Bad Dog Games had a data collection process so broken that machines were going dark for 30 days at a time, operators were turning off equipment to save electricity, and the company's reputation was shrinking before a single machine was ever placed. I redesigned the collection point entirely.
The Problem
Bad Dog Games had no reliable way to know where their machines were, whether they were active, or how they were performing. But the deeper problem was how that data was collected in the first place, and what happened when it wasn't.
The existing process required technicians with specific Samsung devices, special logins, and a proprietary app to scan machines on scheduled routes. Every single link in that chain was a failure point.
The Full Damage Chain
The Old System
The old technician QR screen shows "QR Code 1 of 6." Because technician visits were infrequent, so much data accumulated between collections that it couldn't fit in a single code. The system split it across up to six separate QR codes that had to be scanned in sequence.
Each code was packed with an extremely dense matrix of pixels to hold all that data. That density made them highly sensitive to anything less than perfect conditions. A glare from overhead lighting. A slight angle. A reflection off the screen glass. Any interference with even one section of the code and the entire scan failed. Not just that code. The whole sequence had to restart.
The Insight
Every machine already had a QR code on it. Every player already had a phone. The question wasn't how to make technicians more reliable. It was why a player couldn't close the loop instead.
The redesign didn't add new hardware or require a software install. It redirected an action that was already happening. Players were already standing next to these machines with phones in their hands. That existing behavior just needed a purpose.
How the System Works
The machine has no internet connection. The player's phone is the bridge. That's the entire architecture.
What Changed
The goal of machine data collection didn't change. Who was responsible for it did.
Design Decisions
This wasn't a typical mobile design project. The users were casino players, ranging from tech-comfortable to tech-averse, on a loud floor, often older. Every decision had to account for that context.
Behavioral Design
A QR code on a machine doesn't scan itself. Getting players to engage required more than availability. It required a reason. The solution used a two-stage behavioral approach: make it appealing before making it required.
Outcomes & Reflection
This project isn't about a mobile UI. It's about identifying the wrong assumption at the root of a business problem and redesigning around it. The technician was the bottleneck. The player was the solution. The phone was already in their pocket.
"The best systems design I've done has been about finding the person who was already in the room. Players were already standing next to these machines with phones in their hands. The technician model put the right action in the wrong person's hands. Shifting that wasn't a UX insight. It was a business one."