experience playful enough to pull people off a crowded show floor, secure enough to run in full isolation from TAMKO's systems, and structured enough to hand back clean, exportable data when the show closed.
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