top of page
Basic User flow before discursive evaluation
Build Points
Blow dandelion
Win Prize
Traffic to exc. games





In my current position we periodically have a 48hr 'free brief'. Deliberately vague the prompt was to 'Create a New Betting Feature'.
After some brainstorming I came up with a redesign of the existing loyalty programme we have, to create a point of difference against the usual spinner mechanics and also provide more studio in game integration with the programme - in turn this would drive loyalty back to our provider sites and thus improve 'player days' a key metric of success for our games.
The idea has a haptic element to it. As the user accumulates points during gameplay, the user is invited to make a wish for a prize by blowing the dandelion through the microphone, where subsequently an in-game prize is revealed. The idea leverages gambling symbols of 'luck' - a bit different to the usual Irish Leprechaun themes that are historically popular in betting.
Discursive Evaluation:
The framework became discursive during my evaluation of the output. I realised that the product would cause a prompt for permissions to take audio recordings and I questioned the ethical implications of the use of deeply personal voice data during the recording process. In the age of AI could this data be mined to feed personalised content, and could tone of voice or daily discussion be filtered for insights that go beyond 'clicks' or in app behaviour.
Free Brief
Product Design
Conceptual
The problem
The challenge is to create animating items on screen where the parameters extend beyond placement and positioning, into time, trajectory and inertia. Developing and implementing this in a UX space was technically complex and required hands-on collaboration with developers.
The Solution
I defined start and end parameters and defined a system on Figma to help translate speed, rotation and positional indices easily. The result was defined interaction design which used the screen as a full canvas for exploration.
After Effects | Figma
Poker Spins
The problem
Most poker clients use slots machines to present this mechanic. We wanted to position ourselves away from this, but also present the other multiplier figures to increase anticipation of winning a large prize pool
The Solution
Using the facets of a hexagon you can see adjacent multiplier figures while keeping the winning facet highlighted and in view. The table colour was configured to correspond with winning prize pool. Adding a unique colour scheme each time you play.
Strategize ways of presenting a spins mechanic without relying on generic or typical representations

Wireframes Not final UI
After evaluation. Two concurrent flows - UX flow in grey and business flow in red
Build Loyalty Points
audio permissions
Blow dandelion
Win Prize
Traffic to exc. games
Gather metrics
Feed insights
Performance teams
Mrkg. Depts
KYC analysis
bottom of page


