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Bingo Store

Responsibilities: Research / Wireframing / UI Design / Prototyping / User Testing / Developer Handoff / Design System

Worked closely with: Product Manager, Game Designers, Developers, Creative Leads, Economy Manager, Business Analysts, Monetization Manager, Art Team.

Platform: Mobile (iOS / Android), Desktop and tablet.

About BINGO BLITZ: Bingo Blitz is a leading freemium casual game by Playtika. With over one million players, mostly women over 50 from
the USA.

The Brief

Redesign the store to serve as the game’s central purchasing hub.
Improve logic and layout for a cleaner, more responsive experience that supports monetization goals.

My role

As the UX/UI Designer on this project, I led the full redesign of the in-game store experience. My focus included:

  • Mapping and simplifying store logic to streamline decision-making

  • Designing responsive, modular components to support future content and seasonal updates

  • Collaborating closely across departments to align gameplay, monetization, and creative goals

  • Running internal testing and design reviews to refine flows and improve clarity, performance, and usability.

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Previous store mainscreen

Main Challenges

1. Clarifying Complex Requirements

Understanding all stakeholder requests and translating them into actionable design and technical needs


2. Flexibility

Building adaptable components that accommodate various use cases and evolving requirements. Allowing changes in tasks, visuals, rewards, and timelines to boost flexibility, engagement, and player retention.​

3. Balancing Engagement & Monetization

Designing a layer that adds player value and enjoyment while introducing a monetization mechanic that feels rewarding, not intrusive.

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Updated store wireframe illustrating improved hierarchy

Research

Market Research

As part of the competitor analysis, I reviewed several key aspects of other in-game stores:

  • Number of tiles per screen

  • Tile sizes and proportions

  • Rewards shown per tile

  • Navigation patterns

  • Menu positioning

  • Color systems for tiles and CTA buttons

Creative Approach

To improve the store’s appeal, we aligned the design with the game’s narrative and creative strategy.


Working with the psychology team, we focused on creating a store that felt authentic and emotionally engaging  mimicking real-world packaging and product layouts to enhance connection.


The result: a purchase flow that ends with the joy of “unboxing,” helping to elevate player anticipation and satisfaction.

Examples of store packaging and layout inspiration from competitor games and physical toys. Used for internal design reference only.

Design Process

To tackle the main challenges, I began by designing basic tile components and experimenting with layout and grid structures for the store.

 

I balanced the needs of the monetization and economy teams with usability goals.

The goal was to highlight essential information without creating visual clutter or overwhelming players with too many choices.

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Sketches of different tile sizes

User Journey

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User enters

the game

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Enter the store from monetization popup
Taps the CTA to view offers

Enter from top balance bar
Accesses the store via currency shortcut

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Enter from play button
Lacks enough currency to start a BINGO round

Navigate
Store opens with relevant offers, tailored to player context

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Browse
User explores sections: Hot Offers, Credits, Gems, and Boosters

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View item details

View sales, prices, and benefits; compare between options

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Tap Buy
Player initiates the purchase flow

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In game currency

Check if the player has enough balance

Redirected to Gems section to buy more currency

no

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Popup Confirmation
Rewards animate into the balance

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yes

Confirm
Player approves the payment method and authorizes

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yes

Return the player to the main store screen to continue browsing or purchasing

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Canceled the purchase

no

Real Money Flow
Triggers platform payment process

User Journey

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Testing

We conducted a lab test with real Bingo players, comparing two prototypes with varying data density. This helped evaluate how the amount of visible information impacted clarity, focus, and purchase decisions.

Testing focus:

Comparing simplified vs. detailed layouts to measure clarity, focus, and ease of decision-making.

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Tile layout explorations

Version 1 – Simplified layout (less data shown)

Version 2 – Detailed layout (more information visible)

Test Result

We tested two store design variations with real players to evaluate clarity, navigation, and visual hierarchy.
Both the “See More” function and content expansion were clearly understood.

Findings:

  • The “See More” functionality and content expansion were easily understood.

