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SaaS Product UX / UI

Playtech

Overview

At Playtech, I had the invaluable opportunity to validate and implement ideas that improved internal processes and contributed to the development of competitive, user-focused products. Shortly after joining Playtech Shortly after joining in August 2012, I was entrusted with leading the UX/UI design for a pioneering SaaS-responsive bingo platform, replacing the outdated Flash-based desktop version and expanding accessibility across multiple devices. My role involved conducting user research and collaborating with Product Managers and Business Analysts to shape a user-driven design strategy. I designed the platform's UI, established branding guidelines for seamless third-party customization, and drove continuous product innovation by leveraging UX insights, market trends, and emerging technologies. Additionally, I actively participated in Agile development processes to ensure iterative improvements aligned with business objectives. This project not only modernized Playtech's offerings but also showcased the transformative power of design thinking in delivering impactful, scalable solutions.

The Challenges

We encountered several challenges throughout the project, but ultimately, our efforts paid off, resulting in a market-leading product.

Not mobile First: Since a revenue-generating native mobile app was already in place, the initial focus was on transforming the tablet and desktop UIs. Once the HTML5 product was fully developed, the mobile app was also transitioned to HTML5 and integrated into a unified codebase with the tablet platform.
Development Team: Most of the development team had expertise in Flash, making the shift to HTML5 a significant hurdle. To ease the transition, the first template was initially built in Flash before moving fully to HTML5.
Existing Users: Desktop users were accustomed to the rich, Flash-based UI, so the new interface had to be intuitive, visually appealing, and introduced gradually to ensure a seamless transition.
Branding: The previous UI was complex to brand and required in-house updates at Playtech, leading to extensive collaboration between the design team and clients. The new UI addressed this by introducing customizable templates and clear guidelines, empowering clients to manage their branding independently.
UX culture: Flash Player and native products previously had limited support for UX design principles. However, with the transition to a unified codebase, it became easier to track user behavior, implement improvements, and test changes across devices. As UX enhancements proved to boost ROI, a dedicated UX backlog was incorporated into sprint cycles, fostering a stronger UX culture within the development process.

The Process

Before jumping into details and to shape th UX process I separated the product time line into four stages:

Discover

Affordability research by gathering, organising and analysing the information about the existing users and bingo products.

Design

Designing, testing, branding templates and guidelines for the bingo UI product and sub-products.

Develop

Launching the MVP, testing, analysing, reiterating and converting the existing Native mobile to HTML5 and having one code base with the Tablet.

Grow

Continuous Agile development and UX cycle with expanding client portfolio, constant enhancements, regular testing, analysing user metrics and adding new features.

A Lean UX Machine

Product Cycle SaaS Bingo Product Timeline

Discover

First phase product cycle

The project started on a small scale. while keeping transparency across the organisation. As the project matured more relevant professionals where involved.

Regular meetings and activities where conducted; on-site and off-site, involving Business Analysts, Head of Bingo, Product Owner, Product Manager, Project Manager Head of Development and CCO to understand expectations, goals, technical constraints and works processes.

Defining Business Goals: The first step was about understanding ROI of the new product and putting together a road map to estimate how long it would take develop and release the product, in what areas does the company need to invest to achieve completion, risk assessment and how to minimise losing users of the existing product, what steps should be undertaken to switch the product medium and technology and how to would the product be valued in relation to competitors.

Analysing User of Existing Products: To understand who we will be developing the new product to we had to grab every data we could about the users of the existing product. In order to do so customer services shared with us the customer complaints and inquiries, we also interviewed chat admins and looking for keywords( how, where, when, why, frustrating, sad etc..) in the chat logs, and extracted the user matrics to understand user behaviour and user frictions.

Usability Testing of Native Bingo Product: Conducting usability testing in a stimulated Lab testing environment powered us to emphasize more with the users of our products. The qualitative data gained gave a valuable insight to understand the users, motivations, friction, needs, pains, mind maps, habits, hobbies, brands and background.

