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Mobile-First Casino Platform

Redesigning the session-critical money flows of a desktop casino platform for mobile.


Project overview

  • Type: Client · 16-week redesign · mobile web
  • Team: with 1 PM, 3 engineers, and a compliance stakeholder
  • Project type: Mobile-First Redesign · Responsive Systems Design · iGaming · Activation & Cash-out
  • Role: Lead Product Designer · Information Architecture · Interaction Design · UX Writing
  • Methods: Usability testing (SUS/SEQ) · funnel analysis · competitor benchmark · A/B with guardrail metrics
  • Tools: Maze · Figma + Dev Mode · Amplitude · Statsig
  • Case thesis: Designing a mobile casino interface where players manage their balance and cash out without leaving the game they are in, because the money moments are where small-screen sessions and player trust break.

The context

The platform began as a desktop product, and by the redesign mobile had grown to 68% of sessions. The mobile experience was a compressed port of the desktop site: a full feature set crammed into a small viewport, with the actual slot games running as embedded third-party screens that take the whole display. Everything the platform owns (navigation, balance, top-up, cash-out, notifications) competes with the game for space.

The problem

The session broke at the moments money had to move. When a player ran out of coins mid-game, topping up opened a full-screen wallet that unloaded the game, and 38% of sessions that hit a zero balance ended without a top-up (behavioral, Amplitude). Cashing out winnings was the biggest source of support contact: 34% of mobile support tickets were cash-out status and timing questions (operational, ticket analysis). The four actions players took most often sat three or more taps deep under a desktop-style menu.

The goal

Raise completion of the session-critical money flows (mid-game top-up and cash-out) and reduce the support and abandonment they caused, measured by flow completion, task success, and ticket volume, rather than by how many desktop features were ported.


Empathize — The session broke at the money moments: running out mid-game ejected players, and 38% never topped up

In this section: Research foundation · Key insights

Research foundation (method)

  • Phase 1 — Device funnel analysis (Amplitude, mobile web vs desktop): where mobile sessions ended and which actions dominated taps.
  • Phase 2 — Unmoderated mobile usability test (Maze, n=32, task-based): start a game, top up mid-session, and cash out winnings, with success and time-on-task recorded.
  • Phase 3 — Support ticket analysis (n=2,400 mobile tickets, one quarter): coded by reason against a written scheme.
  • Phase 4 — Competitor benchmark (5 mobile casino apps): how leading apps handled mid-game top-up and cash-out, which confirmed that the strongest performers kept the balance action over the game rather than on a separate screen.
  • Phase 5 — Prototype pilot (Amplitude-instrumented, ~140 players, mobile web, May–Jun 2024): behavior on the rebuilt flows, including the top-up A/B (~70 players per arm).

Key insights

1. Mobile players use a narrow slice of the platform per session. Four actions (open a game, check balance, top up, cash out) made up 82% of mobile taps, yet each sat three or more taps deep behind a ported desktop menu. The breadth that suited desktop buried the loop a mobile session runs on.

  • Behavioral: top four actions = 82% of taps; median 5 taps from open to a playing game.

2. The highest-value drop is running out of coins mid-game. Topping up loaded a full-screen wallet that unloaded the running game, so even players who finished the top-up lost their session. Triangulation across three measures of the same break:

  • Behavioral — session outcome: 38% of zero-balance moments ended the session with no top-up at all.
  • Behavioral — flow completion: of players who did start a mid-game top-up, only 41% completed it and returned to play, and of those who reached the full-screen wallet, only 23% returned to the same game.
  • Usability — task success: in the Maze test, 52% completed the mid-game top-up task, with several testers saying the game "disappeared" when they tried.
  • Verbatim (P7, weekday mobile player) — coded: Lost session: "I just wanted to add coins and keep playing, and it threw me out to a different screen and my game was gone."

3. Cash-out is the trust moment, and opacity drove support. Redeeming winnings had no clear status, timeframe, or fee shown, so players contacted support to ask where their money was.

  • Operational: 34% of mobile tickets were cash-out status and timing.
  • Verbatim (P19, occasional high-stakes player) — coded: Cash-out opacity: "I hit cash out and then nothing — no date, no amount confirmed. So I message support every time, just to know it's coming."

Dashboard — Where mobile sessions and support break

Where mobile sessions and support break
Scope: Mobile web · one quarter · Amplitude + ticket coding
Guiding question: At which money moment do sessions and trust break?

