Case 02 / EA GAMES

Pogo.com casual-gaming redesign

Pogo.com had been running for over two decades and had never had a structured design pass. The site showed it. EA Games brought me in to lead the redesign — five months, a full team, and a mandate to cut the bloat without losing the audience that had been loyal for 20 years.

01

Overview

Pogo.com had been EA Games' casual gaming flagship for over two decades — $30M in annual revenue, 50+ games, a loyal user base. It had also gone without a structured design pass for years, and it showed. EA brought me in to lead the redesign with a team of one researcher, front-end, back-end, and three PMs. Five months from discovery through detailed visual design handoff. The site launched globally.

02

The problem

The site audit made the scope visible immediately. Pogo had grown by accumulation — every new content type got a nav item, every new game got a tile, every new feature got a page. Two decades of additions with no corresponding subtractions. Each new technology generation (Flash, JavaScript, HTML5, mobile web) added a layer instead of replacing the last. The result was a site with no defined hierarchy, navigation users described as impenetrable, and game tiles so visually similar that players couldn't tell what was behind them.

The core issue wasn't any single broken feature. The site had optimized for adding content instead of for the people using it.

Twenty years of additions with no corresponding subtractions. The audit made the real problem visible before anyone touched a wireframe.

03

Research

The user base was established and vocal. A survey of 3,400 active subscribers ran to validate past findings against current behavior, modeled on the Global Segmentation Study commissioned by EA's Customer Insights group. That ran in parallel with seven to ten video sessions focused on device usage, flows, and motivations.

The survey produced five clear persona segments. Curious Solver led at 56% — players motivated by memory, intellectual challenge, and learning. Steady Advancer (8%) was driven by accomplishment. Reward Seeker (8%) wanted real or in-game rewards. Imaginative Creator (7%) used Pogo to nurture characters and play roles. Passionate Belonger (7%) showed up for the community. The remaining segments fragmented across smaller motivations.

Primary persona: Martha White, 67, retired, Salt Lake City. Core motivation: keep her mind sharp and stay connected to a community she'd been part of for years. Core constraint: not as technology-savvy, on older devices, slow internet, fixed income. She had long since stopped navigating — she'd bookmarked her favorite game and skipped everything else.

Headline finding: challenges drove retention above everything else. If users couldn't surface the current challenge for their game within seconds, they left.

Segmentation — n=3,400
Curious Solver56%
memory · intellectual challenge · learning
Steady Advancer8%
accomplishment · self-challenge
Reward Seeker8%
free rewards · real money
Imaginative Creator7%
role-play · nurture · imagination
Passionate Belonger7%
community · friendship · belonging
Source: EA Customer Insights · Global Segmentation Study
Primary persona
MW
Martha White
67 · Salt Lake City, UT · Retired
Motivation
Stay sharp mentally, stay connected to a community.
Constraints
Older devices · slow connection · fixed income · low tolerance for visual noise.
Behavior
Bookmarks her favorite game. Skips navigation entirely.
04

Information architecture

The full content audit showed a site structure that had metastasized over two decades. Sub-pages analytics showed almost no one visited. Navigation items pointing at content users had stopped engaging with years ago. The new IA reduced the footprint by more than half for the first release — not because content was being abandoned, but because shipping a leaner site faster gave the team real data to build phase two on instead of designing for every edge case at once.

Phased launch was explicit from the start. The team was small, resources were limited, and the alternative — a single large-bet release — carried more risk than the business could absorb. Ship the reduced footprint, watch real usage, then layer back the complexity that earned its return.

Before
Accreted across 20 years
Home
SplashPromotionsNewsletter signup
Games
CardWordPuzzleArcadeMahjongSlotsKidsSports
Club Pogo
SubscribeBenefitsMember gamesTier perks
Badges
AlbumBuyTradeGallery
Perks
EarnRedeemTokensGemz
Jackpots
SlotsBingoSweeps
Insider
ArticlesForumHelp
Account
ProfileFriendsInboxSettingsHelpLogout
8 top-level · 35 total
After
Reduced by more than half for R1
Find a game
Catalog gridFiltersGame detail (blade)
Find a challenge
Challenge centralDailyWeeklyMonthly
Account
ProfileClub PogoTokensHelp
3 top-level · 11 total
05

Responsive framework

Martha's persona made the device picture clear: older laptops, mid-tier tablets, slow connections. The framework had to support every screen size her cohort actually used. Google Analytics confirmed the distribution and pinned the breakpoints. I based the responsive system on Google Material's grid: sixteen columns at desktop (1280–1600+), twelve at tablet landscape (800–1280), eight at tablet portrait, four at mobile (360–599). Same content model, same cards, no compromise per size — just a grid that knew when to collapse.

9:41● ●● ▼
pogo
Games
Challenges
Account
Active · 3
Spider Solitaire
02:14:33 left
+250
Word Whomp
04:08:12 left
+250
Phlinger Phoo
00:46:21 left
+250
Continue playing
Word Whomp
Mahjong
360px · 4-col grid
Same content model as desktop. The 16-column grid collapses to 4. Three-flow nav becomes a tab bar at the top. Current challenges stay primary — they're why Martha came back.
↳ Persona use case
↳ Slow connection
↳ Older device
↳ One-handed read
06

Navigation

The top research finding on navigation was consistent across almost every participant: too many levels, too many links. Players had stopped using it. They bookmarked directly.

