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Case study

Level Up

Designing Engagement Responsibly

Product exploration · Partial development · Not launched

Client
Entain
Role
Lead Product Designer
Industry
Gaming & Gambling
Reading mode Read the short summary or the full case study.

Abstract 3D composition: a path of glowing platforms rising from a profile icon through challenges, a level badge and a reward coin to a trophy, with a ranking panel and, below, eight labelled tiles: levels, challenges, missions, experience points, rewards, achievements, rankings and progress tracking.
Conceptual illustration of progression, challenges, rewards and rankings. Illustrative; not a launched product.

Summary

Level Up was a gamification initiative exploring how to increase user engagement and differentiate Entain’s product experience through progression, challenges and rewards.

The challenge was not simply to make the experience more engaging, but to ensure that the mechanics encouraging participation were designed responsibly.

My Role

As Lead Product Designer, I helped define the product direction, led the design work and coordinated other designers. I also contributed directly to user journeys, high-fidelity interfaces and interactive prototypes, working alongside Product, Engineering and stakeholders.

Key Design Decision

One of our most important decisions was how to balance motivation with responsible participation.

My team and I challenged mechanics that could encourage potentially harmful gambling behaviours. We explored different approaches to rewards, progression, participation limits and transparency.

The resulting design placed greater emphasis on progression, incorporated participation conditions, revised certain mechanics and made rules and incentives easier to understand.

Validation and Outcome

We evaluated interactive prototypes through unmoderated user testing and gathered separate feedback from internal stakeholders.

The findings indicated that progression was understood and rewards and challenges generated interest, but also highlighted a need to simplify the experience.

We refined the journeys, mechanics and information hierarchy, and carried out a second round of validation on the updated designs.

The project resulted in a complete product proposal, designs prepared for handoff, interactive prototypes and some partial backend development. Level Up was never launched.

The experience reinforced my belief that creating engagement requires more than designing compelling incentives. It requires balancing business objectives, usability and user wellbeing.

Level Up

The mechanics explored

Explored as one connected journey

  • Levels
  • Experience points
  • Challenges
  • Missions
  • Rewards
  • Achievements
  • Rankings
  • Progress tracking

Responsible engagement

Four principles built into the design

Principles

  • Progression over constant rewards
  • Participation limits and conditions
  • Reconsidering mechanics
  • Clearer rules and incentives
Three grey wireframes of a challenge screen: default state, a game selected and a game already being played.
Wireframes of one challenge in three states: default, game selected and already playing.

See more in the Full case study

Full case study

Level Up was a gamification initiative at Entain, exploring how progression, challenges and rewards could create a more engaging and differentiated product experience.

The ambition was to bring several mechanics together into a coherent experience. But working in a gambling-related environment introduced an important consideration: how could we encourage participation without promoting potentially harmful behaviours?

Balancing these two objectives became a central part of our design approach.

Understanding the Opportunity

We explored a gamification experience built around levels, experience points, challenges, missions, rewards, achievements, rankings and progress tracking.

Level Up

The mechanics explored

Explored as one connected journey

  • Levels
  • Experience points
  • Challenges
  • Missions
  • Rewards
  • Achievements
  • Rankings
  • Progress tracking
Three dark mobile screens of a Level Up app on grey blocks: a daily challenge with a progress bar and ways to play, a level 12 ring with an experience bar, the next reward and recent activity, and a weekly leaderboard.
Conceptual recreation of challenge, level and leaderboard screens. Challenges, timings, XP and interface examples are fictional and illustrative: not verified decisions or launched features.

Rather than designing each mechanic in isolation, we considered how they could work together as part of a connected user journey.

Tournaments widget, a card over a blurred game background with three tournament cards, each with its type, prize, players, duration and an Opt in button, above a bar with Tournaments, Challenges and Account.
Tournaments widget.
Flow diagram of the gamification experience: in-game experience, opt-in and the challenge and tournament widgets (partial view).
Gamification flow, partial view.

The team conducted initial research, explored concepts and developed high-fidelity interfaces and interactive prototypes.

Two questions guided the work: how could we make the experience compelling and easy to understand, and how could we ensure that the ways we encouraged participation were appropriate for the product?

My Role

As Lead Product Designer, I combined design leadership with hands-on contributions.

I helped shape the product direction alongside Product and stakeholders, led design decisions and coordinated the work of other designers.

My direct contributions included designing user journeys and interfaces, developing and reviewing prototypes, and presenting proposals to stakeholders.

I also worked with Engineering as the project progressed towards partial implementation.

