CASH DASH · 2025
Role : Lead Product Designer · Team : 2 PM, 1 Engineer, 1 QA · Timeline : 10 weeks · Platform : Mobile (Web)
Cash Dash
There was no existing game to learn from. No UX pattern to borrow. Just a mechanic nobody had designed before — and 10 weeks to ship it.
The product was built around a mechanic no one had shipped before: variable pricing where your choice determines your upside, and the value available decreases in real time with every action taken. Users needed to understand what they were buying, what it was worth right now, and that the value was actively falling — all simultaneously, all without instruction.
I led end-to-end design — from first principles to shipped product — including pushing back on the brief, negotiating technical constraints, and making calls with incomplete information under timeline pressure.
The Problem
Players choosing a stake were making a financial decision under time pressure with a mechanic they'd never encountered. They needed to simultaneously understand what their stake unlocked, what the current prize was, and that it was actively falling with every action in the session. If any of those connections broke, the product broke.
No category precedent meant every pattern had to be reasoned from the brief itself — not borrowed from convention.
The Brief
01
Make it instantly clear that earlier ball calls equal bigger prizes — without explaining it.
02
No creative freedom on brand. Every design decision had to live inside their existing visual language.
03
Players should want to spend more. The UI had to make higher ticket prices feel rewarding — not risky.
Everything else was blank canvas. No wireframes. No precedent. No existing product to reference.
Design Exploration
Three concepts. One clear direction. Zero compromise on clarity.
Three concepts. One test: does a first-time user understand the prize mechanic in seconds, without being told?
The Fights Worth Having
Validation
Moderated usability test · 20 participants · Playtech, 2025
We ran a structured usability test with 20 participants — covering regular players, occasional players, and people with no prior knowledge of the product.
One question drove the entire test: could players understand the relationship between ticket price and prize potential without being told?
94%
understood the full prize progression after a single playthrough.
92%
correctly identified the ticket/prize correlation without prompting
100%
completed a full game round — zero drop-off during the session.
These results validated that the design was communicating the mechanic correctly before build. The inclusion of real users unfamiliar with the product, not just internal employees gave us confidence the comprehension held beyond a sheltered population.
Results
35% of all purchases at launch were at the two highest price tiers — the two highest price points — from day one. We treat this as directional validation: no benchmark to compare against, but the direction confirmed the design was working.
Prize before price.
Reflections
This project changed how I think about designing any interface where a value changes in real time.











