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A self-directed UX and accessibility review of a live casino lobby — heuristic evaluation, WCAG-aligned checks and friction mapping, distilled into a prioritised, testable set of fixes.

UX auditAccessibilityHeuristicsCasino UXConversion
Heuristic evaluation · WCAG-aligned · Friction mapping · Prioritised fixes
Role
Independent UX & accessibility reviewer — heuristic evaluation, WCAG-aligned accessibility review, friction mapping, severity-and-effort prioritisation, and a self-directed redesign concept.
Project type
Independent UX & accessibility review
Featured outcome
Heuristic review , Usability evaluation

I reviewed ComeOn Casino's lobby end to end through a structured UX and accessibility lens — a self-directed audit of the public product, with no insider data or analytics behind it. Casino products are genuinely demanding UX problems: promotional density, compliance content, account and payment flows, and aggressively optimised conversion journeys all compete on a single screen. The goal was never to redesign the whole product on a whim, but to find where a real person loses clarity, hesitates, or has to work harder than they should — then turn each observation into a prioritised, testable recommendation.

ComeOn Casino: hero showcase
Problem

The challenge

A casino lobby has to do an unusual amount of work in one viewport. Game discovery, live-casino and sportsbook entry points, jackpots, tournaments, promotions, compliance messaging, and the primary account CTA all fight for the same attention. On mobile that pressure compounds: the same density is poured into a roughly 390px-wide column, and the interface starts making decisions for the user rather than with them. Without a deliberate hierarchy and honest touch ergonomics, the lobby reads as busy rather than inviting — and the cost lands exactly where it hurts, in the moment before someone commits.

ComeOn Casino: problem visual
Research

Discovery & research

An outside-in evaluation of the public casino lobby on real devices — Nielsen's ten heuristics as the frame, a WCAG 2.2 AA and platform touch-target lens on top, and every issue captured as an annotated teardown triaged by impact against effort. No accounts, no analytics: findings are observations anyone can re-check against the live product.

Heuristic evaluation (Nielsen's 10)WCAG 2.2 AA lensApple & Google touch-target specsMobile + desktop walkthroughAnnotated screen teardownsSeverity × effort triage
What I found · 05
01 High · Touch targets below the platform minimum

Across the mobile lobby, key controls — the search icon, the filter and sort chips, and the bottom navigation — sit roughly between 24px and 36px, under the 44×44px (Apple) and 48dp (Google) comfortable-target minimums, and they're packed with little breathing room. The result is mistaps, especially on smaller phones and for anyone with reduced motor precision. The fix is unglamorous but decisive: raise every interactive element to at least 44×44px and give it a minimum of about 12px of separation.

EvidenceBreaks 'Flexibility and efficiency of use'; measured against Apple HIG and Google Material touch-target guidance on device.

02 High · Cluttered top navigation with no clear hierarchy

The mobile top bar crams the brand mark, a vague 'Explore' section title, log-in, search, and several category chips into a tight strip held together by roughly 12px margins, so nothing reads as clearly primary. A right-edge fade hints the chips scroll, but that cue is unreliable across screen sizes, and the whole nav disappears on scroll with no back-to-top. Cognitive load rises and first-time players hesitate about where they even are. Grouping related items, giving the brand mark priority, and stabilising the nav would settle it.

EvidenceBreaks 'Recognition rather than recall' and 'Consistency and standards'; annotated on the live mobile lobby.

03 Medium · Weak feedback on user actions

Taps on several controls give little immediate acknowledgement — no clear pressed, loading, or state-change response — so it isn't obvious an action registered. In practice that invites the classic double-tap and a creeping sense the interface is unresponsive, which is corrosive to trust in a product where trust gates spending. Adding visible state transitions and micro-feedback on interactive elements closes the loop.

EvidenceBreaks 'Visibility of system status'; observed behaviour on the public product.

04 Medium · Game thumbnails too small to scan

On both breakpoints the game tiles are undersized relative to the visual information they carry, and the desktop grid mixes labels, badges and games in one plane so the hierarchy blurs. Discovery is the whole point of a lobby; if a player can't recognise titles at a glance, browsing turns into work. Larger tiles, clearer grouping, and an optional filter would restore scannability.

