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Reward Club

One smart hub to join, track, and claim weekly promos
Naffy Logo

Reward Club

One smart hub to join, track, and claim weekly promos
The Product

A Game in Need of a Comeback

4 To Score was Betway’s once-glorious free prediction game: pick the first team to score in four different football leagues and win £50K. Simple? Sure. Thrilling? It used to be. But players stopped caring. The game felt like last season’s kit, outdated, unloved, forgotten. That’s when I stepped in to rethink everything: gameplay, UX, UI, and how we could scale it across sports.
The Product

A Game in Need of a Comeback

4 To Score was Betway’s once-glorious free prediction game: pick the first team to score in four different football leagues and win £50K. Simple? Sure. Thrilling? It used to be. But players stopped caring. The game felt like last season’s kit, outdated, unloved, forgotten. That’s when I stepped in to rethink everything: gameplay, UX, UI, and how we could scale it across sports.
The Product

A Game in Need of a Comeback

4 To Score was Betway’s once-glorious free prediction game: pick the first team to score in four different football leagues and win £50K. Simple? Sure. Thrilling? It used to be. But players stopped caring. The game felt like last season’s kit, outdated, unloved, forgotten. That’s when I stepped in to rethink everything: gameplay, UX, UI, and how we could scale it across sports.
Free Bet Club & eSport Club Flow
Free Bet Club & eSport Club Flow
Free Bet Club & eSport Club Flow
The People

Meet the Team

We had the full squad: PMs, devs, data brains, and marketers ready to resuscitate a fan-favorite that had quietly slipped into a coma. And then there were our players: casual football fans, Betway regulars and occasional bettors looking for low-risk, high-thrill fun. I wasn’t just along for the ride,I drove it. Led the research, mapped the journey, ran interviews, sketched wiresframes, and shaped the final experience. My mission? Build something that didn’t just work, but worked its charm.
Personas
The People

Meet the Team

We had the full squad: PMs, devs, data brains, and marketers ready to resuscitate a fan-favorite that had quietly slipped into a coma. And then there were our players: casual football fans, Betway regulars and occasional bettors looking for low-risk, high-thrill fun. I wasn’t just along for the ride,I drove it. Led the research, mapped the journey, ran interviews, sketched wiresframes, and shaped the final experience. My mission? Build something that didn’t just work, but worked its charm.
Personas
The People

Meet the Team

We had the full squad: PMs, devs, data brains, and marketers ready to resuscitate a fan-favorite that had quietly slipped into a coma. And then there were our players: casual football fans, Betway regulars and occasional bettors looking for low-risk, high-thrill fun. I wasn’t just along for the ride,I drove it. Led the research, mapped the journey, ran interviews, sketched wiresframes, and shaped the final experience. My mission? Build something that didn’t just work, but worked its charm.
Personas
Goals

What Needed to Change

We had to fix what was dragging the game down and turn it into something people actually cared about. For players, that meant more clarity, flexibility, and reasons to come back. For the business, it meant higher retention, better conversion, and a system we could use beyond football, by:
Winning back players who’d stopped showing up
Making the game’s value obvious, fast
Reducing drop-off after the first interaction
Increasing repeat play and long-term retention
Building a modular setup we could repurpose for other sports
Goals

What Needed to Change

We had to fix what was dragging the game down and turn it into something people actually cared about. For players, that meant more clarity, flexibility, and reasons to come back. For the business, it meant higher retention, better conversion, and a system we could use beyond football, by:
Winning back players who’d stopped showing up
Making the game’s value obvious, fast
Reducing drop-off after the first interaction
Increasing repeat play and long-term retention
Building a modular setup we could repurpose for other sports
Goals

What Needed to Change

We had to fix what was dragging the game down and turn it into something people actually cared about. For players, that meant more clarity, flexibility, and reasons to come back. For the business, it meant higher retention, better conversion, and a system we could use beyond football, by:
Winning back players who’d stopped showing up
Making the game’s value obvious, fast
Reducing drop-off after the first interaction
Increasing repeat play and long-term retention
Building a modular setup we could repurpose for other sports
The Problem

