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Product Strategy20236 min read

Vodafone Play

An in-game currency shop for 90+ games, shaped by product context and player behaviour, with a floating D-pad-style menu that makes frequent navigation feel intentional.

Role
Senior UX/UI Designer
Company
Vodafone Egypt
Project type
Product design

Ownership: End-to-end product design: research synthesis, information architecture, UI, motion direction, interaction prototyping, handoff, and design QA.

Impact

A product redesign for a 90+ game catalog, anchored by a custom radial navigation interaction

Evidence: Shipped Vodafone Egypt app experience, product requirements, and interaction prototype reviews.

VF Play home screen with a colorful game-controller hero banner, "Buy 90+ in game purchases," an All Games button, and Recently Purchased and Recommended sections.
Contents

Overview

Vodafone Play (VF Play) is a shop for in-game items and currency across 90+ games, including PUBG, Valorant, PS Plus, and EAFC, built inside the Vodafone Egypt app. The design drew on the product brief, catalogue behaviour, and the conventions players already know from game interfaces. Its signature feature is a floating navigation button styled after an old console D-pad: press it, and a round menu opens with the physical cue of a controller input.

Problem

In-game purchase shops usually borrow generic e-commerce patterns, category grids, search bars, a cart, that do not reflect how gamers actually think about buying credit or items for a specific title. A gaming-literate audience notices the difference between a shop that feels built for games and one that feels like any other storefront with game logos pasted on it.

VF Play needed to earn credibility with that audience through both content (real game coverage) and interaction feel, not just branding.

Goals

  • Cover a wide catalog (90+ games) without the browsing experience feeling like a flat, undifferentiated list.
  • Make the shop’s core navigation feel distinctly “gamer,” not like a repurposed retail template.
  • Surface recently purchased items and personalized recommendations prominently, since repeat purchases are a core use case for in-game currency and subscriptions.
  • Ground every major decision in real player behavior and expectations, not generic e-commerce assumptions.

Business Context

In-game purchases and subscriptions (PS Plus tiers, EAFC currency, and similar) are a recurring revenue category for Vodafone Egypt, and player trust in the shop experience directly affects repeat purchases. A shop that feels generic risks losing that trust to platforms gamers already use and recognize as built for them.

Research

Constraints

Discovery

The clearest opportunity was in navigation itself. A standard menu icon that opens a flat list would have worked, but would not have signaled “this shop understands games” the way a control modeled on an actual game controller’s D-pad does.

That single interaction became the shop’s most identifiable feature.

Strategy

The home screen leads with a bold, game-controller-themed hero banner and a direct “Buy 90+ in game purchases” call to action, followed by Recently Purchased and Recommended for You sections so returning players land on relevant content immediately. Layered on top of the whole shop is the floating navigation button: tap it, and a circular menu of shortcuts expands outward from the button itself, mimicking the tactile, radial feel of pressing a direction on a physical controller.

UX Decisions

Navigation control

One floating button, not a tab bar

A single persistent floating button carries core navigation instead of a bottom tab bar, so the gaming-specific interaction stays visible on every screen.

Menu motion

Radial expansion, not a sliding panel

The floating menu expands radially around the button instead of sliding in as a panel, so the motion itself reinforces the D-pad metaphor, not just the icon design.

Repeat purchases

A tap, not a fresh search

Recently Purchased items show their exact prior purchase, a specific PS Plus tier at a specific price, so re-purchasing is a single tap, not a fresh search.

Recommendations

Subscription lengths side by side

Recommendations are organized by subscription length (6, 12, 24 months) side by side, so comparing options doesn’t require navigating between separate product pages.

Wireframes

The radial menu’s structure went through several passes purely on interaction feel: how far the sub-icons should travel from the center button, how much resistance the motion should have, and how it should settle into place, since the entire point of the feature was for it to feel physical rather than purely graphical.

UI Design

VF Play home screen with a colorful game-controller hero banner, “Buy 90+ in game purchases,”
an All Games button, and Recently Purchased and Recommended
sections.

The home screen opens with a colorful, illustrated hero banner of game controllers over a dark background, styled distinctly from Vodafone Egypt’s general app shell to signal “you are in the gaming shop now.” Below it sits the core “Buy 90+ in game purchases” message and an “All Games” button, then Recently Purchased and Recommended for You, each shown as compact game-tile cards with price and duration.

VF Play floating navigation button expanded into a circular radial menu with message, reward,
home, and offer
shortcuts

The floating navigation button sits fixed on screen; tapping it opens a circular menu with shortcut icons (messages, rewards, home, and offers) arranged around it.

Motion

The radial menu is the centerpiece of the motion work: pressing the floating button triggers a circular expansion of icons around it, tuned to feel like a spring-loaded controller input rather than a standard app menu animation. Interaction physics, alongside visual polish, was the design target.

Design System

VF Play uses a darker, more saturated visual treatment than Vodafone Egypt’s general app shell, borrowing color and energy cues from gaming culture (bold gradients, controller iconography) while keeping typography and card structures consistent enough with the rest of the app that it still reads as a Vodafone product.

Engineering Collaboration

Accessibility

Testing

Validation focused on direct iteration of the floating menu, checking that the radial expansion read as intentional and controller-like rather than as an unusual, unexplained animation.

Business Impact

By building the shop’s navigation around a gaming-specific metaphor and grounding catalog and recommendation decisions in real player behavior, VF Play aims to hold its own against gaming-native storefronts rather than reading as a generic e-commerce shop with game logos added.

Results

VF Play shipped as a full in-game currency and subscription shop spanning 90+ games, with a signature floating radial navigation menu as its most distinct interaction.

Videos

A short reel of the VF Play interface and its floating radial menu in motion.

Learnings

A single, well-built interaction can carry more credibility with a niche audience than a full visual overhaul. The radial D-pad menu works because it borrows a physical, familiar gesture from the exact audience the shop serves, instead of trying to signal “for gamers” through color and iconography alone.

Reflection

VF Play is a reminder that a product for a specific audience needs to respect the interaction conventions that audience already understands. Making the menu echo a controller input mattered as much as any individual screen layout.

VF Play is a reminder that authenticity with a specific audience is often about interaction feel, visual style alone.

From the Reflection