Rapido

A dynamic online lottery with a fast game loop

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Rapido hero preview
Role
Product Designer
Industry
Lottery
Team
Product manager, analyst, developers

About the project

Rapido is a digital Stoloto lottery with a fast game loop, where users need to quickly choose a combination, purchase a ticket, and wait for the draw result.

Business problem

Despite the product’s popularity, some users struggled with a complex number selection and ticket purchase flow. The team also observed that the interface did not always guide users quickly enough from entering the game to completing the purchase, which caused part of the audience to drop off before payment.

Business goal

Reduce the number of users dropping off before buying a ticket, increase payment conversion, and make participation in the draw faster, clearer, and easier.

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Action plan

To understand which interface logic would be more effective for Rapido, I explored two hypotheses proposed by two product managers and developed two full screen concepts.

Both concepts addressed the same business goal — simplifying participation in the lottery and increasing ticket purchase conversion — but each relied on a different interface principle.

The goal was to test how different arrangements of game elements affect perception, ease of filling in the ticket, and the user’s readiness to reach payment.

User research

The business team shared a base of active players, and I conducted 10 interviews with Rapido users. That turned out to be enough: after several interviews, the same behavior patterns, expectations, and barriers started to repeat, while the next respondents confirmed the same observations.

In other words, saturation was reached, and expanding the sample at that stage no longer made sense.

The interviews helped reveal how users choose numbers, how they perceive the game field, what prevents them from filling in a ticket quickly, and at which point doubt appears before payment.

It also became clear that for some users, logic and predictability matter most, while for others, visual order, screen integrity, and a sense of simplicity are more important.

Interview questions

Current experience

How do you usually participate in Rapido: do you quickly fill in the ticket yourself, use random selection, or follow your own system?
Describe what your last ticket purchase journey looked like, from entering the game to completing the payment.
What in Rapido feels clear right away, and what takes time to get used to?
Which device do you use most often: desktop, tablet, or mobile?

Pain points

What creates the most tension while filling in a ticket?
Have there been situations where you did not understand what to do next or where the next important element was located?
What is more frustrating: an overloaded screen, extra scrolling, or a non-obvious layout logic?
Have there been cases when you abandoned the purchase before payment? Why?

Working with the interface

What on the game screen helps you fill in a ticket quickly, and what slows you down?
How important are symmetry, visual order, and fitting all elements within a single screen for you?
What feels more convenient: a step-by-step flow or a screen where everything is immediately available?
At what point do you feel confident that the ticket has been filled in correctly?

Expectations

What should the ideal Rapido screen look like if the goal is to make participation take as little time as possible?
What matters more to you: visual neatness of the interface or a maximally obvious sequence of actions?
Do you need the entire key flow to fit within one screen without scrolling?
What should happen in the interface for you to make the payment decision faster?

Job stories

Based on the interviews and the insights collected, I formulated Job Stories to capture real user tasks, highlight the key pain points, and define which solutions should become the foundation of the design.

When I want to buy a ticket quickly, I want to immediately understand what needs to be selected and in what order, so I do not waste time decoding the screen and can move to payment faster.
When I am filling in a ticket, I want to easily distinguish what is primary from what is secondary, so I do not get confused or start doubting whether everything was done correctly.
When I open Rapido on my phone, I want everything I need to be within reach and fit comfortably on the screen, so I do not have to scroll for too long or search for important buttons.
When I have almost finished filling in the ticket, I want to immediately see what to do next, so I can complete the purchase quickly and not stop before payment.
When I enter the game for the first time or after a long break, I want to understand how everything works as quickly as possible, so I can feel confident and calmly buy a ticket.

Competitor analysis

I selected competitors using three criteria: popularity in the region, relevance to lottery or a closely related gaming category, and similarity of user tasks — this is how the list of direct competitors was formed.

I also added services with similar interaction mechanics: they solve comparable user tasks through interface design, even if they are not directly lottery products.

For example, such products show how interface design can solve a similar user task: “When I want to make a quick choice and immediately move to the result, I want to see a clear and convenient screen so I do not waste time on unnecessary actions and do not hesitate before the next step.”

Competitors

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Competitor analysis

Insights from the analysis

Clear and simple layout

The most effective screens are the ones where users instantly understand what matters most: the game field, selected numbers, ticket price, and the next action. The less visual noise and the fewer competing accents there are, the faster a person engages with the game.

Filling in the ticket

The most convenient approach is to reduce the path to a few clear actions: selecting numbers, checking the combination, and moving to purchase. If the screen is overloaded or the logic is fragmented, users spend more time figuring things out and hesitate more often.