Native Mobile Usability Lab testing
Notes from the tablet usabiliy testing

Generating Heuristic Personas: We combined, organised and categorised the qualitative and qualitative data we gathered from all our research on a spreadsheet. While inputting the information we started creating tags for the patterns we found ex: Demography of the users, when do users play bingo, how much do users bet on each game and in what intervals, users who play slots while playing bingo, etc. Since the female users were more than three-quarters of the users we generated five Personas, four female personas and one male persona. The personas had different needs, desires and pain points and segmented according to betting habits and frequency of playing bingo on our platforms. We share the personas with other departments and did a few tweaks on them after getting feedback. Note: We refined the set of Personas after usability tests were performed on the new tablet product.

Ticket purchasing User story Ticket purchasing User story

User Stories With the persons stuck up on the wall in one the of the "Town Hall" meeting room, we collaboratively started composing and filling up the walls with user stories to understand where might the users experience friction, where can we create automation, where do we need to include messages, what elements in the UI need to be visible or accessible at all times, what sub-tasks would the users perform. Once a user story was at a satisfactory stage we added it to Excel sheet and shared it with the developer.

Task Flow ticket purchase Task Flow ticket purchase

User Task Flows: After user stories passed the acceptance criteria, I and the Product Manager started creating User Task Flows. The user task flows variations done did not only cover the user end goals, but it also included mico-tasks. For example, the user reached the end goal of buying tickets and playing the bingo game, what mico-tasks can the user still perform during the bingo game? A Mirco-task can play a slot, chat with other users, add bingo buddies. The user task flows made it clear what possible interactions would the user be able to perform as any stage. It also gave us insights into how to navigate users through tasks with positive and negative reinforcements. An example of positive enforcement would be a confirmation message to the payer that they accomplished a purchase, whereas negative enforcement would be a confirmation message to the player that they have not selected tickets when trying to confirm a purchase.

Second phase product cycle My first UI sketch during the Divergent Session with which I proposed a personalised UI according to user interest / priotity

Divergent and Convergent: With the knowledge and processes at our disposal we had a good idea where the product has to be. With all the excitement we started with Divergent thinking which was about brainstorming while thinking broadly, keeping an open mind, considering anything and everything. We took turns on the whiteboard, sketching ideas and enacting users. It was theatrical and with a lot of sweets in the meeting room to boost our creativity. Some ideas where using device accelerometer, voice commands, using the bump feature to move your ongoing game from one device to another or creating a customisable personalised UI each user can rearrange the UI according to their interest. Convergent thinking is coming back to reality and thinking narrowly, bringing back focus and identify major key problems and feasible solutions. We had their categories for the ideas, Impossible ( due to technical constraints, the risk factor of unexpected results, too costly to develop or does not satisfy enough the user needs), possible ( might be revisited in the future) and must have.

Design

First phase product cycle

In this stage, if the project the most involved professionals where Designers, Product Manager, Business Analysts and Head of Development.

Wireframes: After we understood to a level how to emphasise with the users of the product and got some ideas to form the divergent and convergent sessions, I started designing the User interface to accommodate the needs, desires and pain points of the users. We aimed at creating a UI with clear CTA buttons, simple to navigate through and clear messages to avoid cognitive friction. At the same time, we had to consider the technical constraints and the lightness of the product.

Prototype: Once we had the UI design wireframes in a good place I created a low-fidelity prototype to test it internally and to evaluate the user flow of the prototype. After we received feedback we evaluated the points and concluded a few iterations in the User Flow.

GOOB: Although the product was tested internally before we handed over the designs to the developers we performed a Get Out Of the Building (GOOB) Guerrilla usability test on real users. The Product Manager organised and acquired permission at the nearest Bingo hall ( Mecca Bingo, Camden) to set up a post where we would conduct the usability test. The design team prepared a fake brand for the UI and collaboratively with business analysts prepared the major task-oriented scenario that users can grasp easily, besides that, we added a checklist to evaluate how well where the tasks performed. We booked a meeting room and did a test run before the Product Manager and a Designer went out into the wild equipped with e voice recorder. The Product Manager and a designer managed to test the prototype on seven participants with sessions lasting from 8-11 minutes. We acquired from the usability testing information about user friction within the tasks and the clarity and ease of use, furthermore, we got some interesting insights in scaling elements and adding more notification about upcoming bingo games.

