2024 / 2025 · Flutter Entertainment / PokerStars Casino

My Rewards Widget Redesign

UX Redesign · Responsive Design · Usability Testing

Summary

The My Rewards Widget (MRW) is the primary loyalty touchpoint inside the PokerStars Casino app. The redesign aimed to simplify how players interact with their rewards — improving access to reward information, removing the cap on visible eligible games for Free Spins, and aligning the widget with the updated lobby concept.

The final design replaced the existing layout with a streamlined set of cards, each representing a reward or bonus, organised by expiry date so players can immediately act on their most time-sensitive rewards.

3
Reward types redesigned
4
Breakpoints covered
1
Usability test round

Goals

  • Feature Visibility & Accessibility — Ensure key features such as Spin of the Day and Free Spins expiration are easily accessible and visible at a glance.
  • User Flow & Usability — Make the journey from discovering available bonuses to finding eligible games and applying them as intuitive as possible.
  • Engagement & Satisfaction — Create an experience that feels engaging, rewarding, and enjoyable — not just functional.

User Journey

I started by mapping the full player journey to identify where the widget sat in the session flow and what pain points existed. The key finding: players were dropping off between discovering a reward and successfully applying it — the path was unclear, and the widget presented too much at once with too little hierarchy.

Full user flow: Login → Promotions → My Rewards → reward type → game → return
Full journey map — Login → Open Profile → Promotions & Rewards → My Rewards → select reward → launch game → return via MRW

Initial Wireframes

My initial wireframes focused on enhancing the existing widget layout rather than rebuilding it — maintaining familiarity for returning players while addressing the identified usability gaps. The goal at this stage was to improve hierarchy and reward discoverability within the existing structural approach.

Early Explorations — Mobile

Widget — Spin of the Day + Free Spins cards
Multi-reward overview
Widget — two Free Spins rewards
Free Spins ×2
Widget — Upcoming Rewards countdown
Upcoming Rewards

Stakeholder Feedback & Card-Based Pivot

After presenting to stakeholders, it became clear the design could be simplified further. The feedback pointed to a need for a more immediate, scannable experience — players shouldn't need to interpret the widget, they should be able to act on it instantly.

In response, I redesigned the widget around a card-based structure. Each card represents a single reward or bonus, organised by expiry date. This approach means the most urgent reward is always front and centre, reducing cognitive load and making the next action obvious. The card model also removed the need for a game limit — Free Spins eligible games are surfaced naturally within the card rather than competing for space in a shared view.

Card-Based Design — Lobby States

Lobby — Spin of the Day tab active
Spin of the Day card
Lobby — Free Spins tab active
Free Spins card
Lobby — Instant Bonus tab
Instant Bonus card

Usability Testing

To validate the card-based design, I ran a usability test focused on three reward types and five key areas: SOTD access and playability, Free Spins use, FSB information and usability, eligible game understanding, and empty state perception.

The test confirmed that players could find and act on their rewards quickly. Key findings: the countdown timer for Spin of the Day was immediately understood; Free Spins eligible games were no longer a source of confusion; and the expiry-first card order matched how players naturally prioritised their rewards.

One area flagged for refinement: where multiple eligible games existed for FSB, some participants weren't immediately clear on the selection. This informed the next round of visual adjustments.

Refinements

Based on usability test results, I refined the designs to align icons and text more precisely to the grid, improving visual consistency across all card types. I also focused on accessibility — ensuring all elements met contrast requirements and were easy to read and navigate for users with visual impairments.

Component Anatomy & Handoff

With the final designs complete, I prepared a thorough handoff package. Assets were organised with clearly named layers and groups. I documented design specifications covering colour tokens, typography, spacing, and component behaviours — giving engineering everything needed to implement accurately without back-and-forth.

Component anatomy — mobile
Mobile anatomy — component layers, spacing tokens, and interactive states
Component anatomy — desktop
Desktop anatomy — full breakpoint specification for engineering handoff

Responsive Overview

The widget was designed across four breakpoints — from desktop (1232px) down to mobile (375px) — with each layout adapted to the available space while maintaining the same card-based structure and interaction model.

My Rewards Widget — responsive overview across all breakpoints
Responsive overview — Desktop (1232px / 1190px), Tablet (725px), Mobile (414px) showing all reward states

Prototype in Motion

Interactive prototype used in usability testing — demonstrating card interactions, reward state transitions, and the CTA flow.

Conclusion

The shift to a card-based structure was the most impactful decision of the project — and it came directly from stakeholder feedback rather than assumption. The expiry-first ordering solved a real player behaviour pattern: people act on what expires soonest, and the old layout made that judgment unnecessarily difficult.

Usability testing confirmed the direction before a line of production code was written. The final design aligned with the updated lobby concept, gave engineering a clean handoff, and provided players with a clearer, more engaging way to manage their rewards.