This case study is mine alone, so what follows is not a real handover. It is the kind of conversation I usually start once the Figma file is in a good place. What I would ask the devs, what I would bring to a PM, how I would stay close while it gets built. Less a document, more a way of working.
For engineering
The first call with the devs
My job is not to tell engineers how to build it. It is to make the design easy to read, reply fast when they ping me, and back down when something is more expensive than I thought.
How I would open the call
"Before we get into the build, can I walk you through the states and the reason behind each one? It will save us a lot of back and forth later. If anything here looks expensive to build, please tell me now. I would rather simplify the design than push something that hurts the release."
What I would bring to the call
The Figma file with every state in one frame, so we can scroll through it together instead of jumping between links.
A short list of the 8 states and what triggers each one, written in normal English.
The accessibility points I care about: every state has a label, colour is never the only signal, and the pulse animation can be turned off.
A list of the things I am not sure about yet, so the devs can help me decide.
Questions I would ask them
Where does the countdown time come from, the server or the phone? If the phone is offline for a minute, what happens?
If a game image does not load, what should the user see? I designed a brand fallback. Is that fine to use as the default?
If a player pauses their spins and then closes the app, do we keep that paused state when they come back?
Is there anything in the current code we can reuse, so I am not making you build from zero?
What is realistic for the first release, and what should we save for later?
How I would stay close during the build
I sit with the dev for 30 minutes once a week, in their tool, not in Figma.
I open a shared channel for small questions so nothing waits for a meeting.
When something has to change because of a technical limit, I update Figma the same day so the file never lies.
I do a quick design QA pass before QA, so they catch the real bugs and not my spacing.
For product
The chat with a PM
Three things I want us to agree on: what we are solving now, what we are leaving for later, and how we will know it worked. I would rather have that conversation in twenty minutes than write a doc nobody reads.
How I would open the conversation
"Here is what the design does and why. Here are the two or three decisions I want you to push back on before we commit. And here is what I think we should measure once it is live, so we are not just guessing if it worked."
Decisions I would walk them through
Paused is amber, not red
Red feels like an error. Paused is the player's own choice, so it should feel calm. I want to keep red for the moments that really need it.
Available and Active share the same green
I did not want the player to learn two greens. The small pulse and the 'Live' label do the work of telling them the spins are running.
Two options for the minimised state
One looks like the existing balance card, one is a new pill. I have a preference but I want to test before we decide.
Real game art with a brand fallback
Real art helps the player recognise the game faster. The fallback is there so a missing image never looks broken.
What I would ask the PM
What is the smallest version we can ship and still solve the main problem?
Which market should we launch in first, and why?
Do we have someone from the responsible gambling team I can talk to before we lock the copy?
Who owns the analytics events, and can we get on a call together so I do not name them in a way that breaks their dashboards?
If the first release goes well, what does the next version look like?
How we would know it worked
Fewer players miss their spins before they expire. This was the main problem in the brief.
More players who hit an error message manage to fix it and keep going, instead of dropping off.
Fewer support messages mentioning Free Spins, week by week.
Players who pause come back and resume, instead of disappearing.
A rough shape for the first three months
First month
路Share the Figma library with the team.
路Sit with one dev and agree on what is realistic.
路Talk to the copy and localisation people for UK, BR and FI.
路Get the responsible gambling team to read the states with me.
Second month
路Ship the main states first, leave multi-game for later.
路Test on real devices, not just on my laptop.
路Run a short usability session, even with 5 people.
路Fix what comes up before going wider.
Third month
路Roll out to a small slice of users first.
路Watch the numbers we agreed on, not vanity metrics.
路Add multi-game once a couple of offers are live.
路Hand it to the design system team so it lives on without me.
How I see handover
Handover is not a file I throw over the fence. It is where the relationship with the people building it actually starts. I try to be easy to ask, and quick to drop my own idea when someone has a better one.