versionicon linkedinicon linkedin
SEP 2017

Lottery syndicates allow groups to purchase a large number of lottery entries and share any resultant winnings. 

UX Design | Reserch
Posted: 12/10/2018 - 4 Minutes read

The Lottery

The Intro

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.

Lottery Product
Requirments
The Goal
"To Build a new line of products for lottery players and soft gamblers."
My Tasks
Market Research
To Create a green-field product line
Same Height Control
Lap user tests
Project documentation / dev handover
Design thinking
The Process

The diagram of my process during this project.

01 Process
Part one
The Brief

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.

doc

Scans of the design doc, my notes on the margins.

The Process

My Process involves sketching on paper.

In this example, I drew tutorial ideas and user flow for onboarding/first-purchase experience.

sketches

Some sketch examples

Research

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

research 01research 02research 03research 04

Part two

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.

The first Lo-Fi wireframe.

04 wireframe

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. 

Testing lifelike user interactions and flows before investing in production saves resources. Creating various wireframe versions helps find the best balance between usability and functionality. Aligning on information design, user workflows, and validating through agent testing lays a strong foundation for developing a robust product.

An example from wireframing process
05 wireframe@2x
An example from wireframing process
06 wireframe
The “final” wireframe
07 wireframe
Part three

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.

placeholder image

The First Prototype

Research

User tests

User testing is crucial for new product development as it uncovers user preferences and issues early on. By involving users in the testing process, teams refine the product to meet user needs, ensuring a better user experience and reducing development risks.

Initially I was looking 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 card-01
test card-02

Test cards with questions and tasks.

The results

First user tests

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.

Solving problems

Potential actions that I can take, learned from my tests.

The problem: 

Lottery syndicates aren’t easy to understand/communicate.

Solution:

To introduce 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.

08 tutorial

Here is the tutorial placeholder

The results

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. 

lotter proto-03

Here is the second test prototype

The Placeholder Visuals
The Placeholder Visuals

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.

iphone 01

Homepage Branded as Spingenie

iphone 02

Tickets Area

iphone 03

Chances Purchase Modal

placeholder image

Registration Journey - Branded as Spingenie

iphone 04

Chances Cancel Modal

placeholder image

Advance Payment Screen

The final words
The Outcome

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. 

Recent 2019-2023

Portfolio

This section contains the selection of my best past projects

SEP 2023

Heavy Duty Challenge

"I crafted the brand and GUI for Heavy Duty Challenge game, ensuring a seamless user experience through rigorous testing and UX refinement."

UX | UI | Brand 

AUG 2021

Internet
Raffles

"I led the creation of an innovative internet competition platform, establishing design systems, UI, and UX. Continuously providing design support, I've been integral to the ongoing success of this brand."

UX | UI | Brand

OCT 2019

Design
System

“I crated s design system and managed 12 casino brands, collaborating with the front-end head to create a Sketch plugin for faster production. I also conducted user tests and served as the primary UX resource company-wide."

UI | UX

MAY 2018

Gamification features

"I conducted research and designed gamification features across our company's product portfolio, collaborating with cross-functional teams to enhance user engagement and overall experience."

UX | UI

SEP 2016

Lottery Syndicates

"I directed the research and design of a green-field syndicate lottery app, overseeing the entire process from initial research to MVP design. This case study exemplifies my approach to app design."

UX | UI

Older projects

+5y  Old

This section contains the selection of much older projects just for the reference

JUN 2018

Slingo Boom HTML5 Game

"I directed the research and design of a green-field syndicate lottery app, overseeing the entire process from initial research to MVP design. This case study exemplifies my approach to app design."

Playstation | PC | Xbox

Product design

Older projects

+5y  Old

This section contains the selection of much older projects just for the reference

More Projects and Samples Avalible Upon Request

Archive

+6 years old works

may 2015

Pirate
Plunder

GUI design, animations and art for company’s flagship product 

VISUAL DESIGN

2013-2015

Geonomics GUI design

I was Art Directing creation of skins for company’s instant win games 

VISUAL DESIGN

Ancient

+10 years old projects

aug 2013

Zoony
Match

Game UI And UX

GUI DESIGN

may 2012

Brainstorm iOS app

New product line design and service

PRODUCT DESIGN

jan 2012

M.E.T.A.R
Weather

New product line design and service

HEADING CONTENT

JUN 2009

Blamball
iOS game

New product line design and service

GAME DESIGN

MISC

Areas Of Interest

2010-2013

Various
Animations

Some Animations For The US Based Companies

Animations

lottery item

JULY 2020

Nathaniel 19
free font for all

As an experiment I had created a freeware font for all designers

FONT DESIGN

lottery item

2009-2020

MY Art &
Drawings

After Hours, 
My Art and Hobby

ART

lottery item
Logo A

Copyright 2024 - Adam Jedrzejewski - All Rights reserved.
All product names, logos, and brands are the property of their respective owners. All company, product and service names used in this website are for identification purposes only. Use of these names, logos, and brands does not imply endorsement. Adam Jedrzejewski - London-based product designer portfolio. Available for short and long-term contracts.