Voodoo Case
This evaluation revealed that with a few key layout adjustments, the experience could become more accessible, more intuitive, and more conversion-friendly for a casual, mass-market audience.
Years
2025
Role
Sr. Product Designer
Scope
Strategy, Ideation, UX Design
Voodoo Case
This evaluation revealed that with a few key layout adjustments, the experience could become more accessible, more intuitive, and more conversion-friendly for a casual, mass-market audience.
Years
2025
Role
Sr. Product Designer
Scope
Strategy, Ideation, UX Design
Voodoo Case
This evaluation revealed that with a few key layout adjustments, the experience could become more accessible, more intuitive, and more conversion-friendly for a casual, mass-market audience.
Years
2025
Role
Sr. Product Designer
Scope
Strategy, Ideation, UX Design









Why I did this case study
I’m really interested in mobile games, not just as a player, but as a designer. I’d love to contribute my UX thinking to a products that already work and have a huge reach, but still have space to evolve. I enjoy working on existing systems, identifying what’s working, and designing small shifts that make a big impact, from a user experience and a business perspective.
Why I did this case study
I’m really interested in mobile games, not just as a player, but as a designer. I’d love to contribute my UX thinking to a products that already work and have a huge reach, but still have space to evolve. I enjoy working on existing systems, identifying what’s working, and designing small shifts that make a big impact, from a user experience and a business perspective.
Why I did this case study
I’m really interested in mobile games, not just as a player, but as a designer. I’d love to contribute my UX thinking to a products that already work and have a huge reach, but still have space to evolve. I enjoy working on existing systems, identifying what’s working, and designing small shifts that make a big impact, from a user experience and a business perspective.
Before we start
During the process, I had some questions that could have helped validate or redirect some of my decisions. These are the kind of things I’d explore if I were working closely with the product and data teams:
Average player
Do we know the average player profile?, Age, motivations, preferred game modes, play time per session?
Players dropping off
Where are players dropping off most commonly?, Is there an average level where we lose users, or a step in the flow that causes drop off?
Store convertion
What’s the engagement rate with the store?, Do players go there voluntarily, or only through prompts?
Before we start
During the process, I had some questions that could have helped validate or redirect some of my decisions. These are the kind of things I’d explore if I were working closely with the product and data teams:
Average player
Do we know the average player profile?, Age, motivations, preferred game modes, play time per session?
Players dropping off
Where are players dropping off most commonly?, Is there an average level where we lose users, or a step in the flow that causes drop off?
Store convertion
What’s the engagement rate with the store?, Do players go there voluntarily, or only through prompts?
Before we start
During the process, I had some questions that could have helped validate or redirect some of my decisions. These are the kind of things I’d explore if I were working closely with the product and data teams:
Average player
Do we know the average player profile?, Age, motivations, preferred game modes, play time per session?
Players dropping off
Where are players dropping off most commonly?, Is there an average level where we lose users, or a step in the flow that causes drop off?
Store convertion
What’s the engagement rate with the store?, Do players go there voluntarily, or only through prompts?
System-Level UX Thinking
To uncover design opportunities beyond individual screens, I looked at Mob Jam in a system-level. Mapping out the full architecture allowed me to identify how different modules support each other, or create friction, and where UX thinking could enhance clarity, engagement, and future scalability.
System-Level UX Thinking
To uncover design opportunities beyond individual screens, I looked at Mob Jam in a system-level. Mapping out the full architecture allowed me to identify how different modules support each other, or create friction, and where UX thinking could enhance clarity, engagement, and future scalability.
System-Level UX Thinking
To uncover design opportunities beyond individual screens, I looked at Mob Jam in a system-level. Mapping out the full architecture allowed me to identify how different modules support each other, or create friction, and where UX thinking could enhance clarity, engagement, and future scalability.
Architecture & UX Opportunities

Architecture & UX Opportunities

Architecture & UX Opportunities

Leaderboard
The current leaderboard screen holds strong potential for social engagement, progression, and even monetization.


Rethink the role to a dynamic space for competition, socialization and player motivation?
- As it stands, the screen is gated too early, users see a feature they can’t access (leagues) until they get to level 60, even though global rankings are available, this creates a frustrating experience: instead of sparking curiosity, it blocks visibility?
- A more rewarding approach would be to show what’s already available (global), and gradually ramp up to unlock leagues as a goal?
- There’s potential for social mechanics: rivalries, friends, ghost scores, or challenges
- It could also be tied to harder levels or monetization triggers: "beat your rival and earn double", or “advance in leaderboard by playing special challenges.”
Suggested Improvements
Show Global leaderboard by default, and toggle to the Leagues section as a future unlock, with visual cues or progress bar.
Low Effort
Use leaderboard position as a motivator for micro-purchases (e.g., boosters to climb one spot, or retry a level that hurt your rank).
Low Effort
Add social dynamics: rival highlighting, friends list, challenge a peer, “someone just passed you” notification.
Hight Effort
Create weekly or time-limited leagues to encourage short-term re-engagement.
Medium Effort
Leaderboard
The current leaderboard screen holds strong potential for social engagement, progression, and even monetization.