Trouble in Jackpot Paradise

Engagement was dipping, new users weren’t showing up, and the experience had clearly gone stale. As I mapped out the journey, a few problems stood out. First: the login and registration wall came too early, before users even understood what the game was about. My theory? If people could see or even try the game first, they’d get it and be more likely to stick around. Second: once picks were submitted, that was it: no edits, no flexibility. Not great for users who changed their minds or misclicked. And third: after playing, the experience simply stopped. No follow-up, no results, no next step. That meant we weren’t just losing attention, we were missing a clear opportunity to re-engage or cross-sell.
The Problem

Trouble in Jackpot Paradise

Engagement was dipping, new users weren’t showing up, and the experience had clearly gone stale. As I mapped out the journey, a few problems stood out. First: the login and registration wall came too early, before users even understood what the game was about. My theory? If people could see or even try the game first, they’d get it and be more likely to stick around. Second: once picks were submitted, that was it: no edits, no flexibility. Not great for users who changed their minds or misclicked. And third: after playing, the experience simply stopped. No follow-up, no results, no next step. That meant we weren’t just losing attention, we were missing a clear opportunity to re-engage or cross-sell.
The Problem

Trouble in Jackpot Paradise

Naffy is a digital storefront for creators: think: "What if Shopify had a baby with Stanstore and that baby listened to creators for once?" As they plotted global domination (read: launching in the UK and US), they realized their website felt more "early internet" than "early adopter." That’s where I came in.
User State Scenario
User State Scenario
User State Scenario
Discovery

Sherlock Mode Activated

I kicked things off with a competitor audit to see how other games handled onboarding, flow, and feedback. That gave me a baseline to compare against, and a sharper lens for spotting where our experience fell short.
Discovery

Sherlock Mode Activated

I kicked things off with a competitor audit to see how other games handled onboarding, flow, and feedback. That gave me a baseline to compare against, and a sharper lens for spotting where our experience fell short.
Discovery

Sherlock Mode Activated

I kicked things off with a competitor audit to see how other games handled onboarding, flow, and feedback. That gave me a baseline to compare against, and a sharper lens for spotting where our experience fell short.
Need a title for this
Then I went straight to the source. Through user interviews and surveys, we uncovered more than just feedback, we surfaced emotional friction points that explained the drop in engagement:
Need a title for this
Then I went straight to the source. Through user interviews and surveys, we uncovered more than just feedback, we surfaced emotional friction points that explained the drop in engagement:
Need a title for this
Then I went straight to the source. Through user interviews and surveys, we uncovered more than just feedback, we surfaced emotional friction points that explained the drop in engagement:

It’s not just

a UX issue

it’s an

emotional gap

It’s not just

a UX issue

it’s an

emotional gap

It’s not just

a UX issue

it’s an

emotional gap

Insight
User Insight
Insight
User Insight
Insight
User Insight
User Insight
User Insight
User Insight
User Insight
User Insight
User Insight
User Insight
User Insight
User Insight
User Insight
User Insight
User Insight
Sport car from the top
User Insight
Sport car from the top
User Insight
Sport car from the top
User Insight
The Solution

The Real Shift

User interviews made one thing clear: our players were already picking goal scorers every week, just in fantasy football. So why not lean into that? I pitched a new mechanic: pick the first goal scorer in four selected matches. Way more personal, way more fun. Most fans don’t care what team scores first in League Two, most of them can’t even name one. But choosing a striker in Liverpool vs. Arsenal? That’s a match you’re probably already watching, maybe even with friends. And when your pick scores first, you’re not just cheering. You’re turning to your mate and saying, “Hang on… am I about to win 50K?” That’s the kind of moment people talk about, and that’s free marketing, live.
The Solution

