Roundel Roulette


As MyVegasBingo created more events, we ran into several problems regarding the proliferation of roundels. These are little "stickers" or buttons on the screen that take the user to a feature, an event, a reward, or an offer. However, the more they proliferated, the less traction each one got. I dug into the roundels as a component to better understand the issues we were facing.

Problem 1: Stakeholders wanted their specific roundel to have primacy, but what was happening was a saturation around how many were on a screen at any given time.

Problem 2: The roundel spaces were turning into "dead space" --where a user experiences pattern fatigue and stops looking at an area as a destination or affordance. 

Problem 3: Further, when players did interact with the roundels, there seemed to be confusion around expectations. 

With that in mind, I took several steps towards alleviating these issues. 
Reward Sequence Storyboards

The Prize Box sequence showcases an example of making sure that every beat within a storyboard sequence serves to convey information to the player in a timely manner that doesn't saturate their attention or bore them. 

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