WinItAll is a US-only survivor pools app. The client needed the whole mobile product — iOS and Android — completely redesigned and ready for development in four weeks. The deadline was fixed, so the only variable was how the work was sequenced.
A full mobile redesign in a month is the kind of timeline that usually produces one of two outcomes: a beautiful screen set nobody can build, or a rushed reskin with the old problems intact.
Avoiding both meant front-loading the cheap work. Two short research passes — a competitor benchmark and a heuristic evaluation of the existing app — took days, not weeks, and they removed most of the decisions that would otherwise have been argued about later. Everything after that was execution.
Because the product is US-only, its real competition is a small, well-known set of apps. I mapped the three market leaders screen by screen — home, board, wallet, profile — and tagged the patterns they all share.
Balance and add-cash on top, profile and notifications in the header, dark mode by default, primary actions on green.
Blocks of information rather than dense tables, promotional banners at the top of home, home as the anchor of the tab bar.
Every pattern the category has already settled became a convention to follow — not a debate to have with three weeks left.
Before redesigning anything, I ran a short heuristic pass over the live app and annotated the problems directly on the screens — sorted into four categories so the fixes could be grouped rather than handled one by one.
Colour contrast, readability, minimum font size and spacing, and minimum interaction areas — the most repeated findings across every screen.
Competing emphasis on key screens, and information density that made the primary action hard to find.
Inconsistent buttons, non-semantic use of colour, and navigation that departed from platform standards.
Structure was resolved in low fidelity and signed off with the client — pool categories, filters and price ranges, listing density, and what "view all" actually leads to. Changing a wireframe costs minutes; changing a built screen costs days you don't have on a four-week timeline.
Wireframes for the pool listing and its filtered categories — approved before any visual design started.
Rather than styling screens one at a time, I built the UI kit first: a full colour ramp with named tokens, action and semantic colours, and a Montserrat type scale. Every screen after that was assembly — and engineering received values with names, not hex codes pulled off a comp.
Rather than delivering the whole app at once, I handed over complete flows as they were finished — so development could start in week two instead of week five.
A short deadline is not an excuse to skip the thinking — it is a reason to be ruthless about which thinking pays for itself. Two days of benchmarking bought back two weeks of debate, and building the kit before the screens meant the last week was assembly instead of firefighting.
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