Boosts
PROJECT: DoubleDown Fort Knox casino app
PLATFORM: Mobile iOS and Android
CONTRIBUTIONS: UX decisions, flows and wireframes, integration with the Bingo Daily Challenge feature, copy library 
The concept of Boosts came about as we were trying to move from one play mechanic of earning keys to unlock slots to a lower friction model where all the slots were unlocked. However, as many players had cautiously saved their keys, we wanted them to have some kind of compensation as we transitioned. Further, we had been exploring play mechanics that allowed more user agency, a sense that they could Boost their game play with time-limited bonus ad-ons. 

Boosts covered both these scenarios. We could reward long-time players with a small supply of Boosts as we converted their saved keys, and we could revitalize player's interest by the Boost mechanics. We brainstormed a number of ideas and pared it down to six for feature launch. 
Wireframes and Flows

Boost Challenges paired nicely with our other concurrently developed feature, the Bingo Daily Challenges. Bingo gave players a reason to return every day, but the Boosts took a little longer to earn. We tried to keep the cycles on these from synching too much in order to allow for a syncopated rate of player return. 

The first-time experience of Boosts involved a dedicated icon in the lobby with a tool-tip that funneled users into a tap-tap-tap introduction flow, which we tried to keep light on text and focused on showing the interface. As with our Bingo introduction, we chose a more illustrative approach to FTUE. 

The flow brought them to the feature home, a sort of "store"/lobby that showed the available boosts, a timer, and a link to the challenges lobby. The challenges lobby could swipe left to access the Bingo Challenges, thus keeping all the challenges together.  

Considerations

Iconography: I assembled a critique of different types of icons to explore:  a single "currency" icon, individual icons for each Boost, or category style icons. Ultimately, we decided that individual icons offered better clarity to the players. 

Point of Affect: We also had to determine which parts of the UI to badge or put effects on, in order to signpost active Boosts to the players. Obviously the active icon would come up on the HUD but it helped to have effects active, and to create that casino-like atmosphere. 
Final Feature

UI and Final Icon Design: Andy McCulloch
Feature Design: Ian Smith
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