Transition to payment

One of the key factors is how quickly and clearly a user can move from filling in the ticket to payment. The main problems are usually that the purchase button is not prominent enough, the total cost is not immediately readable, and the next step feels unclear.

Adaptation across devices

The same interface is perceived differently on desktop, tablet, and mobile. If you try to fit everything on a single screen at any cost, you may gain integrity but lose readability and ease of use. The balance between compactness and clarity turned out to be crucial.

Errors and hesitation

Users need to quickly understand that the ticket has been filled in correctly and that nothing has been missed. If that feeling is absent, the likelihood increases that a person will start double-checking the screen, get confused, or fail to reach payment at all.

Visual order

Symmetry and a neat grid do create a sense of order and trust. But by themselves they do not guarantee better conversion. Aesthetics work best when they support clear logic rather than replace it.

Solution hypotheses

Based on the analysis, I formulated several hypotheses for validation. For each of them, together with the product manager, we defined the metrics in advance so that the effectiveness of the proposed solutions could later be evaluated objectively.

Layout 1 — logic and live draw first

Layout 1 desktop

Hypothesis 1

If the live draw, timer, player statistics, and draw results are moved into a distinct visible block on the right, the user will better feel that the draw is happening here and now, which will increase engagement and make them more likely to purchase a ticket before the timer ends.

Why it was designed this way:

In this version, the emphasis is shifted away from visual symmetry and toward the real-time state of the game. Users need not only to fill in the ticket, but also to see that the draw is active, how much time is left, how many people are participating, and which results have already appeared.

Because of that, the interface was intentionally made asymmetrical: the right column works as an engagement zone and strengthens the sense of urgency.

Hypothesis 2

If the interface is divided into semantic zones — draw information, ticket filling, draw context, and statistics — users will find it easier to read the screen by priority and make the purchase decision faster.

Why it was designed this way:

This layout is built around user logic: first a person sees what they are playing, then where to choose numbers, and then what is happening in the current draw.

In other words, the screen does not try to be perfectly even — it follows the natural sequence of perception.

Layout 2 — symmetry and screen integrity first

Layout 2 desktop

Hypothesis 1

If the main interface blocks are arranged into a more symmetrical and visually balanced composition, the screen will feel cleaner, calmer, and easier to understand, which may positively affect purchase conversion.

Why it was designed this way:

This version is based on the assumption that visual order itself reduces tension.

When blocks are assembled into a stable composition, the interface feels more coherent, neat, and predictable.

Hypothesis 2

If all key elements are placed within one screen without extra scrolling, users will find it easier to hold the whole picture in mind and complete ticket filling faster.

Why it was designed this way:

This approach follows the principle of “everything important in front of your eyes.”

Users immediately see the game field, basket, tickets, price, and purchase button without switching between different zones or screens.

User flows

At this stage, I relied on the formulated Job Stories and built user flows for the key user journeys.

This helped break the main actions into steps, see the structure of each path, and identify potential error points and extra actions before moving on to prioritization and detailed interface design.

User flow

To keep the case from becoming overloaded, I show the mobile version next: it is more compact, while its logic and functionality fully repeat the desktop concept.

Mobile version design for Rapido

After defining the priority scenario, I moved on to the first iteration of Rapido layouts.

Mobile version design for Rapido

Bet insurance flow

I designed bet insurance as a native part of the gameplay so that users could quickly enable it while filling in the ticket, without being distracted from the main task.

Bet insurance flow

Unauthorized user flow

I worked through interface states for unauthorized users at different stages of the draw to show how action availability changes and how the screen behaves depending on the draw status.

Unauthorized user flow

Lottery information sections

I moved winners, statistics, and lottery information into separate sections to give users more context, increase trust in the product, and avoid overloading the main game screen.

Lottery information sections

My tickets and archive

I separated active tickets and archive into different sections to simplify navigation, make statuses clearer, and help users find the needed draws faster.

My tickets and archive

UI kit

Since Rapido was developed within the Stoloto platform, the base fonts, colors, and some components had already been defined by the system. That is why this section shows only the elements that were created specifically for the game.

UI kit

Results

The exact project metrics remain confidential, so I do not disclose internal numbers in the case.

However, all solutions were designed as testable product hypotheses: for each change, we defined which part of the user journey it would affect and by which metrics it could be evaluated after launch.

The focus was on reducing unnecessary actions, improving interface clarity, and strengthening the user’s main path from entering the game to purchasing a ticket.

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