A built-in limit-setting tool that lets slot players set time and spend limits before play, reducing impulsive, unbounded sessions without getting in the way of the game.
Secondary research into problem-gambling behavior, distilled into the patterns that mattered most for this design.
Impulsive decision-making and chasing after losses
Not setting limits before starting to play
Not understanding how the odds work before playing
Not taking breaks, staying fixed on play without pause
Built from secondary research into problem-gambling motivations, used to keep the design focused on real risk patterns rather than assumptions.
Plays occasionally for entertainment; benefits most from visible, low-friction limit reminders rather than hard blocks.
Plays regularly and is more prone to losing track of time and spend; needs limits that are easy to set and hard to ignore.
Shows early signs of impulsive, loss-chasing behavior; the primary user the limit-setting tool is designed to protect.
Translating research into a flow that shows exactly where and how a player sets a limit, and a journey map showing how that moment sits inside the broader play experience.
Five UX dimensions compared directly against a competitor's live product to find where our design could remove friction.
Competitor surfaces account info and real-time limits before login, which risks confusing new users. Ours lets players continue without login, or opt in to track and set limits.
The competitor has no way to conceal real-time spend and time data on screen. Ours adds a hide option for players who don't want that visible.
Competitor's real-time limits aren't labeled, costing users time to interpret. Ours separates and labels limits into two clear sections.
Setting a limit on the competitor's product takes more clicks. Ours surfaces the set-limits option upfront, reducing steps to complete.
The competitor gives no visual emphasis to its call-to-action buttons. Ours emphasizes "change limits" and "set limits" so they're found quickly.
A dedicated design system so engineering could implement the limit-setting UI consistently, without re-deriving spec decisions per screen.
The login/registration flow and the limit-setting flow, set limits, enter the amount, confirm, receive a disclaimer, return to the limit page, designed as one coherent path rather than disconnected screens.
Used secondary research to understand at-risk play patterns, then built three personas to keep design decisions tied to real user needs rather than assumptions.
Mapped how a player would realistically reach the goal of setting a limit, and where that moment sits inside the broader play journey.
Evaluated a competitor's limit-setting experience across five concrete dimensions, landing page clarity, privacy controls, labeling, time on task, and CTA emphasis, to find real, specific gaps rather than generic ones.
Built a design system alongside the interface itself, so engineering could implement, and later extend, the limit-setting tool without re-deriving decisions per screen.