Quidco
Quidco
Designing a Game in one week
Designing a Game in one week
Designing a Game in one week
My Role
End-to-end design
Industry
E-commerce
Timeframe
5 days
Year
2020


Quidco is a cash-back service for shopping with online retailers. Over the nearly 3.7 years at the company, I worked on projects that saved the company over £500k annually by improving the overall UX across native apps and web. In my role I worked on native mobile features and games to form re-designs cross platform as well as a content performance dashboard for the company. Quidco was later sold to Moneysupermarket for a total of £101 million.
Quidco is a cash-back service for shopping with online retailers. Over the nearly 3.7 years at the company, I worked on projects that saved the company over £500k annually by improving the overall UX across native apps and web. In my role I worked on native mobile features and games to form re-designs cross platform as well as a content performance dashboard for the company. Quidco was later sold to Moneysupermarket for a total of £101 million.
Context
Context
This was a design sprint based on testing an assumption that getting users to open up the app will increase their engagement with the content.
The business also wanted to give back to their customers over the festive period.
We built an interactive game with a time frame of 1 month from start to shipping to explore how this theory may work.
I followed a 5 day design sprint framework. I then spent more time over the month working on animations and working in an agile way with the team.
This was a design sprint based on testing an assumption that getting users to open up the app will increase their engagement with the content.
The business also wanted to give back to their customers over the festive period.
We built an interactive game with a time frame of 1 month from start to shipping to explore how this theory may work.
I followed a 5 day design sprint framework. I then spent more time over the month working on animations and working in an agile way with the team.


Day 1
Day 1
I set up a workshop to ideate on what kind of product we could build. Looking at other brands and ideas around Christmas we settled on a game. I spent the rest of the day sketching ideas and researching.
I set up a workshop to ideate on what kind of product we could build. Looking at other brands and ideas around Christmas we settled on a game. I spent the rest of the day sketching ideas and researching.
Day 2
Day 2
I put together wireframes to test the UX and some low-fi visuals for the game UI to get it ready for prototyping for the next day.
I put together wireframes to test the UX and some low-fi visuals for the game UI to get it ready for prototyping for the next day.
Day 3
Day 3
I put together the flows and the artwork, considering the feedback and amendments suggested by team members and started to prototype.
I put together the flows and the artwork, considering the feedback and amendments suggested by team members and started to prototype.
Day 4
Day 4
I worked on the prototype and also began to plan animations and how the interactive elements can work and behave.
I worked on the prototype and also began to plan animations and how the interactive elements can work and behave.
Day 5
Day 5
I handed off the prototype to developers and continued to work on animation. The animations took a little longer as we had to search to find a quick solution for the devs, so we settled with Lottie and I was animating in After Effects so the animations could be exported as xml files and didn't take up much space on the app.
I handed off the prototype to developers and continued to work on animation. The animations took a little longer as we had to search to find a quick solution for the devs, so we settled with Lottie and I was animating in After Effects so the animations could be exported as xml files and didn't take up much space on the app.






Testing and feedback
Testing and feedback
For this project, we were testing our assumption from the data we received once the game was live. We found that there was a significant increase in users opening the app once the game went live (up by 50%). However, there didn’t seem to be a significant increase in engagement with other content on the app.
For this project, we were testing our assumption from the data we received once the game was live. We found that there was a significant increase in users opening the app once the game went live (up by 50%). However, there didn’t seem to be a significant increase in engagement with other content on the app.
Failed sprint? Conclusion
Failed sprint? Conclusion
So, our assumptions were sort of correct, however, we deduced it did not bring any real value to the business long term. So, another idea was to explore how the content is presented to users on the product.
So, our assumptions were sort of correct, however, we deduced it did not bring any real value to the business long term. So, another idea was to explore how the content is presented to users on the product.
Next The Idle Man →
Next The Idle Man →
Next The Idle Man →
© 2025 — Designed by Kristie
hello@kristiefigmints.com
© 2025 — Designed by Kristie
hello@kristiefigmints.com
© 2025 — Designed by Kristie
hello@kristiefigmints.com