Project 5 (GA Client Project)

Client: Flypay

Duration: 2 weeks sprint.

Team : 3 people.

Brief: design and develop a hi-fidelity interactive prototype of a fun and engaging game that will integrate well into the current app offering a different and more enjoyable way of splitting and paying the bill.

Methods & Tools: surveys, user interviews, competitive analysis, participatory design, user flows, user journeys, storyboarding, design studio, collaborative design, sketching, rapid prototyping, usability testing, Marvel, Sketch, Keynote, Wire-framing.

Flypay is a revolutionary app, that helps restaurant and pub customers to get the best possible experience. Flypay allows people to check in, order, view their current bill, split and and pay their bill without a waiter. All of this is almost magic and makes our life easier but its not fun.

We had a look at all possible competitors, who offer any kind of more engaging, fun way to pay the bill or a round.

Competitive Analysis

There are a lot of apps on the market worldwide which offer similar service as Flypay. Using your mobile it is possible to order, view current bill, split, pay, review, maps, etc. But they don’t offer any entertainment.

Than we looked at Lightspeed and E La Carte type of service. They offer to order, split the bill, full description of food and drink, availability in stock, games, payment and more. However these services operated on table top devices and were not apps.

In our case, our direct competitors became drinking and card roulette type of games. They provide fun, engagement, entertainment, and excitement.

The thing is those fun elements would be on your phone and would remind in the right time, there is a bigger chance, people would use them, and definitely have more fun. And yeah, the other tables will want to have that fun also.

So we had to dig in.

We went to Wahaca for a lunch. We wanted to get the feel of how is it, to “skip the waiter” fact in using the Flypay.

The discovery is that waiters like it. Waiters now have more time to focus on quality of service and making sure the customers are happy. Service is running much smoother. They don’t have to ask awkward questions about who, when and how much everyone is paying, no more waiting for the maschine, lost or wrong orders issues, lack of change, no more running up and down for getting the right bill for each person.

We also sent out a Survey.

However in our interviews we found that:

  • People do bet for a food or beverage outside of the restaurant
  • They do love games
  • They are scared for money
  • It does depend on amount of alcohol they have consumed in some cases.

So, never say never! People are ready!

From our interviews, we found out that, that when we mentioned the word ‘gamble’ or ‘betting’ for food, people were not interested at all. But, when we rephrased the question: “Would you play a game to decide who is paying for items on your bill?”, the response was much more positive. People would behave different depending on where, who with, number of guests, when, occasion, etc. I wanted to know what is scaring them away, what is stoping them, where is the line between having fun and danger. Of course, the game is not for everybody. But we want all members to enjoy, be flexible and remember this experience in a positive way, just to enhase it with some fun.

Based on our user research, we have created 3 personas.



“ I am frequently out with my friends and we are always looking for ways to make things fun!”


“I hate the faff of deciding the bill, I would rather just pay the remaining items myself”


“I’m always up for getting involved in fun activities with my friends”

Rosie is our main persona. Mark would always play. Marge would watch, but not participate. Rosie is our link. So if the game is good, everyone enjoys.

User Journey AS IS

We understood, that our game has to be:

  • A quick, decision maker
  • No skills involved (random selection)
  • Fun & engaging
  • Non-aggressive
  • Based on a widely recognised game that is quick and easy to grasp.
User Flow TO BE

During 2 hours of brainstorming, sketching, entertaining Colin, voting and rearranging and combining we came up with about 40 variations of the game, lots of exciting ideas. Roulette was obviously the favourite game. We had to cut down the variations and after discussing sketches the best we ended up with this:

We started to sketch….

Cutting down on screens

However after a few rounds of user testing it felt like

“Life is really simple, but we insist to make it complicated” Confucius.

And we made a number of iterations. We cut down screens, as it was too many questions, so people thought like they were getting in trouble. They were confused with “pay” and “play” buskets and calculations. They wanted the button, but who is going to push it, etc. 4 iterations done, lots of wireframes sketched, and we got closer! Everybody wanted to play, but it had to be flexible enough, so they feel safe, not threatened.

LO-Fi wirefames

Bruce Lee was right: “Simplicity is the key to brilliance”

See prototype here:

In a future we would like to add some special sound effects and reward points.

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