
Reward Club
One smart hub to join, track, and claim weekly promos


Reward Club
One smart hub to join, track, and claim weekly promos


Reward Club
One smart hub to join, track, and claim weekly promos

The Product
A New Promo Uncovered Bigger Problems
Free Bet Club and Esport Club were already live weekly retention promos with simple mechanics: place bets, earn rewards. Then came Casino Club. Similar goal, but this time with a tiered reward structure and a fresh brand UI. I was brought in to design it from the ground up. But to get it right, I first needed to understand what was and what wasn’t working in the existing promos.
The Product
A New Promo Uncovered Bigger Problems
Free Bet Club and Esport Club were already live weekly retention promos with simple mechanics: place bets, earn rewards. Then came Casino Club. Similar goal, but this time with a tiered reward structure and a fresh brand UI. I was brought in to design it from the ground up. But to get it right, I first needed to understand what was and what wasn’t working in the existing promos.
The Product
A New Promo Uncovered Bigger Problems
Free Bet Club and Esport Club were already live weekly retention promos with simple mechanics: place bets, earn rewards. Then came Casino Club. Similar goal, but this time with a tiered reward structure and a fresh brand UI. I was brought in to design it from the ground up. But to get it right, I first needed to understand what was and what wasn’t working in the existing promos.
The People
Users Were Lost But Teams Didn’t Know It.
There were two sides to this: players trying to make sense of scattered promos, and teams behind the curtain assuming everything was fine. Stakeholders wanted a new campaign. Players wanted clarity. Before fixing anything, I had to bridge the two. That meant understanding how users really navigated this and what stakeholders didn’t realize they were missing.



Goals
The Job, on Paper
Here’s what was officially on the to-do list before things got interesting:
Design Casino Club with fresh branding and tiered rewards
Update Free Bet and Esport Clubs to match
Make joining and tracking crystal clear
Encourage players to bet across Sports, Esports, and Casino
Goals
The Job, on Paper
Here’s what was officially on the to-do list before things got interesting:
Design Casino Club with fresh branding and tiered rewards
Update Free Bet and Esport Clubs to match
Make joining and tracking crystal clear
Encourage players to bet across Sports, Esports, and Casino
Goals
The Job, on Paper
Here’s what was officially on the to-do list before things got interesting:
Design Casino Club with fresh branding and tiered rewards
Update Free Bet and Esport Clubs to match
Make joining and tracking crystal clear
Encourage players to bet across Sports, Esports, and Casino
The Problem
Scattered Promos, Confused Players
To design Casino Club, I had to dissect what came before. I ran UX audits, held workshops, and dropped a player survey into the wild. Most users didn’t even know the existing promos were there. The ones who did? Confused about how to join, qualify, or claim. Casino Club added a new challenge, tiered rewards. That meant more states, more logic, and a UI that had to guide players through it all. But the existing setup wasn’t built for that. The experience needed more than a copy-paste job. It needed clarity.
The Problem
Scattered Promos, Confused Players
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.
The Problem
Scattered Promos, Confused Players
To design Casino Club, I had to dissect what came before. I ran UX audits, held workshops, and dropped a player survey into the wild. Most users didn’t even know the existing promos were there. The ones who did? Confused about how to join, qualify, or claim. Casino Club added a new challenge, tiered rewards. That meant more states, more logic, and a UI that had to guide players through it all. But the existing setup wasn’t built for that. The experience needed more than a copy-paste job. It needed clarity.



Discovery
What Was Wrong
Before doing anything fancy, I talked to five potential creators and watched them wrestle with the current homepage like it owed them money. I also ran usability tests. Here's what that told me:
Discovery
What Was Wrong
Before doing anything fancy, I talked to five potential creators and watched them wrestle with the current homepage like it owed them money. I also ran usability tests. Here's what that told me:
Discovery
What Was Wrong
Before doing anything fancy, I talked to five potential creators and watched them wrestle with the current homepage like it owed them money. I also ran usability tests. Here's what that told me:
They scrolled fast
Skipped the good stuff
Asked the same questions
That shaped what came next
They scrolled fast
Skipped the good stuff
Asked the same questions
That shaped what came next
They scrolled fast
Skipped the good stuff
Asked the same questions
That shaped what came next






