EvidenceBreaks 'Aesthetic and minimalist design' and 'Recognition rather than recall'; captured across mobile and desktop.

05 Low–Medium · Informational side panel adds clutter, not focus

The desktop informational side panel competes with the primary content instead of supporting it, adding visual noise around the moment of choice. It's the lowest-priority issue, but trimming or restructuring it removes distraction cheaply. Separately, a 'See more' button is styled in the same green as the primary 'Open Account' CTA — a secondary action wearing the primary's clothes, which dilutes the one call to action that matters. At that weight its label text also appears to fall short of the 4.5:1 contrast it would need, though that reads as an on-screen observation a contrast checker would confirm rather than a value I measured.

EvidenceBreaks 'Aesthetic and minimalist design' and CTA hierarchy; contrast noted as an observation to verify with a checker against sampled swatches, not a measured ratio.

Process

How I approached it

I ran the audit outside-in, the way a curious new player would arrive — no accounts, no analytics, no internal roadmap, just the public product on real devices. Nielsen's ten usability heuristics were the backbone; I layered a WCAG 2.2 AA accessibility lens and the Apple (44px) and Google (48dp) touch-target guidance on top, then walked the lobby on both mobile and desktop. Every issue was captured as an annotated screen teardown — the exact element, the heuristic it breaks, the human consequence, and a concrete fix — before being triaged by severity against implementation effort so the output reads as a plan, not a list of complaints.

01

Walked the lobby cold on mobile and desktop, as a first-time visitor would

02

Evaluated each screen against Nielsen's ten usability heuristics

03

Overlaid a WCAG 2.2 AA and platform touch-target lens

04

Captured every issue as an annotated teardown with element, heuristic and consequence

05

Assigned an impact level and paired it with a rough effort estimate

06

Wrote each finding as a testable recommendation, ordered by priority

ComeOn Casino: process visual
ComeOn Casino: key decision visual
Challenges

Trade-offs

The genuine tension in this category is that commercial performance and user clarity are usually framed as opponents. A lobby is engineered to convert, and it is tempting to read every dense pattern as intentional and therefore off-limits. The harder, more useful position was to argue that clarity and accessible ergonomics are themselves conversion tools — that a control a thumb can actually hit, and a hierarchy a first-time player can parse, remove friction from the exact moment the business cares about most. Doing that credibly, from the outside and without internal data, meant every claim had to stand on evidence a reader could verify for themselves.

ComeOn Casino: solution detail
Solution

Final direction

The deliverable was a prioritised audit of the casino lobby: five ranked issues — small touch targets and cluttered navigation as high impact, weak action feedback and undersized game thumbnails as medium, and a cluttered informational side panel as low-to-medium — each backed by an annotated teardown, the heuristic it breaks, and a specific fix. I then took the highest-impact findings into a self-directed redesign concept, a fictional "strawberry casino" lobby, to show the recommendations resolved in a real layout: comfortable 44px touch targets, grouped and de-cluttered navigation, a clearer content hierarchy, and a filter panel that focuses rather than crowds. The concept exists to prove the fixes are buildable, not to claim a shipped product with real users.

ComeOn Casino: final solution visual
Impact

Outcomes

As an independent review, the value is clarity and direction rather than a metric I had no access to measure. The audit converts a vague sense that a lobby "feels busy" into a ranked, evidence-backed improvement roadmap: what to fix first, why it matters to a real player, which heuristic or WCAG criterion it maps to, and roughly what it costs to address. The redesign concept then demonstrates the destination — that accessible ergonomics and a calmer hierarchy can coexist with an unmistakably commercial casino experience.

Heuristic review
Usability evaluation
WCAG-aligned
Accessibility review
Prioritised issues
Clear action plan
Audit output
Testable recommendations
ComeOn Casino: metrics visual

The value of an audit is not the critique. It is the clarity it creates.

Jonathan Pace Heuristic evaluation · WCAG-aligned · Friction mapping · Prioritised fixes
ComeOn Casino: final showcase
Takeaway

A good audit doesn't just catalogue what's wrong. It turns friction into an ordered, buildable path forward — and it stays honest about the difference between what it can observe and what it would need data to prove.

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