The wider research, design and validation process was collaborative. My responsibility was to help establish the design direction, guide decisions and ensure the experience balanced product objectives with user needs.

Key Design Decision: Designing for Responsible Engagement

Finding the Balance Between Motivation and User Wellbeing

The most significant design challenge was deciding how rewards, progression and participation should work together.

Gamification can create engaging experiences, but in a gambling-related product, the mechanics used to motivate people require particular consideration.

My team and I raised concerns about incentives that could encourage potentially problematic behaviour. We explored several alternatives, including reducing the prominence of rewards, introducing participation conditions, emphasising progression, revising certain mechanics and improving transparency.

Ultimately, we incorporated four principles into the design.

Progression over constant rewards. We made advancement and progress more central to the experience rather than relying exclusively on incentives.

Participation limits and conditions. We incorporated restrictions into relevant parts of the proposed experience.

Reconsidering mechanics. Some ideas were changed or discarded when they did not support our approach to responsible participation.

Clearer rules and incentives. We improved how users could understand challenges, progression and the conditions associated with rewards.

Responsible engagement

Four principles built into the design

Principles

  • Progression over constant rewards
  • Participation limits and conditions
  • Reconsidering mechanics
  • Clearer rules and incentives
Editorial board, Level Up interaction study: a weekly challenge to play three different games with progress 2 of 3, beside three notes: the requirement, progress over pressure and a symbolic reward with no monetary reward shown.
Conceptual reconstruction of a challenge with clear conditions, visible progress and a symbolic reward. “Interaction study / 02” does not document a second research study. Illustrative; not a launched product.

These decisions influenced the level and progress screens, challenges and missions, instructional content, interaction states and visual feedback.

Three grey wireframes of a challenge screen: default state, a game selected and a game already being played.
Wireframes of one challenge in three states: default, game selected and already playing.

The trade-off was between making the experience motivating and avoiding mechanisms that could encourage excessive participation.

Our aim was not to remove engagement, but to approach it with greater consideration for how product decisions might influence user behaviour.

Testing, Learning and Iterating

We evaluated interactive prototypes through unmoderated user testing, alongside separate reviews with Product and stakeholders.

The feedback suggested that the progression concept was understandable and that rewards and challenges generated interest.

However, it also revealed opportunities to simplify the experience.

Combining insights from the validation activities and internal reviews, the team made several changes:

  • Simplified user journeys and gamification mechanics.
  • Improved explanations and reorganised information.
  • Refined the presentation of challenges, rewards and progress.
  • Reviewed relevant interactions against our responsible participation principles.

These changes informed updated designs and prototypes.

The updated designs and prototypes then went through a second round of validation.

For me, the important lesson was that validating an engaging concept also meant being willing to reduce complexity and challenge ideas that initially seemed attractive.

From Exploration to Partial Development

Level Up progressed beyond concept design.

The team produced a complete product proposal, high-fidelity interfaces and interactive prototypes, with final designs prepared for Engineering handoff.

The eight mechanics were explored through high-fidelity designs and interactive prototypes, with some partial backend development carried out across the project.

Some of the decisions around responsible participation were reflected in that backend work, although we cannot confirm the implementation status of every individual measure.

The design direction was reviewed and approved by stakeholders. However, this approval did not mean that the product had been approved for public release.

Despite progressing through detailed design, prototyping and some partial backend development, Level Up was not launched.

Outcomes

Although the product was not released, the work produced meaningful design and development deliverables.

The project resulted in a complete product proposal, designs prepared for handoff, interactive prototypes, documented research findings and partial backend development.

It also went through two rounds of validation and ended with a design direction approved by stakeholders.

These outcomes demonstrate the progress made during exploration and development, rather than measurable commercial or behavioural impact after launch.

Leadership & Learnings

Level Up was an opportunity to lead design through a complex product exploration, bringing together research, interaction design, prototyping and cross-functional collaboration.

It reinforced several lessons that continue to influence my work.

Engagement requires responsibility. Designing motivating experiences also means questioning the behaviours those experiences could encourage.

Simplicity is a design decision. Reducing complexity can be more valuable than continuing to add features or interactions.

Engineering should be involved early. Close collaboration helps connect product ideas with technical realities before implementation advances too far.

Business objectives need design judgement. As a design leader, part of my responsibility is to challenge decisions when they may conflict with users’ interests.

Not every project reaches production, but the decisions, research and collaboration involved can still produce valuable learning. Level Up reinforced the importance of approaching innovation with both ambition and responsibility.

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