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
- How might we let a player top up coins mid-game without unloading the game or losing its state?
- How might we make cash-out status, timing, and fees clear enough that a player never has to ask support?
- 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.