A gaming technology client needed a way to issue non-monetary rewards to players — legally, reliably, and with zero room for operator error. There was no off-the-shelf solution. I designed the entire system end to end.
Overview
Gaming terminals in certain states are legally required to pay out winnings in non-monetary form — no cash, no direct bank transfer. The client's existing solution was manual and error-prone: an employee would verbally tell a player their options, then manually load a gift card for whatever amount they said.
The client needed a purpose-built point-of-sale terminal that could handle prepaid card issuance, split payouts across multiple reward types, enforce compliance limits automatically, and give store employees a guided, foolproof workflow — all on a fixed hardware spec with no existing UX precedent to reference.
I was brought in as the sole UX designer. There were no wireframes, no prior research, and no template to follow. The brief was essentially: figure out what this needs to be and build it.
Constraints & Context
Before sketching a single screen, I needed to understand exactly what I was designing within. This was not a typical mobile or web project — it was a fixed-hardware kiosk with banking API dependencies, regulatory constraints, and operator users who would be using it in a fast-paced retail environment.
Discovery Process
Before touching a wireframe, I ran a structured stakeholder Q&A with the client and their banking partner. Many of these questions surfaced critical design decisions — and several revealed gaps the client hadn't yet considered.
Design Decisions
Every major design decision was driven by a constraint, an edge case from discovery, or a user error scenario I needed to prevent. Here are the ones that mattered most.
Key Screens
Seven screens that represent the core decision points of the system — each designed to prevent a specific category of error while keeping the employee workflow fast and guided.
Outcomes & Reflection
This was less of a typical UX project and more of a product definition exercise. The majority of the value I added was upstream — in the discovery process, the edge cases surfaced, and the architectural decisions made before a single screen was finalized.
"The most important UX work on this project happened before I opened Figma. Understanding what the system couldn't do — no voids, no offline, no reprints — shaped every screen I designed. Constraints aren't limitations. They're the brief."
— Stephanie Gross, UX Designer