Rethink the role to a dynamic space for competition, socialization and player motivation?
- As it stands, the screen is gated too early, users see a feature they can’t access (leagues) until they get to level 60, even though global rankings are available, this creates a frustrating experience: instead of sparking curiosity, it blocks visibility?
- A more rewarding approach would be to show what’s already available (global), and gradually ramp up to unlock leagues as a goal?
- There’s potential for social mechanics: rivalries, friends, ghost scores, or challenges
- It could also be tied to harder levels or monetization triggers: "beat your rival and earn double", or “advance in leaderboard by playing special challenges.”
Suggested Improvements
Show Global leaderboard by default, and toggle to the Leagues section as a future unlock, with visual cues or progress bar.
Low Effort
Use leaderboard position as a motivator for micro-purchases (e.g., boosters to climb one spot, or retry a level that hurt your rank).
Low Effort
Add social dynamics: rival highlighting, friends list, challenge a peer, “someone just passed you” notification.
Hight Effort
Create weekly or time-limited leagues to encourage short-term re-engagement.
Medium Effort
Leaderboard
The current leaderboard screen holds strong potential for social engagement, progression, and even monetization.


Rethink the role to a dynamic space for competition, socialization and player motivation?
- As it stands, the screen is gated too early, users see a feature they can’t access (leagues) until they get to level 60, even though global rankings are available, this creates a frustrating experience: instead of sparking curiosity, it blocks visibility?
- A more rewarding approach would be to show what’s already available (global), and gradually ramp up to unlock leagues as a goal?
- There’s potential for social mechanics: rivalries, friends, ghost scores, or challenges
- It could also be tied to harder levels or monetization triggers: "beat your rival and earn double", or “advance in leaderboard by playing special challenges.”
Suggested Improvements
Show Global leaderboard by default, and toggle to the Leagues section as a future unlock, with visual cues or progress bar.
Low Effort
Use leaderboard position as a motivator for micro-purchases (e.g., boosters to climb one spot, or retry a level that hurt your rank).
Low Effort
Add social dynamics: rival highlighting, friends list, challenge a peer, “someone just passed you” notification.
Hight Effort
Create weekly or time-limited leagues to encourage short-term re-engagement.
Medium Effort
Homepage
Homepage Engagement Monetization Homepage could become a space of orientation, progression and re-engagement.


Enhance the value of the homepage by turning it into a hub for exploration and progressionI
- Right now, the homepage acts more like a transition screen than a central hubI
- Most casual games in this genre include a level map or roadmap to help users understand their journey. Its absence here stands out, was it a design choice?
- Allowing players to revisit previous levels, check performance, or see what's ahead could boost re-engagement and goal- setting
- A map-like structure could also be gamified (e.g., hidden rewards, visual milestones, themed areas), making it emotionally rewarding.
Suggested Improvements
Introduce a level roadmap or map interface showing completed, current and upcoming levels.
Hight Effort
Gamify the homepage with hidden collectibles, rewards or progress markers that trigger curiosity and daily check-ins.
Hight Effort
Add access to level history so players can track past performance or retry previous levels.
Hight Effort
If the roadmap was intentionally omitted, consider testing its value as an optional view or secondary layer, not the default.
Medium Effort
Homepage
Homepage Engagement Monetization Homepage could become a space of orientation, progression and re-engagement.


Enhance the value of the homepage by turning it into a hub for exploration and progressionI
- Right now, the homepage acts more like a transition screen than a central hubI
- Most casual games in this genre include a level map or roadmap to help users understand their journey. Its absence here stands out, was it a design choice?
- Allowing players to revisit previous levels, check performance, or see what's ahead could boost re-engagement and goal- setting
- A map-like structure could also be gamified (e.g., hidden rewards, visual milestones, themed areas), making it emotionally rewarding.
Suggested Improvements
Introduce a level roadmap or map interface showing completed, current and upcoming levels.
Hight Effort
Gamify the homepage with hidden collectibles, rewards or progress markers that trigger curiosity and daily check-ins.
Hight Effort
Add access to level history so players can track past performance or retry previous levels.
Hight Effort
If the roadmap was intentionally omitted, consider testing its value as an optional view or secondary layer, not the default.
Medium Effort
Homepage
Homepage Engagement Monetization Homepage could become a space of orientation, progression and re-engagement.


