Please note that all visuals used in this project were placeholders, as my task was pure UX design.
Lottery syndicates allow groups to purchase a large number of lottery entries and share any resultant winnings.
Syndicate members collectively buy substantial quantities of chances to increase potential prizes, while distributing any rewards evenly amongst participants. Users can decide how many entries they want to buy.
It’s possible to choose from lotteries across the world. For example, American Thunderball or German Lotto.
To Build a new line of products for lottery players and soft gamblers.
Here is the diagram of my process during this project.
After receiving initial direction from our creative director, I began the design process by decomposing requirements into discrete elements like application capabilities, interface components, and detailed workflow screens.
I started by breaking things into smaller pieces, like functionalities, components and screens.
Scans of the design doc, my notes on the margins.
My process involves sketching on paper.
In this example, I drew tutorial ideas and user flow for onboarding/first-purchase experience.
Market research
The following phase involved conducting a competitive analysis of existing lottery syndicate products in the European and North American marketplace.
I interviewed my creative director (the author of the brief) and my CTO (the product owner), about their vision and expectations.
Wireframes
Following initial collaborative sessions to align on the direction and key elements, I created a series of mockups to illustrate potential solutions for review.
This enabled rapid iteration and feedback before progressing to crafting wireframes that focused on defining the structure, content organization, and logical user flows. Constructing mocking visual concepts before wireframing helped communicate ideas effectively and gain consensus among stakeholders. With team alignment on the mockup approach, I could effectively transition to plotting detailed flows.
Upon iterating through several rounds of refinements on initial wireframe concepts, and validating the overall information architecture, the team was prepared to transition to constructing a high-fidelity prototype.
This enabled testing more lifelike user interactions and flows to gather feedback before resources were invested in production. Constructing multiple versions of the wireframes was essential to arriving at an optimal structure balancing usability and functionality. These key steps of aligning on information design, user workflows and validation through agent testing build a foundation for the development of a robust product.
Here are some examples from our wireframe progression.
The Prototype
I used Axure RP as it’s the best for high-fidelity prototypes. We wanted to test some serious interactions and features before production.
After the first version, I found out that my approach to navigation was incorrect as it can be simplified. I resigned from drop-downs (as they were confusing and foremost hard to notice) and used icons instead.
The First Prototype
First user tests.
I wanted to test two things:
1. If users understand the product and the idea behind the lottery syndicates.
2. Usability test - If users will finish navigation tasks.
Testing was administered in person with subjects using the prototype application on provided devices.
Test cards with questions and tasks.
Here is what I learned:
All Users (issues and actions):
• Used the drop-down menu to navigate to their chances/see/add/cancel.
• Have struggled with the first purchase (+ button).
• Were not sure about syndicates (number of people, chances etc.) Wanted to know more about it.
• Didn’t notice or didn’t care about win-o-meter.
• Have no problems with finding things/navigation (cancel, add, view etc.)
Solutions and improvements that we can apply:
• The learning/onboarding experience should be bigger and cover much more info about the product.
• We could think about video/animation or modern-style tutorial images for every step. A user shouldn’t be able to skip it - as a part of the onboarding experience. For example, we can add a screen explaining that the user needs to press the (+) button to make a purchase. Please check the pocket jack example on the next page.
• Chances and syndicates: We should explain those to the users, how many people are in a syndicate, what is their share, etc.
• Win-o-meter. Users didn’t notice it, they ignored a percentage. Seems that the win-o-meter doesn’t have marketing value, the reason for that could test the environment and/or samples.
• We could create a tutorial on “how it works” to improve knowledge about syndicates.
• We should replace the button on the homepage with a more prominent CTA.
Potential actions that I can take, learned from my tests.
The problem: Lottery syndicates aren’t easy to understand/communicate.
Solution: to design a tutorial.
In the future, we will replace it with a more appealing version, but for tests, it was enough.
As I noted, learning experience/onboarding is an important part of the product.
I changed the flow and moved more options to the burger menu to make them more accessible. Users were looking there.
Here is the tutorial placeholder
The Second User Test
I kept the same questions but changed users, as I didn’t want to test this idea on people who were already familiar with it.
Here is what I learned:
I’ve improved almost every point from the past test, but not the (+) button, but that was a matter of colour and shape, as it was very hard to notice on the grey scale prototype.
Here is the second test prototype
The team asked me to use the existing guidelines of our Spingenie brand. Created by the agency.
I wasn’t involved in the design of it, so I just applied the guidelines.
Homepage Branded as Spingenie
Tickets Area
Chances Purchase Modal
Registration Journey - Branded as Spingenie
Chances Cancel Modal
Advance Payment Screen
Due to factors including development costs, timelines, and regulatory uncertainty, leadership made the decision not to proceed with launching this specific lottery syndicate initiative.
However, the user research I spearheaded provided valuable insights to inform future innovation and product development.
I was proud of my design and findings, and I learned many new things while working on this project. It was the beginning of a new role as I was elevated to a Lead UX Designer position.
Portfolio
Recent 2019-2023
Design for the AA computer game product
I designed a line of products for the internet competitions.
Older works +5 years
I led a design system and a platform for online casino products.
I’ve researched and designed gamification features
A green-field project about lotteries. I tested and created a product
My task was to create UX and UI for free to play product
More Projects and Samples Avalible Upon Request
Archive
+6 years old works
GUI design, animations and art for company’s flagship product
I was Art Directing creation of skins for company’s instant win games
Ancient
+10 years old projects
Game UI And UX
New product line design and service
New product line design and service
MISC
Areas Of Interest
2010-2013
Various
Animations
Some Animations For The US Based Companies
Animations
JULY 2020
Nathaniel 19
free font for all
As an experiment I had created a freeware font for all designers
FONT DESIGN
2009-2020
MY Art &
Drawings
After Hours,
My Art and Hobby
ART
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