Native Mobile Usability Lab testing
Notes from the tablet usabiliy testing
Notes from the tablet usabiliy testing

This paper prototype became the point of departure on the way to the more refined white-labelled interface, which we later implemented on desktop and tablet and started testing with the users.

UI design sign-off, Dev Guidelines, Annotations and Handover: The Core UI design, guidelines and annotations were signed-off by the Product Manager, the Spec signed-off by the Senior Business Analyst. The Head of Dev assigned a part of the developers into groups of Front-End, back-end, system Opps, and Java Developers and provided them with comprehension of the MVP specs they are working on. At this time not all developers could work on the project as a part of the development team had to still maintain and run the existing Flash client.

First phase product cycle Branding Template

Client Games Branding Templates and Guidelines: Since the old bingo client was converted from Flash to HTML5 all the games which were hosted on the Flash client had to be converted with it. In order to achieve a fast conversion, I created templates an guidelines for Slot, Scratch Card and Arcade game. This made it possible to release tons of games along with the Tablet product release. Having the templates and guidelines gave the advantage of giving the option to the operators to brand the games themselves. The disadvantage was that the users raised a complaint during the VIP interviews that the games didn't have unique features and most of them are the same games just different themes. This issue was resolved during the Grow phase when the games were reworked individually one by one to provide richer game experiences, in addition, the option of serving third party games was developed into the client. Thereafter, the users had a great variety of games to enjoy during a bingo game or in the lobby.

Client Bingo Branding Templates and Guidelines: After the UI was signed-off and handed over to start development, templates and guidelines were designed for the operators to brand the UI.?Gala Bingo?was the first licensee to receive the branding package from us and who gave us feedback about the ease of use and clarity of the templates and guidelines we provided.

Client Games Branding Templates and Guidelines: Since the old bingo client was converted from Flash to HTML5 all the games which were hosted on the Flash client had to be converted with it. In order to achieve a fast conversion, I created templates an guidelines for Slot, Scratch Card and Arcade game. This made it possible to release tons of games along with the Tablet product release. Having the templates and guidelines gave the advantage of giving the option to the operators to brand the games themselves. The disadvantage was that the users raised a complaint during the VIP interviews that the games didn't have unique features and most of them are the same games just different themes. This issue was resolved during the Grow phase when the games were reworked individually one by one to provide richer game experiences, in addition, the option of serving third party games was developed into the client. Thereafter, the users had a great variety of games to enjoy during a bingo game or in the lobby.

Develop

Agile development already started in this phase of the product time-line, yet, during this phase, the product and the UX design were maturing to reach the?Apex of the Agile Cycle.

MVP: Keeping the Development team on track with the UX research in addition to providing them with the UI designs, Annotations, product specs made the MVP development commenced smoothly.

Third phase product cycle

Soft Launch / Transitioning Users to New Product: The MVP was launched with Gala Bingo, William Hill and Mecca Bingo operators with the option for desktop users to pick between the old and new product. This was done in order not to overwhelm the users with a completely new product and let them explore it.

After launching with the first three operators we got the chance to track real user behaviours and measure the user metrics. Account Managers also provided us with customer inquires from the operator's customers services and the chat admins. We looked for similar inquires and prioritised them according to urgency.

VIP customer interviews / Usability testing of Tablet Product / refined personas: Me a business analyst and the Head of Bingo got invites to attend a Gala Bingo event for VIP customers held in Manchester, UK. We considered that an opportunity for us to approach the users directly and ask them about the product. The Head of Bingo arranged to book a room on the ground floor in the hotel where the event was held to invite the VIP users. The users were granted bonuses for their time. We also learned that the users were not very happy with the MVP slot game included in the Bingo Product.