The Real Shift

User interviews made one thing clear: our players were already picking goal scorers every week, just in fantasy football. So why not lean into that? I pitched a new mechanic: pick the first goal scorer in four selected matches. Way more personal, way more fun. Most fans don’t care what team scores first in League Two, most of them can’t even name one. But choosing a striker in Liverpool vs. Arsenal? That’s a match you’re probably already watching, maybe even with friends. And when your pick scores first, you’re not just cheering. You’re turning to your mate and saying, “Hang on… am I about to win 50K?” That’s the kind of moment people talk about, and that’s free marketing, live.
The Solution

The Real Shift

User interviews made one thing clear: our players were already picking goal scorers every week, just in fantasy football. So why not lean into that? I pitched a new mechanic: pick the first goal scorer in four selected matches. Way more personal, way more fun. Most fans don’t care what team scores first in League Two, most of them can’t even name one. But choosing a striker in Liverpool vs. Arsenal? That’s a match you’re probably already watching, maybe even with friends. And when your pick scores first, you’re not just cheering. You’re turning to your mate and saying, “Hang on… am I about to win 50K?” That’s the kind of moment people talk about, and that’s free marketing, live.
Flow Built Around Real Scenarios
The old journey went something like this: pick, submit… disappear. No feedback loop, no follow-up, no reason to stick around. I flipped that. Now, users could play the game before logging in. Let them feel the thrill first, then ask for the commitment. The experience became layered and intentional. First-timers got clarity and context. Returning players got speed and control.
Flow Built Around Real Scenarios
The old journey went something like this: pick, submit… disappear. No feedback loop, no follow-up, no reason to stick around. I flipped that. Now, users could play the game before logging in. Let them feel the thrill first, then ask for the commitment. The experience became layered and intentional. First-timers got clarity and context. Returning players got speed and control.
Flow Built Around Real Scenarios
The old journey went something like this: pick, submit… disappear. No feedback loop, no follow-up, no reason to stick around. I flipped that. Now, users could play the game before logging in. Let them feel the thrill first, then ask for the commitment. The experience became layered and intentional. First-timers got clarity and context. Returning players got speed and control.
Free Bet Club & eSport Club Flow
Free Bet Club & eSport Club Flow
Free Bet Club & eSport Club Flow
It wasn’t just about moving through screens, it was about building a rhythm that kept people coming back.
It wasn’t just about moving through screens, it was about building a rhythm that kept people coming back.
It wasn’t just about moving through screens, it was about building a rhythm that kept people coming back.
Wireframes With Purpose
I sketched fast. I tested early. Wireframes helped validate whether this player-pick mechanic made sense, if confirmation flows clicked, and how not to break the dev team.
Wireframes With Purpose
I sketched fast. I tested early. Wireframes helped validate whether this player-pick mechanic made sense, if confirmation flows clicked, and how not to break the dev team.
Wireframes With Purpose
I sketched fast. I tested early. Wireframes helped validate whether this player-pick mechanic made sense, if confirmation flows clicked, and how not to break the dev team.
Before
Before
Before
Make Them Care, Fast
The old splash page screamed "BRANDING" with big logo, vague tagline, and no hint this was a football game. I redesigned it to spotlight the jackpot, how the game works, and make it unmistakably about football. The result? Faster conversions, less drop-off, more “oh I get it” within seconds.
Make Them Care, Fast
The old splash page screamed "BRANDING" with big logo, vague tagline, and no hint this was a football game. I redesigned it to spotlight the jackpot, how the game works, and make it unmistakably about football. The result? Faster conversions, less drop-off, more “oh I get it” within seconds.
Make Them Care, Fast
The old splash page screamed "BRANDING" with big logo, vague tagline, and no hint this was a football game. I redesigned it to spotlight the jackpot, how the game works, and make it unmistakably about football. The result? Faster conversions, less drop-off, more “oh I get it” within seconds.
Before
Before
Before
Pick Your Player, Not Just a Crest
Switching to player picks meant rebuilding the screen from scratch. It was built for speed: clear layout, quick taps, no overthinking. But it also had to hit emotionally. Showing faces and names made every choice feel more personal, more fun. It wasn’t just about making a pick, it was about backing your guy.
Pick Your Player, Not Just a Crest
Switching to player picks meant rebuilding the screen from scratch. It was built for speed: clear layout, quick taps, no overthinking. But it also had to hit emotionally. Showing faces and names made every choice feel more personal, more fun. It wasn’t just about making a pick, it was about backing your guy.
Pick Your Player, Not Just a Crest
Switching to player picks meant rebuilding the screen from scratch. It was built for speed: clear layout, quick taps, no overthinking. But it also had to hit emotionally. Showing faces and names made every choice feel more personal, more fun. It wasn’t just about making a pick, it was about backing your guy.
Objections Screen
Product Screen
Objections Screen
Product Screen
Objections Screen
Product Screen
Don’t Just Say Goodbye
The old journey just… stopped. No feedback, no reason to care. I turned that dead-end into a proper moment. Now players could check their picks, change them if the match hadn’t started yet, or, if it had, see if they were still in the game. And right then, we dropped in tailored bet suggestions based on their choices. A slick little “you backing him? Want to double down?” move, while the hype was still real.
Don’t Just Say Goodbye
The old journey just… stopped. No feedback, no reason to care. I turned that dead-end into a proper moment. Now players could check their picks, change them if the match hadn’t started yet, or, if it had, see if they were still in the game. And right then, we dropped in tailored bet suggestions based on their choices. A slick little “you backing him? Want to double down?” move, while the hype was still real.
Don’t Just Say Goodbye
The old journey just… stopped. No feedback, no reason to care. I turned that dead-end into a proper moment. Now players could check their picks, change them if the match hadn’t started yet, or, if it had, see if they were still in the game. And right then, we dropped in tailored bet suggestions based on their choices. A slick little “you backing him? Want to double down?” move, while the hype was still real.
Same Bones, New Game
Football was just the start. The new setup used one core structure we could easily adapt across markets such as cricket, horse racing or eSports. No redesigns. No rebuilding. Just swap the data and go.
Same Bones, New Game
Football was just the start. The new setup used one core structure we could easily adapt across markets such as cricket, horse racing or eSports. No redesigns. No rebuilding. Just swap the data and go.
Same Bones, New Game
Football was just the start. The new setup used one core structure we could easily adapt across markets such as cricket, horse racing or eSports. No redesigns. No rebuilding. Just swap the data and go.
The Outcome

