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Roman Shimin
Work

Case study 06 · Consumer Mobile · Product Redesign · Gamification · Visual Design

Lottery & Rewards Mobile App

Transforming a simple daily lottery into a richer, gamified mobile experience.

Industry
Consumer
Platform
Mobile
Expertise
Consumer Mobile · Product Redesign · Gamification · Visual Design
Role
UX/UI Designer, Appello

01Overview

The client already had a lottery app built around buying a ticket for a daily cash prize.

The job was to rethink that and give people more to do in the product.

I expanded the original concept into engagement mechanics, rewards, customization and a visual language that could hold all of it.

Three phone screens: a daily draw with a ticket button, a winning number result, and a top-up screen.
Fig. 01The daily draw, a winning result, and top-up amounts.

Scope

  • Product concepts beyond the original daily draw
  • Ticket selection, draws, results and the wallet
  • Challenges, streaks, virtual coins, collectible boxes and leaderboards
  • Profile customization: avatar frames, titles and achievements
  • A playful visual language shared across transactional and celebratory screens
Team
Designed at Appello for an Australian client that already had a basic daily-draw app.

02Draw

Rethinking the core experience

The original flow was entering a daily draw. I looked at how that could sit inside a fuller app: ticket selection, upcoming draws, results and the account, with the newer reward features on the same navigation.

Fig. 01 is the home of that draw, the result when a ticket wins, and the top-up screen. Fig. 03 is choosing a number. The purchase sheet shows the ticket price and the current balance, and it offers an optional subscription. Sign-in asks for agreement to the terms.

Three phone screens: phone-number sign-in, a list of today's draws, and a daily challenges sheet.
Fig. 02EntrySign-in with a terms confirmation, the day's draws, and the streak and challenges on the same home.
Three phone screens: a selected lottery number with a purchase button, a number pad, and a shop of reward boxes.
Fig. 03TicketNumber selection and the purchase sheet, with the price and balance visible, next to the coin shop.

03Play

Building a gamification system

A large part of the work was proposing mechanics that belong together: daily challenges, a streak, collectible boxes, virtual coins, a leaderboard and profile items.

A challenge pays coins. Coins open a box. A box can yield a frame or a title that then shows on the profile and in the rankings. Fig. 02 starts that loop. Fig. 04 is the reward, the rankings and the profile.

Three phone screens: an opened reward box with an avatar frame, a leaderboard, and a profile.
Fig. 04RewardsAn opened box with an avatar frame, the rankings, and a profile that can equip a frame and a title.

04Look

A different visual personality

This could not look like business software. The UI is saturated, the type is large, and a win or a new reward gets its own moment.

The same tab bar and the same yellow action run through the draw, the shop and the account, so the louder screens still navigate like one product.

05Reflection

The project was a basic daily cash-prize draw, redesigned as a wider consumer product: the ticket, the wallet, the rewards and a look of its own.

Contact

Open to Senior Product Designer roles.

If you are hiring a senior product designer for complex B2B, SaaS or AI-powered client work, I would like to hear from you.

hello@romanshimin.com
Location
Montenegro (Remote)
Availability
Open to Senior Product Designer roles at international digital product agencies.