Problem 1.
No stake change buttons immediately available & low stake changes. Users need to easily customise this based on wins and losses and increase stake with progress.
Problem 2.
As well as buttons and text falling outside of accessibility guidelines, we receive complaints in usability due to tight padding between the spin button and menu.
Problem 3.
Buttons disable for up to 5s to promote safer gambling with poor visibility of system status between spins. This presents as unresponsive UX and frustrating for players.
What the data showed


2024 | Case Study | Poker
Poker throws: Expressing emotion & personality through universally recognisable interactions
Designing poker throwables. Objects you can throw to players to wish luck, express unhappiness / loss / disdain.
Brand: Ladbrokes/Coral
Format: iOS, Android & Web
Timescales: 6+ months
My role: UX, IxD, Research
Scope: Greenfield feature
Date: 2024


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
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
Before
After
There are several issues with the existing system. Usability is a key concern, with buttons that are too small and tightly padded, resulting in poor hit areas. Primary actions are also placed within a menu, which creates unnecessary friction when adjusting the stake. Additionally, there are no extra modes such as turbo or autoplay available for the US jurisdiction. The interface itself appears visually cluttered, with stacked text that looks messy and misaligned. Finally, there is duplication of text at the bottom of the screen across both the gameplay area and the UI bar, which adds to the overall lack of clarity.
Slots studios need a system of buttons to trigger broad gameplay functions. The spin button is the the most important button, along with stake change buttons. Our previous system, had many issues. The three below outline the problem our data shows.
The problem
Online poker lacks many of the social cues that make in-person play engaging. Facial expressions, body language, tone of voice, and table banter all contribute to player strategy, psychology, and atmosphere. In high-stakes moments reading opponents can influence outcomes.
The solution
I gathered data, tested and created a suite of 10 animations to enhance live gameplay. I audited throws on other clients and tested the efficacy and frequency of each animation, adjusting priority and suggesting fewer interactions better quality moments. In addition, I created interaction hover states and target animations to complete the experience.
Problem 1.
No stake change buttons, resulting in low stake changes. Users need to easily customise this based on wins and losses and increase stake with progress.
Problem 2.
As well as buttons and text falling outside of accessibility guidelines, we receive complaints in usability due to tight padding between the spin button and menu.
Problem 3.
Buttons disable for up to 5s to promote safer gambling with poor visibility of system status between spins. This presents as unresponsive UX and frustrating for players.
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The Solution
The project delivered measurable improvements across both the product and the wider business. We saw a significant increase in stake changes, described by our Head of Studio Performance as a "mega increase" alongside richer correlation data that provided better insight into game release performance. The work also strengthened stakeholder relationships and improved overall brand perception, increasing confidence in the product and the team delivering it.


The results
The solution presented was a more radical UX redesign. A dedicated toolbar was created to house the buttons and maximise space within the bottom bar. I designed the UI with gamification in mind, and with contrast to compete with the saturated aesthetic of slots games. Various states were designed, along with interaction motion design to improve visibility of system status. The solution had balanced various benefits.
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




Screen as canvas
Rather than confining animations to a small overlay, I explored a system that treated the entire screen as a canvas. Throwables could interact with UI elements, travel across the full viewport, and use the screen edges to create playful, physics-inspired moments, resulting in more expressive, immersive interactions that felt integrated into the game.
Scalable and adaptable to various jurisdictions, regulatory laws.
The solution establishes a clear button hierarchy, with all buttons approximately 50% larger than in the current system, and the spin button uniquely placed within a circular container to distinguish it as the primary action. The design introduces clear button states, using red to indicate active status. Stake adjustment buttons are positioned close to the bet amount for improved usability, and the layout maintains visual balance even when certain buttons are removed due to legal requirements. Additionally, the bar is designed to be scalable, adapting its width across different device sizes.
Evaluation and trade-offs
Disadvantages of the system
This solution also has drawbacks, including a heavier implementation effort and a more fixed structure limited to a maximum of four buttons, which could present challenges for future product growth and expansion, although this is somewhat mitigated by the product lifecycle considerations.





Process

Data & auditing throws
Usage data showed that certain throwables were significantly more popular than others, prompting A/B testing to identify interactions that could potentially be retired. I also reviewed the relevance of the "Leprechaun" throwable, which has traditionally been portrayed as drunk and disinhibited in poker clients. After consulting the relevant audience group, we found that while the cultural reference remained well received, the portrayal itself felt outdated and risked reinforcing negative stereotypes, leading us to explore a more appropriate direction.
Implementation
I defined the interaction framework for every throwable, including its origin and destination, player targeting behaviour, and the hover and selection states that guide users before triggering the action. Each interaction needed to feel clear, responsive, and consistent while supporting a wide range of animations. Some throwables presented greater technical challenges than others, so I worked closely within engineering constraints to find creative implementation approaches that minimised development effort.


End-to-end process

