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How I guided new players through identity checks and a first deposit without losing the game they chose

I designed sign-up and the first deposit for a UK iGaming product. The goal was to get players through the required checks without losing sight of why they came: to play the game they chose.

Product Designer · UK iGaming · Mobile onboarding · KYC · Payments · UX states

NOVA is a made-up name. I use it here to keep the client anonymous under NDA. The journey, constraints and design decisions come from the real project.

Role
Worked through requirements and constraints with the PM and analyst. Designed the flow from sign-up and identity checks to the first deposit and game launch, including errors and resuming progress; prepared a testable prototype and designs for development.
Team
6 people: me (designer), PM, analyst, 2 iOS developers, QA
Product
iGaming, mobile app, UK market, NDA
Result
An end-to-end flow from sign-up to launching the chosen game: 6 steps and 11 edge cases; handed off to development. Metrics are under NDA
Create an account to play Starborn Launching Starborn after setup

The chosen game stays with the player from tapping Play to launch.

Context

In the UK, a player can’t just sign up and play: the law requires identity verification, deposit limits and player-protection rules. Every one of those steps is a point where a new user might drop off.

The challenge was to guide players through these steps without it feeling like a compliance funnel.

01How do we preserve intent while asking for regulated setup?
02What happens when verification is not instant?
03How does the user recover without starting over?

Research

  • Requirements from the PM and analyst. We worked through scenarios and product constraints together.
  • UK market rules. Identity checks, deposit limits and player protection defined the required steps.
  • Competitor review. I looked at how other UK iGaming apps handle sign-up and identity checks.
  • Clickable prototype test. We checked whether people could get from the chosen game to launch.

Key decisions

The chosen game throughout, not a separate sign-up funnel. Players always see why they’re going through the checks, and after the deposit they land straight in the game.

Saved progress, not sign-up in one go. If someone leaves, they pick up where they left off.

Optional deposit, not a required step. Players can finish sign-up without adding money.

The core journey

I built the shortest successful path first, then added errors, waiting and leaving mid-flow.

Game selected
Account
Identity check
Set a limit
Add money
Ready to play

Leaving and coming back

If a player leaves, Home shows their status and next step, so there’s no need to start over.

Home keeps the next step visible.
Continue setup or switch to an existing account.

When verification doesn’t go smoothly

Every failed check has its own path, and each screen answers: what happened, what to do and what comes next.

Automatic check couldn’t match the details
Move to document verification
Bad photo, clear way to retry
A longer review becomes a state the player can safely leave.
Home shows the review is still in progress.
If there’s no way forward, the flow leads to support.
The address can be entered manually.

Recovering from form errors

If the email is already registered, we offer to log in. If the details are invalid, Continue stays disabled until they’re fixed.

Existing email → offer Log in right away.
Valid details → Continue becomes available.

Funding without pressure

Limit and payment errors appear next to the choice that caused them.

Valid amount and payment method
The limit error appears next to the amount
Unsupported credit card is explained where it happens

Result

Instead of a stack of separate screens, one connected activation journey. It was handed off to development; product metrics are under NDA.

  • 6 steps from the chosen game to launch.
  • 11 edge cases, each with its own way out: 6 in identity checks, 2 in forms, 2 at payment, plus returning to an interrupted session.

What I learned

Good onboarding is tested not on the happy path but where things go wrong. Once I designed for errors and waiting, the main flow changed too.