A real-money gaming redesign for Junglee Games

Redesigning the Poker Lobby Experience

Making a complex poker ecosystem easier to navigate for beginners, regulars, and experienced players. The poker lobby is the starting point of every player's journey — it needs to help beginners understand where to start, regulars find their usual games quickly, and experienced players scan the information they care about, without making the experience feel overwhelming.

RoleProduct Designer
FocusNavigation · Information Architecture · UX/UI
MethodUser Interviews · Contextual Inquiry · Usage Data
New poker lobby design — home screen with tournament banner

One lobby. Three very different expectations.

The poker lobby had to serve players with very different goals: beginners needed guidance and confidence before entering their first game, regular players wanted to get to their usual tables quickly, and experienced players cared about specific information such as blinds, buy-ins, prize pools, and player counts.

At the same time, tournaments and promotional content needed visibility without competing with the core task: finding the right game and joining it. The redesign focused on making the lobby easier to scan, easier to understand, and easier to act on.

The problem wasn't a lack of information. It was how the information was organised.

The existing lobby presented multiple game types, promotional banners, and supporting information in a relatively flat experience. This created three fundamental problems.

Discoverability

New players had difficulty understanding which game they should start with.

Information

Important details such as buy-ins, blinds, and player counts weren't immediately visible.

Trust

Legal, security, and supporting information was available but wasn't surfaced at the moments when new players needed reassurance.

The challenge became: how might we help every type of player find their next action faster — without removing the information they need to make that decision?

Listening to players before redesigning the lobby

We conducted user interviews and contextual inquiry with 12 poker players, covering beginners, regular players, and high-stakes players. The conversations revealed different behaviours across each group.

Old lobby design — generic game tiles and banner ads
Old lobby — generic tiles, banner ads, buried table info
New lobby design — categorized game navigation
New lobby — structured, categorized navigation
The lobby wasn't failing because it had too much information. It was failing because information wasn't being prioritised around player intent

The behaviour supported what we were hearing from players

Looking at a three-month usage period revealed several friction points in the existing journey.

12%

Drop-off before joining a game — users were leaving before reaching their first game session.

1m 48s

Average time to first game — a long path from entering the lobby to actually playing.

28%

Week-1 repeat sessions — a relatively low repeat-session rate indicated an opportunity to improve the early experience.

15%

Tournament registration — only a portion of active users were registering despite the promotional focus.

<5%

Help / Practice usage — learning resources were available but weren't being discovered frequently.

The opportunity was clear: reduce the work required to find the right game while making the right information visible at the right moment.

We focused the redesign around four outcomes

Rather than trying to redesign every part of the lobby at once, we focused on the moments that had the biggest impact on the player's journey.

From a flat catalogue to a navigable game ecosystem

The first major change was restructuring the lobby around player intent. Instead of presenting different games as one large collection, we introduced clearer categories: Cash · Tournaments · Practice · Sit & Go · Quick Play.

This gave players a simple starting point based on what they wanted to do. The navigation should help them choose an experience rather than teach them how the product is organised.

Don't make users understand the product structure before they can use the product

Players shouldn't have to open a table to understand it

Previously, important information was buried or required additional interaction. We brought the most relevant information directly into the game cards: buy-in, blinds, player count, game type, and prize information where relevant.

This changed the interaction from Open → Inspect → Go back → Compare to Scan → Compare → Join. The goal wasn't to show more information — it was to show the right information at the right level of hierarchy.

Featured table cards showing blinds, buy-ins, and player counts

Featured tables surface blinds, buy-ins, and player counts directly on the card — no extra taps required.

Help should appear before users need to ask for it

The research showed that beginners needed more context than experienced players. Instead of making learning resources something users had to actively search for, we introduced progressive disclosure through Poker School, practice games, FAQs, and contextual guidance.

Give experienced players speed. Give beginners context. Both should be able to use the same lobby without one group feeling penalised by the other's needs.

New players need more than game information to feel ready

For someone unfamiliar with the platform, choosing a game isn't purely a functional decision. They also need to feel confident about whether the platform is legitimate, how the game works, prize information, security, and legal considerations.

We therefore brought trust-related information closer to the primary experience instead of keeping it buried in secondary navigation. Trust became part of the journey — not a separate destination.

Promotions should help players decide — not compete for attention

The existing experience relied heavily on promotional banners. The redesign shifted the role of promotional content from attention-grabbing decoration to useful entry points: tournament discovery, leaderboards, referral rewards, and relevant promotional opportunities.

The principle: if a promotion doesn't help a player understand what they can do next, it shouldn't compete with the primary navigation.

Five decisions shaped the new lobby

Organise around intent

Instead of organising the lobby around internal product structure, we organised it around what players were trying to accomplish — different players arrive with different levels of knowledge and different goals.

Put decision-making information on the card

Buy-ins, blinds, player counts, and other relevant information became visible before entering a table — players should be able to compare games without repeatedly opening and closing them.

Use progressive disclosure

Beginners get access to learning and guidance without forcing the same information on experienced players — different levels of expertise require different amounts of context.

Make trust visible

Security, legal information, and prize transparency were brought closer to the primary journey — trust is part of the decision to play, particularly for new users.

Make promotions part of the experience

Tournaments and rewards became clearer entry points rather than competing banners — promotional content works better when it supports an action instead of interrupting one.

A simpler path to the same destination

Before

Flat game list with limited categorisation.

After

Clear categories organised around player intent.

Change: players can narrow down their options before evaluating individual tables.

Before

Important table information was buried.

After

Buy-ins, blinds, player counts, and relevant details appear directly in the experience.

Change: players can compare options without unnecessary navigation.

Before

Help, practice, and trust information were secondary.

After

Relevant guidance and reassurance are surfaced progressively.

Change: beginners get more context while experienced players can move through the lobby quickly.

One lobby. Different paths.

The redesign wasn't about creating one perfect journey. It was about creating different paths through the same system.

Beginner

Discover → Learn → Practice → Play

The experience provides enough context to build confidence before playing.

Regular

Discover → Compare → Join

The interface prioritises speed and relevant game information.

Experienced

Scan → Evaluate → Join

Important information is visible upfront so experienced players can make decisions quickly.

Competitive player

Discover → Tournament → Compete → Return

Tournament discovery and rewards create a clearer path into competitive play.

Designing for clarity instead of adding more information

The redesigned lobby created a clearer relationship between player intent, information, decision, and action. Instead of presenting every option with equal weight, the experience prioritises what players need at each stage.

The result is a lobby that can support very different types of players without forcing everyone through the same journey.

Good navigation doesn't just help users find things. It helps them decide what matters

Reflection

The hardest part wasn't organising the lobby. It was deciding what not to show everyone. A beginner doesn't need the same information as a regular player. A regular player doesn't need the same guidance as someone playing high-stakes games. And experienced players often value density and speed over additional explanation.

For a product with a large number of game types, promotions, rules, and supporting information, the role of design isn't simply to organise everything. It's to establish hierarchy, intent, and confidence.

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