UX/UI Case Study

SOPO.
Poker App UI.

Timeline
2019 – 2026 (7 years)
Type
Product / UI/UX Design
Platform
iOS · Android · Web · Desktop · Solana Seeker
Tools
Adobe XD · After Effects · Photoshop
Status
Live — 67K+ users
UI/UX Design Mobile Cross-Platform Design Systems Gaming Motion Design
SOPO cross-platform mockup showing iPhone, iPad, MacBook, and desktop
i. 01
Overview

For seven years I was the sole UI/UX designer at SOPO, the first and still only mobile poker app on the App Store to offer real-money-value play through sweepstakes gaming law. What started as a basic mobile app evolved through 25+ major redesigns into a cross-platform experience spanning five platforms: iOS, Android, web, desktop, and the Solana Seeker mobile device.

I owned every pixel across both SOPO (the U.S. sweepstakes product) and SOPO Pro (the international crypto-wallet product), from research and wireframes through high-fidelity mockups, interaction design, motion graphics, and developer handoff. I shipped on a biweekly cycle driven by community feedback and internal testing.

I introduced a gaming-inspired aesthetic drawn from Call of Duty, Fortnite, and Destiny, built complete gamification systems, and created loading animations that turned a technical pain point into a moment of delight. The app reached a 4.8-star App Store rating and 67,000+ registered users.

At a Glance
Role Sole UI/UX Designer
Redesigns 25+
Platforms 5
Users 67K+
App Store 4.8★
Session Growth 2.6× (18K → 47K)
i. 02
The Problem

THE STARTING
LINE.

When I joined, the app looked and felt like a prototype. The design needed to work across five completely different contexts and audiences — from solo mobile play to bar tablets to blockchain hardware.

  • Generic poker UI with no visual identity in a market full of established competitors
  • Inconsistent experience across devices — mobile, tablet, and desktop felt like different apps
  • Screen freezes during hand loading created the perception of crashes, causing user churn
  • No gamification or engagement hooks beyond the core poker game
  • No design system — no component library, no shared visual language
  • Five very different contexts: personal mobile, bar tablets, desktop power users, blockchain hardware, and an international crypto product
i. 03
The Process

THREE DESIGN
Eras.

Seven years of iteration organized into three distinct phases, each building on the last.

01
2019 – 2020
FOUNDATION

Established a cohesive visual language: color system, typography scale, and a reusable component library. Focused on making the core poker experience intuitive — chip stacks, card animations, table layout — and ensuring responsiveness even on slower devices.

This pass was about building trust through consistency. Every screen, every state, every edge case accounted for and resolved before moving forward.

02
2020 – 2023
THE DOPAMINE RUSH

Not being a poker player turned out to be an advantage. Instead of designing for purists, I studied what made digital card games like MTG Arena and Gwent irresistible to a gaming-native audience, then brought that energy to poker.

  • Daily missions refreshing every 24 hours
  • XP progression with visible level-up rewards
  • Login streaks with escalating incentives
  • Weekly and all-time leaderboards
  • Loading animation that eliminated the perception of screen freezes entirely
03
2023 – 2025
SCALE & CROSS-PLATFORM

Optimized for cross-platform consistency while respecting each device's unique strengths. Built device-specific UX strategies instead of forcing one layout everywhere.

  • Mobile: touch-first, large tap targets, swipe gestures, one-handed play
  • Tablet: landscape-first, split-screen live play and viewing
  • Desktop: command-center layout, multi-table, keyboard shortcuts
  • Solana Seeker: blockchain-native with crypto wallet integration
  • Bar/restaurant: co-branded simplified UI with venue theming
i. 04
Design Evolution
SOPO Design Pass 1 — foundation UI (2019–2020)

Pass 1 — Foundation. Establishing the visual language, component library, and core poker UX (2019–2020)

SOPO Design Pass 2 — gamification system (2020–2023)

Pass 2 — Dopamine Rush. Gamification layer, daily missions, XP system, and the loading animation that solved screen freezes (2020–2023)

SOPO Design Pass 3 — cross-platform UX (2023–2025)

Pass 3 — Cross-Platform. Device-specific UX strategies across mobile, tablet, desktop, and Solana Seeker (2023–2025)

i. 05
Motion & Sound

DESIGN IN
Motion.

Before SOPO, I produced electronic music and performed as a DJ. When the app needed sound design, I sourced, layered, and mixed every sound effect in these animations, applying the same ear for impact and timing I developed in music production.

The loading animation solved a real engineering problem — screen freezes during hand loading were being perceived as crashes. The "doors closing and opening" transition masked the network latency entirely, turning a pain point into a signature moment.

Turn on sound using the speaker icon on each video.

Loading Transition
Jackpot Celebration
Purchase Claim
i. 06
Impact

SEVEN YEARS.
The Numbers.

Every major redesign moved the needle. Here's the cumulative impact of 25+ iterations.

67K+
Total Registered Users
4.8
App Store Rating (95 reviews)
2.6×
Session Growth (18K → 47K monthly)
50%
DAU Increase After Redesign
28+
Minutes Avg. Session Duration
37+
Minutes Avg. Engagement Time
54K+
New Users Acquired
25+
Full App Redesigns
Beta Test Results

Three structured beta tests validated each major design evolution and gave us the data to iterate with confidence.

Beta A
1.7K
Beta Players
33
Communities Reached
$5.88
Acquisition Cost
Beta B
1.9K
Active Users
52m
Avg. Engagement
26.1%
WAU/MAU Ratio
Beta C
7.8K
Active Users
23m
Avg. Engagement
52.4%
WAU/MAU Ratio
i. 07
Key Takeaways

WHAT SEVEN
Years Taught Me.

01
Iteration beats polish
Shipping biweekly for seven years taught me that a good design in front of users beats a perfect design in a file. Feedback from real people is irreplaceable.
02
Cross-platform is not one-size-fits-all
Each device has unique strengths. A layout that works on mobile often fails on desktop and vice versa. Leaning into those differences instead of fighting them is what made the product feel native everywhere.
03
Outsider perspective is a design tool
Not being a poker player meant I had to design for understanding, not familiarity. That forced me to question every convention and design for people who were learning as they played.
04
Gamification is UX
Daily missions and XP systems were not features bolted on top of the product. They were fundamental to how the product felt and how long people stayed. Engagement design is interface design.
05
Solve problems with design
The loading animation solved a technical limitation with a design decision. No code change required. Some of the best solutions don't touch the engineering stack at all.
06
Data validates instinct
Analytics showed us what was happening. Creative instinct told us what to try next. The two together — living in GA4 and A/B testing everything — is what made each redesign smarter than the last.

NEXT PROJECT.

Screen Park — UX/UI concept for the modern theme park guest.