Turns Out It Worked

What started as a forgotten game is now a working product with numbers to prove it. It performs, adapts fast, and scales across sports. We can now launch a new version in under two weeks.
Weekly Engagement

Returning players and in-game activity

+19%
+19%
+19%
New User Acquisition

Signups after relaunch

+11%
+11%
+11%
Session Duration

Average time per session

+23%
+23%
+23%
Stakeholder Confidence

Belief in product value

+75%
+75%
+75%
Final Thoughts

Fun Is Serious Business

Emotional connection was the difference. The game worked because it gave people someone to root for—not just something to click through. Switching to player picks brought energy and emotion back into the experience, and the rest of the design made it easy to stay in the flow and come back for more. We had other ideas on the table, like a chat-style screen to suggest bets based on your picks, or a quick animated walkthrough to show how it works. Both tested well, both were dropped due to timing.
Final Thoughts

Fun Is Serious Business

Emotional connection was the difference. The game worked because it gave people someone to root for—not just something to click through. Switching to player picks brought energy and emotion back into the experience, and the rest of the design made it easy to stay in the flow and come back for more. We had other ideas on the table, like a chat-style screen to suggest bets based on your picks, or a quick animated walkthrough to show how it works. Both tested well, both were dropped due to timing.
Final Thoughts

Fun Is Serious Business

Emotional connection was the difference. The game worked because it gave people someone to root for—not just something to click through. Switching to player picks brought energy and emotion back into the experience, and the rest of the design made it easy to stay in the flow and come back for more. We had other ideas on the table, like a chat-style screen to suggest bets based on your picks, or a quick animated walkthrough to show how it works. Both tested well, both were dropped due to timing.
Objections Screen
Product Screen
Objections Screen
Product Screen
Objections Screen
Product Screen