  • Navigation felt smoother both through the bottom menu and vertical scrolling.

  • Menu text labels improved clarity.

  • Reward names were not essential for decision-making.

  • Button color logic was intuitive and effective.

  • Tile sizes were clearly interpreted.

Conclusions

User testing confirmed that the redesigned store significantly improved clarity and usability.


Key UI changes, such as enhanced navigation, button styling, and layout structure, helped guide players more smoothly through the experience.


These insights will inform the next stages of iteration and design improvements.

Regular purchase

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Gem purchase

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Free item

Final Sketches Highlights

Expandable Tiles

Tapping a tile reveals more details, utilizing the "See More" logic that has already been validated in testing.

Section Navigation

Smooth horizontal scrolling between store sections with fixed navigation at the bottom for quick access.

Detailed Balance Breakdown

Tapping the balance reveals currency types, helping players understand and plan purchases efficiently.

Compact Balance View


A minimized balance panel keeps key information visible while preserving screen space.

Purchase Breakdown

 

Players can preview the full contents of a tile before making a purchase, supporting informed decision-making.

Fly-to-Balance Animation

Rewards flying into the balance, reinforcing successful purchase feedback, and enhancing the sense of reward.

Tile Component

The tile component is the core of the store. It displays up to 10 rewards, with the option to show a struck-through (discounted) amount for each.
The closed view simplifies the layout and helps focus attention.

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Closed view- Default

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Opened view

Half Tile Component

A new size of tile in the game. helps to reduce spacing, for a smaller amount of rewards.

Advertise tile

The advertisement tile highlights the best offer in each section.

Its vibrant, cutout design draws attention and reinforces the “real store” theme by mimicking product packaging.
Larger than standard tiles, it can be customized by the monetization team for seasonal or promotional content

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Closed view

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Opened view

Half Tile Component

A smaller tile variation is used for fewer rewards or simple offers.
Helps reduce space and improve layout density across the store.

Half tile credit

Half tile boosters

Half tile free gift

Badges: Sale & Coupon

To enhance visibility and guide users, I designed a set of sale and coupon badges used both inside and outside the store:

  • In the lobby, they offer a quick preview of ongoing deals.

  • In the store menu, they clarify actions and current offers.

  • On store tiles, they display the updated price and bonus percentages, reinforcing urgency and value.

These components help create a consistent, promotional language across the store experience.

Store opening and animations

To reinforce the "real store" theme, I created an animated layer that mimics doors opening over the store. This layer appears during loading to mask tile rendering time and builds anticipation.

Inspired by glass doors in retail, it adds a polished, branded moment to the flow.
The layer is re-skinnable, making it adaptable for seasonal events or monetization opportunities.

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Opening of the store

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Halloween reskin of the doors

Art Process

Once wireframes were approved, we moved into the visual design phase.


Each week, we held collaborative art demos led by the UX and product managers to align visuals with gameplay goals.

This process ensured that visual design supported usability, stayed on-brand, and integrated smoothly with the store’s UX.

Final Outcome

Outcome & Impact

The majority of players who tested the store found it clear, intuitive, and effective in delivering what they were looking for.

Following the feedback, we made continuous improvements, adjusting reward sizes, refining spacing, and adding visual badges, such as “Best Value,” to guide decisions.

The new layout also introduced additional store sections, providing the monetization team with greater flexibility and room for creative strategies.

Example of an Offer in the credit section

My Process

Working on this project taught me how flexible and responsive good design needs to be. I learned how important it is to deeply understand player needs and create wide, creative solutions.


Even small UI changes had a noticeable impact, reinforcing how valuable it is to test ideas and listen closely to users.

Animation of rolling offer

Next Steps

This project is part of a broader, ongoing effort. Given the store’s central role, it’s essential to evaluate every detail across all phases.


We continue to develop additional features, learning from player feedback and previous testing.

We're especially focused on enhancing the purchase flow, balance view, and responding to user insights to make the experience smoother and more rewarding.

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2 Packaged tiles with free a free button.

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