Third phase product cycle Usability Lab Testing of the Prodcut

On another occasion, we performed a Usability Lab testing on the Tablet product with an external testing Lab located in Shoreditch, London. participants were a mix of new users and repeat users given primary tasks to perform, asked about their backgrounds, the gambling services they use, how they feel about the bingo games.

After the interview, the usability testing and tracing user metrics on the tablet product, we had a more clear picture of what are the next steps of making the product more user-centric. We returned our previous heuristic persona to reflect more the real users of the tablet product.

refined persona after interviews and usability testing Refined Persona after Tablet interviews and usability Lab testing
Third phase product cycle Wrapper added to the App Stores

Hard Launch: The product matured, and the UX and development processes became more of a routine to launch the product across more operators. The branding was done with two operators per sprint. Now that the product was running with more operators the organisation had to expand its departments. I had to add two more designers to the team to be able to keep up with designing new feature rooms and adding enhancements. Moreover, the web app was placed with a Wrapper so it could be launched as an application through pressing an icon on the mobile interface. Other than being able to download the application for the operator's website, some operators added the wrappers to the Google and Apple App Stores.

Mobile Conversion to HTML5 / Automated Brand Export: With the product being stable and mature the organisation was ready to switch the native into HTML5 and merge the style code with the tablet product. This move freed up a lot of design and dev resources. Subsequently, as the code base was one it was possible to create one a branding template for all devices. I delegated putting together a template to the new UI designer and collaboratively with the developers, a JS script was coded to automate the export. This also freed more time and effort in deploying brands.

branding template evolution Branding Template evolution

Grow

Fourth phase product cycle

The product reached a level of maturity that now it became a perfect Agile & UX cycle in which the product is continuously developed, tested and enhanced to become more use- centric, and to satisfy the needs of the users. In the process, we created more exclusive and non-exclusive features, at the same time working on the desirability of the product. The sucess of the product shined with gambling market leading operators.

The designers got the hang of the Tablet design and were able to work with the business analysts independently. At this point, my role was to ensure consistent production standards while tracking project progress, delegating work, and addressing designer roles in different projects. I also had to ensure that designers are meeting deadlines and are in line with the developers.

My collaboration with the Product Manage consisted of going through the backlog after every sprint and prioritising UX design tasks depending on the Release schedule, Importance of client, Dependency on Dev, the weight of the project, and availability of designers. Once the tasks were chosen we took part in Story Point Estimation meetings and measured the Dev work needed to execute the UX enhancement. Usually, we schedule the UX enhancements 3 sprints ahead, but sometimes we might have to rearrange the work if there would be an urgent fix.

Third phase product cycle High street operators use the product

We constantly received user metrics; through an internal system, of user interaction on the product from different operators. Similar patterns through different operators signify that attention is needed on the core UI. Irregular patterns signify that attention is needed on one operator's service. The patterns might be positive or negative. If the pattern is negative we try to resolve it and if the pattern is positive then we adopt it across other operators.

Product Team pictureMuch more people contributed to the success of the product, yet, these are the who I worked the closest to
Special thanks to the Product Manager Luca Beletti , who was a great support in my professional UX development and entrusted me to lead the design team and the design of the Playtech SaaS product. I got invaluable experience and gained tons of knowledge while working in a multicultural environment with colleagues of different professional experience. I also thank Stamatis Freskos for helping me bridge the gap between Product and Development, Mark Taylor for dedicating development or UX backlogs, David Greenhill the fun group building exercises, Piotr Dutczak for being my second in Design.

Key Takeaways

My key takeaways were how to archive the UX quantitative and qualitative data, an internal UX Wiki would be beneficial in case research changes hands, can be a better reference for pushing UX enhancements into sprintsm also so other departments can have access to the information. Use newer prototyping tools for better sharing and collaboration .

Working with great people on a project with this magnitude was an inspirational career experience, I am grateful for the opportunity and proud to have worked on something which got a lot of appraisals from users, competitors and partners. I'm thrilled to see how the product is in an ever-evolving cycle based on the backbone I left behind.