Kiki Ho
All case studies

Storm8MONOPOLY Bingo!

Simplifying a live game lobby

My role
UI/UX Design · Visual Design · Interaction Design
Collaboration
PM · Engineering · Art · Live Ops
Discipline
Mobile Game UI · Information Architecture · Live Events · Progressive Disclosure
MONOPOLY Bingo lobby key art — Diamond Derby, Classic, Tournament and Special mode icons lined up across a Monopoly board with the title Simplifying a Live Game Lobby

The challenge

As MONOPOLY Bingo added more modes, live events, tournaments, and promos, the lobby got hard to navigate. Events fought with the core modes for attention, temporary content showed up in a different spot every release, and the screen got more crowded with every feature a player unlocked — so the events we most wanted seen could end up buried. The structure also had no room for the next wave of live content.

What I did

  • I split the lobby into two levels: permanent game modes stay dominant, and time-limited events get their own navigation.
  • First pass, I fixed the foundation — resized and aligned the four core modes into one scannable row instead of a scattered layout.
  • Then I added a compact event selector, so live content has one predictable home and each new event slots into a pattern instead of being pinned somewhere new.
  • I made that same pattern work in the Main Lobby, Room Selector, and Tournament screens, with a collapsible panel that gives space back when players are focused on playing.
  • I designed the lobby to open up as players level — minimal at Level 1, events introduced at Level 9, the selector added at Level 10, more live content by Level 69 — all on the same layout.
  • Progressive lobby — Level 1 → 69

    Flow board showing the lobby, room selector and tournament screens at player levels 1, 9, 10 and 69, with annotations describing how the event selector appears and expands
  • Profile moved into the menu

    Diagram showing the menu button expanding into achievements, profile and settings buttons, which opens the Profile dialog with stats, customizations and collections

01 · Challenge

A Lobby That Grew Too Complex

Over time, new events and features got dropped into the lobby wherever they'd fit. Too many things competed for attention, temporary content landed in a different place each release, and the screen got busier the more of the game you unlocked.

We wanted a clearer split between core gameplay and live content, and a lobby that could keep growing without turning into noise. I started by consolidating the secondary stuff — Profile moved into the menu next to achievements and settings, which freed the lobby up for things players actually act on.

Competition
events and permanent modes fought for the same visual weight
Inconsistency
temporary content landed in a different place each release
Scale
no room for the next wave of live events
  • Original MONOPOLY Bingo lobby with mode icons at different sizes scattered across the board and event icons overlapping in the top left corner
    Before — four modes at four sizes, event icons overlapping the board, and no reliable place to look first.

02 · Design Direction

Fix the Hierarchy First, Then Add Events

The first pass fixed the foundation. I resized the four core modes to one scale and lined them up in a row, so Diamond Derby, Classic, Tournament, and Special read as one set of choices.

The second pass added the event selector — a compact strip you page through sideways. It gives time-limited content a permanent address without letting it outshout the modes above it.

Resize & align → Introduce event selector → Scale to more events

  • Before

    First pass lobby with Diamond Derby, Classic, Tournament and Special icons resized to matching scale in a single row
    First pass: resize — one row, one scale. Hierarchy before any new features are added.
  • After

    Second pass lobby with the same mode row plus a horizontal Events selector strip with paging arrows near the bottom of the screen
    Second pass: add new selector — the Events strip carries live content in a predictable, pageable slot.

03 · System

One Event System, Everywhere

I designed the event pattern to work outside the main lobby too. The same selector shows up in Room Selector and Tournament, collapsing to the side so players keep the space they need while still seeing that something live is running.

It also grows with the player. Level 1 stays minimal, Level 9 introduces events, Level 10 adds the selector, and by Level 69 the same layout is carrying a lot more live content — one lobby that scales, not four different ones.

Level 1
minimal UI, focused on the core loop
Level 9
event system introduced
Level 10
events selector added
Level 69
more live events and content, same structure
  • Main Lobby

    Main lobby with the four core mode icons in one row and the Events selector strip paged along the bottom of the screen
    Main Lobby — the selector sits below the modes, where live content is expected.
  • Room Selector (Events Collapsed)

    Room selector screen for Ventnor Avenue with the events panel collapsed into a two-by-two grid in the top left corner
    Room Selector — the same events, docked to the side so the room stays the subject.

04 · Testing & Iteration

Fewer Steps, Better Discovery

One of my early concepts put every event behind a single “Play Our Events!” button. It made the lobby much cleaner — and it also put an extra tap in front of the content we most wanted players to see.

Testing confirmed it: that one extra step hurt event discovery and engagement. So instead of hiding high-priority content behind another screen, we brought the most relevant events back into the lobby through the compact selector. It controls how busy the screen feels without controlling access.

Hypothesis
group events behind one entry point to reduce clutter
Learning
testing showed that an additional interaction reduced event discovery and engagement
Decision
keep high-priority live events directly visible in the lobby
  • Early Concept (Rejected)

    Rejected concept showing a Play Our Events dialog with seven event tiles in a grid opened from an Events button in the corner of the lobby
    Rejected — every event in one dialog, one tap further from the player.
  • Final Direction

    Final direction showing the Events selector strip in the lobby with four event icons labeled 3 days and paging arrows on each side
    Final direction — high-priority events stay in the lobby in a compact, pageable strip.

05 · Outcome

A Clearer Lobby With Measurable Impact

The lobby ended up with a clean split between permanent gameplay and live content, and the team got a structure they could keep adding events to. On entry, players can answer the four questions that matter: what can I play, what's new, what's running right now, and where do I go next.

+8%

retention lift on the release

A team result across everything in that release, not the redesign alone — but the lobby work was a meaningful part of it.