First Impressions Matter
Clear, Confident, Creator-First
We started by fixing the first impression problem. The hero section now showcases real creator storefronts, product pages, product types and the creators themselves, all working together to immediately show what Naffy is really for. A subtle animation cycles through different combinations, giving the section a dynamic, lived-in feel. The headline doesn’t dance around; it says what Naffy does and why it matters. Add a few revenue stats and bam: trust, built. Now visitors get it within seconds.
First Impressions Matter
Clear, Confident, Creator-First
We started by fixing the first impression problem. The hero section now showcases real creator storefronts, product pages, product types and the creators themselves, all working together to immediately show what Naffy is really for. A subtle animation cycles through different combinations, giving the section a dynamic, lived-in feel. The headline doesn’t dance around; it says what Naffy does and why it matters. Add a few revenue stats and bam: trust, built. Now visitors get it within seconds.
First Impressions Matter
Clear, Confident, Creator-First
We started by fixing the first impression problem. The hero section now showcases real creator storefronts, product pages, product types and the creators themselves, all working together to immediately show what Naffy is really for. A subtle animation cycles through different combinations, giving the section a dynamic, lived-in feel. The headline doesn’t dance around; it says what Naffy does and why it matters. Add a few revenue stats and bam: trust, built. Now visitors get it within seconds.






The Solution
Building a System, Not Just a Promo
This started as a single promo design and ended up as a system overhaul. I pitched a modular Rewards Hub — one place to find, join, track, and redeem rewards. I kicked off with wireframes, tested early concepts with users, and fine-tuned every screen through prototypes. Each club became a plug-and-play module: same logic, unique styling. Once the tests hit green, I rolled out the full UI in high fidelity. Scalable, clean, mobile-first. And yes, it worked.
The Solution
Building a System, Not Just a Promo
This started as a single promo design and ended up as a system overhaul. I pitched a modular Rewards Hub — one place to find, join, track, and redeem rewards. I kicked off with wireframes, tested early concepts with users, and fine-tuned every screen through prototypes. Each club became a plug-and-play module: same logic, unique styling. Once the tests hit green, I rolled out the full UI in high fidelity. Scalable, clean, mobile-first. And yes, it worked.
The Solution
Building a System, Not Just a Promo
This started as a single promo design and ended up as a system overhaul. I pitched a modular Rewards Hub — one place to find, join, track, and redeem rewards. I kicked off with wireframes, tested early concepts with users, and fine-tuned every screen through prototypes. Each club became a plug-and-play module: same logic, unique styling. Once the tests hit green, I rolled out the full UI in high fidelity. Scalable, clean, mobile-first. And yes, it worked.









The Outcome
Proof, Meet Numbers
We took three disconnected promos and turned them into a unified, intuitive system. Players found them faster, used them more, and didn’t flood support with questions. Product was happy. Marketing was happy. And the metrics? Well, see for yourself.
The Outcome
Proof, Meet Numbers
We took three disconnected promos and turned them into a unified, intuitive system. Players found them faster, used them more, and didn’t flood support with questions. Product was happy. Marketing was happy. And the metrics? Well, see for yourself.
The Outcome
Proof, Meet Numbers
We took three disconnected promos and turned them into a unified, intuitive system. Players found them faster, used them more, and didn’t flood support with questions. Product was happy. Marketing was happy. And the metrics? Well, see for yourself.















The Outcome
Signals Are Strong
The site hasn’t launched, but we tested early and often. Between feedback sessions and quick surveys, we saw big shifts in how creators understood and trusted the product. These aren't vanity numbers, they're a sign the redesign is actually doing what it’s supposed to.
Value Clarity
Users who could describe what Naffy does after seeing the homepage
Trust Perception
Increase in perceived trust
Sign-Up Intent
Users who said they would try Naffy after viewing the homepage
Final Thoughts
Design Isn’t Just Screens. It’s Systems.
This project wasn’t about making a shiny new promo. It was about creating a structure where every promo could shine without breaking things — for users or the team behind it. From discovery to delivery, I touched every layer: research, flows, logic, testing, and UI. If I’d do anything differently? I’d loop in marketing and support even earlier — they always know where the weird stuff lives.
Final Thoughts
Design Isn’t Just Screens. It’s Systems.
This project wasn’t about making a shiny new promo. It was about creating a structure where every promo could shine without breaking things — for users or the team behind it. From discovery to delivery, I touched every layer: research, flows, logic, testing, and UI. If I’d do anything differently? I’d loop in marketing and support even earlier — they always know where the weird stuff lives.
Final Thoughts
Design Isn’t Just Screens. It’s Systems.
This project wasn’t about making a shiny new promo. It was about creating a structure where every promo could shine without breaking things — for users or the team behind it. From discovery to delivery, I touched every layer: research, flows, logic, testing, and UI. If I’d do anything differently? I’d loop in marketing and support even earlier — they always know where the weird stuff lives.
Naffy
Credits
Kuba B.
Ioanna D.
Micah C.
Kama B.
CEO
Head of Marketing
CTO
Technical Architect


Naffy
Credits
Kuba B.
Ioanna D.
Micah C.
Kama B.
CEO
Head of Marketing
CTO
Technical Architect