Enhance the value of the homepage by turning it into a hub for exploration and progressionI
- Right now, the homepage acts more like a transition screen than a central hubI
- Most casual games in this genre include a level map or roadmap to help users understand their journey. Its absence here stands out, was it a design choice?
- Allowing players to revisit previous levels, check performance, or see what's ahead could boost re-engagement and goal- setting
- A map-like structure could also be gamified (e.g., hidden rewards, visual milestones, themed areas), making it emotionally rewarding.
Suggested Improvements
Introduce a level roadmap or map interface showing completed, current and upcoming levels.
Hight Effort
Gamify the homepage with hidden collectibles, rewards or progress markers that trigger curiosity and daily check-ins.
Hight Effort
Add access to level history so players can track past performance or retry previous levels.
Hight Effort
If the roadmap was intentionally omitted, consider testing its value as an optional view or secondary layer, not the default.
Medium Effort
Shop
Improving clarity and perceived value in the store could increase conversion and retention of paying users.


Boosting Store Relevance and Conversio7
- Are players actually using the store intentionally, or are incentive-based offers (like revive prompts) doing all the work
- Showing generic bundles but we already know our users, can we not focus the offers based on their progress/activity life in the game?
- Is the store only accesible from the homepage menu? what if we make this accesible from the top right corner where the user can only buy coins?
- The current offer structure lacks differentiation, most bundles feel interchangeable, with no clear added value. Offers could be suggested based on what we know from our user.
Suggested Improvements
Introduce personalized bundles based on player behavior (e.g., revive packs for those who frequently lose).
Medium Effort
Reevaluate the placement of the store to ensure visibility and accessibility across the experience.
Low Effort
Reorganize offer layout with clearer value tiers (Best deal, Time-limited, First-time buyer).
Low Effort
Shop
Improving clarity and perceived value in the store could increase conversion and retention of paying users.


Boosting Store Relevance and Conversio7
- Are players actually using the store intentionally, or are incentive-based offers (like revive prompts) doing all the work
- Showing generic bundles but we already know our users, can we not focus the offers based on their progress/activity life in the game?
- Is the store only accesible from the homepage menu? what if we make this accesible from the top right corner where the user can only buy coins?
- The current offer structure lacks differentiation, most bundles feel interchangeable, with no clear added value. Offers could be suggested based on what we know from our user.
Suggested Improvements
Introduce personalized bundles based on player behavior (e.g., revive packs for those who frequently lose).
Medium Effort
Reevaluate the placement of the store to ensure visibility and accessibility across the experience.
Low Effort
Reorganize offer layout with clearer value tiers (Best deal, Time-limited, First-time buyer).
Low Effort
Shop
Improving clarity and perceived value in the store could increase conversion and retention of paying users.


Boosting Store Relevance and Conversio7
- Are players actually using the store intentionally, or are incentive-based offers (like revive prompts) doing all the work
- Showing generic bundles but we already know our users, can we not focus the offers based on their progress/activity life in the game?
- Is the store only accesible from the homepage menu? what if we make this accesible from the top right corner where the user can only buy coins?
- The current offer structure lacks differentiation, most bundles feel interchangeable, with no clear added value. Offers could be suggested based on what we know from our user.
Suggested Improvements
Introduce personalized bundles based on player behavior (e.g., revive packs for those who frequently lose).
Medium Effort
Reevaluate the placement of the store to ensure visibility and accessibility across the experience.
Low Effort
Reorganize offer layout with clearer value tiers (Best deal, Time-limited, First-time buyer).
Low Effort
Final Thoughts
Analyzing Mob Jam at a system level helped me identify how different modules support (or block) player progression and monetization. I aimed to surface structural improvements with high potential impact to the user and the business.
Final Thoughts
Analyzing Mob Jam at a system level helped me identify how different modules support (or block) player progression and monetization. I aimed to surface structural improvements with high potential impact to the user and the business.
Final Thoughts
Analyzing Mob Jam at a system level helped me identify how different modules support (or block) player progression and monetization. I aimed to surface structural improvements with high potential impact to the user and the business.
User Journey

User Journey

User Journey

Thank you for exploring this project :)
This was an exploration for a case study for voodoo, if you want to see the full case study, feel free to contact me.
Thank you for exploring this project :)
This was an exploration for a case study for voodoo, if you want to see the full case study, feel free to contact me.
Thank you for exploring this project :)
This was an exploration for a case study for voodoo, if you want to see the full case study, feel free to contact me.