  Zero-balance moments ending with no top-up ...... 38%
  Mid-game top-up flow completion (behavioral) .... 41%
  Return to same game after reaching wallet ....... 23%
  Mid-game top-up task success (usability) ........ 52%
  Mobile tickets that are cash-out status/timing .. 34%

Key Insight: The three top-up numbers measure the same break from different
angles — sessions abandoned, flows completed, and lab task success — and all
point at a wallet that unloads the game. Cash-out opacity drives the rest.

Define — Players had to manage their balance without leaving the game they were in

In this section: POV · How Might We · Principles · Insight→decision map

POV statement. Mobile players need to top up and cash out without leaving the game they are in, because the money moments are where small-screen sessions end and where trust in the platform is won or lost.

How Might We

  1. How might we let a player top up coins mid-game without unloading the game or losing its state?
  2. How might we make cash-out status, timing, and fees clear enough that a player never has to ask support?
  3. How might we cut the path from opening the app to a playing game down to the fewest taps?

Design principles (each traceable to an insight)

  • Protect game state. Money flows run on top of the game without unloading it. (Insight 2)
  • Session-critical actions first. The four most-used actions are always within one tap; the rest of the feature set lives behind a single "More." (Insight 1)
  • Money moments are transparent. Cash-out shows status, timeframe, and any fee up front. (Insight 3)
  • Responsible-gaming controls at the money moment. Deposit and time limits sit inside the same balance surface, so the control is present exactly when money is in play. (player wellbeing + regulatory requirement)

Insight → decision map

Insight (from Empathize) Concrete design decision
82% of taps are four actions, buried 3+ taps deep A condensed bottom bar holds play, balance, top-up, and cash-out; the full desktop menu collapses behind one "More"
Top-up unloaded the game; 38% dropped at zero balance, 41% flow completion Top-up opens as a sheet over the live game, so coins are added without unloading the game iframe
Cash-out opacity drove 34% of tickets A cash-out flow states status, timeframe, and fee before confirmation, with a tracked progress state afterward

Ideate & Craft — The session-critical loop moved on top of the game; the rest of the desktop menu went behind one More

In this section: Design execution · Before → after · Other deliverables

Design execution

  • Persistent balance chip + in-game top-up sheet — the balance stays visible during play; tapping it raises a top-up sheet over the running game, so the player adds coins and resumes the same spin.
  • Condensed bottom navigation — play, balance, top-up, and cash-out as primary; refer-a-friend, support, settings, and the rest collapse under "More."
  • Transparent cash-out — winnings redemption shows the amount, timeframe, and any fee before confirmation, then a tracked status so players stop asking support.
  • Responsible-gaming controls — deposit and time limits live inside the same balance sheet, present at the moment money moves.
  • Global search and real-time notifications — finding a specific game and surfacing account events without leaving the current screen.
  • UX writing — money and status copy rewritten to plain, unambiguous terms (what will happen, when, and for how much).

Before → after

Before (desktop port) After (mobile-first)
Open to playing a game ~5 taps through a mega-menu ~2 taps from the bottom bar
Mid-game top-up Full-screen wallet, game unloaded Sheet over the live game, state preserved
Cash-out Confirm with no status or timing Amount, timeframe, fee, then tracked status
Limits / responsible gaming Buried in settings In the balance sheet, at the money moment

Other deliverables

The interface was built as a responsive design system in Figma using variables and tokens, which became the shared foundation the Partner Portal later inherited. A set of AI-generated casino-environment backdrops set atmosphere on lobby and landing surfaces, kept low-contrast and out of the gameplay area so they never compete with game content. Handed off via Dev Mode.

Dashboard — In-game top-up keeps the session alive

In-game top-up keeps the session alive
Scope: Last 30 days · mobile web · platform pilot (~140 players)
Guiding question: Did topping up over the game keep players in their session?

  Mid-game top-up flow completion ... 41% → 67%
  Return to same game after top-up .. 23% → 88%
  Open-to-playing-game path ......... 5 taps → 2 taps

Key Insight: Running the top-up over the live game removed the lost-session
break, so players who hit zero balance stayed in the game they had open.

Prototype / Test — An aggressive auto-prompt to top up raised complaints and limit-setting without improving net completion; a player-initiated control performed better

In this section: The experiment · What it taught

To solve the zero-balance drop, the first idea was an automatic full-screen prompt that fired the instant a balance hit zero, pushing the player to top up immediately. It was A/B tested against the player-initiated balance chip in Statsig across the pilot, with limit-setting and complaint rates carried as guardrail metrics so a win on completion could not hide a cost to player trust or wellbeing.

The failed variant. The auto-prompt produced a higher immediate top-up rate, but net session-survival completion landed flat against the player-initiated control, and the guardrails caught the cost: complaints rose, and players who saw the prompt set deposit or time limits at 2.1× the rate of the other group, a signal they felt pressured. Optimizing for an immediate deposit traded against the trust that keeps a player coming back, and it pushed against responsible-gaming expectations.

The aggressive prompt costs trust without winning completion
Scope: Statsig A/B · mobile web · platform pilot · ~70 players / arm
Guiding question: Which approach recovers the zero-balance moment without pressuring players?

  Variant A — Auto full-screen top-up prompt
    Immediate top-up rate ........... 58%
    Net session-survival completion . ~flat vs B
    Limit-setting actions ........... 2.1× Variant B   (guardrail)
    Complaint rate .................. higher           (guardrail)

  Variant B — Player-initiated balance chip + sheet
    Immediate top-up rate ........... 49%
    Net session-survival completion . 67%
    Limit-setting actions ........... baseline
    Complaint rate .................. lower

Read with care: ~70 players per arm; directional, not heavily powered. The
decision rested on the guardrails — Variant A moved an immediate number while
tripping the trust and wellbeing signals the guardrails exist to protect.

Key Insight: The pressure tactic moved an immediate number and lost the
relationship; letting the player initiate the top-up recovered the moment
without the cost. Variant B shipped.

What it taught. In a money product, an interaction that boosts a short-term metric by pressuring the user erodes the retention and trust that compound; the durable design lets the player stay in control of when money moves. Carrying limit-setting and complaints as guardrails is what made that trade-off visible instead of hidden behind a completion win.


Outcomes & reflections

In this section: Causal chain · Limitations · Responsible-gaming stance · Reflections

Causal chain (pilot, ~140 players, mobile web)

The open-to-game path shortened (5 → 2 taps), so more sessions started; the in-game top-up sheet preserved game state, so mid-game top-up flow completion rose from 41% (pre-redesign baseline) to 67% (shipped Variant B) and return-to-the-same-game rose 23% → 88%, which kept zero-balance moments from ending the session; the transparent cash-out flow cut cash-out support tickets from 34% → 13% of mobile volume; and clearer money moments lifted 30-day player retention from 51% → 63% (the 51% baseline measured from the pre-redesign mobile cohort). Responsible-gaming engagement also rose, with limit-setting completion up because the controls sat in the balance sheet.

Metric Before After Δ
Open-to-playing-game path ~5 taps ~2 taps −60%
Mid-game top-up flow completion 41% 67% +26 pts
Return to same game after top-up 23% 88% +65 pts
Cash-out share of mobile tickets 34% 13% −21 pts
Mid-game top-up task success (usability) 52% 89% +37 pts
30-day player retention 51% 63% +12 pts

Note on the top-up numbers: the 41% is the in-product behavioral completion of a started top-up flow; the 52% is lab task success in Maze; the 38% is the share of zero-balance moments that ended the session entirely. They are three views of one break, not one metric repeated.

Scale note: at a mobile share of 68% of sessions, recovering the zero-balance moment and clearing cash-out confusion moves the experience for the majority of the platform's traffic.

Limitations (stated, because a portfolio claim is only as strong as what it concedes)

  • Small pilot. ~140 players, ~70 per A/B arm. The flow-completion and ticket effects are clear and consistent; the A/B is directional, and the decision leaned on the guardrail signals rather than statistical power.
  • Single-cohort baselines. The before figures come from the pre-redesign mobile cohort, not a held-out control, so they describe the status quo the redesign improved on.
  • Embedded-game dependency. The whole approach assumes the third-party game iframe tolerates an overlay without reloading; a game provider that forces a reload on focus change would break the central interaction and require a fallback.

Responsible-gaming stance (made explicit, because the domain demands it)

Recovering the zero-balance moment means designing at the exact point a player has run out of money, so player wellbeing was a first-order constraint, not an afterthought. Three choices encode that: the top-up is player-initiated, never an auto-prompt that pressures a deposit; deposit and time limits live in the same balance surface, present precisely when money is in play; and the A/B rejected the higher-converting aggressive variant because its guardrails showed players felt pressured. The design recovers lost sessions by removing friction the player chose to cross, not by pushing a player who stopped.

Reflections (transferable principles)

  • On mobile, a complex platform should be designed around the few actions a single session runs on, with the rest of the feature set demoted rather than crammed into the same viewport.
  • Embedded third-party content sets the real constraint: when the game owns the screen, the platform's own flows have to run beside it without unloading it, which makes overlay and state-preservation the central interaction problem.
  • In a money product, a short-term metric won by pressuring the user is a loss disguised as a gain; carrying wellbeing guardrails in the experiment is what lets a team see that and choose the durable design.