The redesign reduced navigation to the three flows that actually drove behavior: find a game, find a challenge, access your account. Every other nav item was either removed or surfaced from within the relevant context. No announcement was made about what was cut — users just stopped tripping over it.

pogo.com
pogo
Find a game
Find a challenge
Account
Martha S. ▾
Navigation — before / after
Home
Games
Club Pogo
Badges
Perks
Jackpots
Insider
Tokens
Profile
Friends
Help
11 items · 3 levels deep · users had stopped navigating
Find a game
Browse the catalog
Find a challenge
Active and upcoming
Account
Profile, club, perks
3 items · 1 level · removed without announcement
About · Help · Privacy · Terms© EA Games · Pogo.com
07

The game card

The game tile system had two compounding failures: the images didn't communicate what type of game was behind them, and there was no challenge context visible before clicking. Users clicked blind, hit the wrong game, and left.

Research surfaced six data points players consistently named as essential: time remaining on a challenge, event type (daily, weekly, monthly), game type visible in the image, challenge description, player progression, and reward. Those six became the card system. Tiles got larger, consistently labeled, and grid-consistent across the entire catalog — one pattern that scaled from the home page to game categories to challenge central.

For game details that needed more space than the card could carry, the team adopted a blade — a drop-down panel that revealed game details in place rather than navigating to a sub-page nobody visited.

Six attributes, named unprompted across multiple sessions. The card system didn't design those — it just stopped hiding them.

pogo.com/games/spider-solitaire
pogo
Find a game
Find a challenge
Account
Martha S. ▾
Game card — six data points
Before
thumbnail
Spider Solitaire
Image + title only. No challenge context. Users clicked blind.
After — 6 data points
02:14:33
WEEKLY
Spider Solitaire
Win 5 hands without undo
3 / 5
+250 tokens
01 · Time remaining
02 · Event type
03 · Game type (image)
04 · Challenge
05 · Progression
06 · Reward
About · Help · Privacy · Terms© EA Games · Pogo.com
08

Home page

The old home page was a flat content dump organized by what existed, not by what mattered. The redesign reordered around a priority hierarchy: current challenges first — the main reason users came back — then new content, favorites, then account details. The pattern was familiar from products users were already comfortable with: Netflix, Hulu, Amazon. Surface what the user is most likely to want right now, then layer depth behind it.

pogo.com
pogo
Find a game
Find a challenge
Account
Martha S. ▾
Home — priority hierarchy
promo banner · 728×90
FEATURED CONTENT
Pogo Daily
Newsletter
Promo Spot
Sale!
Club Pogo Trial
Insider
Forum Posts
Find Friends
Tokens Sale
Bejeweled
Chuzzle
Dice City Roller
Hearts
Lottso! Express
Quinn's Aquarium
Penguin Push
Boggle Bash
NEW + UPDATED
Mahjong Safari
Squelchy
Crossword Cove
Bingo Luau
Daily Crossword
First Class Solitaire
Bingo Luau
First Class
RIGHT RAIL
Daily login bonus
Buy tokens
Subscribe
Refer a friend
Top players
Chat
Help
No hierarchy · ad slots · 4-deep nav drawers · challenges buried 2-3 clicks down
↓ ordered by likelihood the user wants it right now
Current challenges· PRIMARY6 active
Spider Solitaire
02:14:33 left+250
Word Whomp
04:08:12 left+250
Phlinger Phoo
00:46:21 left+150
Tri-Peaks Solitaire
06:31:55 left+250
Mahjong Safari
01:22:09 left+250
Sweet Tooth
03:58:44 left+150
New this week6
Mahjong Safari
tap to play
Squelchy
tap to play
Crossword Cove
tap to play
Bingo Luau
tap to play
Daily Crossword
tap to play
First Class Solitaire
tap to play
Your favorites6
Word Whomp
tap to play
Spider Solitaire
tap to play
Poppit!
tap to play
Bookworm
tap to play
Aces Up
tap to play
Trizzle
tap to play
More from the catalog50+ total
Bejeweled
tap to play
Chuzzle
tap to play
Dice City Roller
tap to play
Hearts
tap to play
Lottso! Express
tap to play
Quinn's Aquarium
tap to play
Penguin Push
tap to play
Boggle Bash
tap to play
Power Cup Soccer
tap to play
Snowboard
tap to play
Pogo Beach Bingo
tap to play
Sudoku
tap to play
Account · Profile · Club Pogo · Tokens · Badgesview all 50+ games →
About · Help · Privacy · Terms© EA Games · Pogo.com
09

Game detail

Game detail pages got the same treatment. Research showed users spent almost no time there. Analytics confirmed it. The redesign cut the page to the two things they actually used: current challenges and their progress. Hero, simplified game details, related games at the bottom. Everything else was removed or moved lower.

The page kept the same card vocabulary as the home page and challenge central — same component, different content. A challenge users had completed shows green and dims to half-opacity instead of disappearing, so progress remains legible. A reward call-out stays in rose to maintain the visual contract from the rest of the site.

pogo.com/games/spider-solitaire
pogo
Find a game
Find a challenge
Account
Martha S. ▾
Game detail — simplified
game art
Card · Solo · Strategy
Spider Solitaire
Classic two-suit Spider with full undo and statistics. Free to play.
Current challenges · PRIMARY4 active
TypeChallengeProgressTime leftReward
DAILYWin 3 hands without undo3 / 302:14:33+50
DAILYScore 1,200+ points in a single game1 / 102:14:33+50
WEEKLYWin 25 games this week14 / 254d 11h+250
MONTHLYReach 500,000 lifetime points243K / 500K21d+1500
About this game
Genre
Card · Strategy
Players
1 · Solo
Difficulty
Easy → Hard
Avg session
6 minutes
Related games
Tri-Peaks Solitaire
tap to play
First Class Solitaire
tap to play
Aces Up
tap to play
Hearts
tap to play
About · Help · Privacy · Terms© EA Games · Pogo.com
10

Challenge central

Players had bypassed the old challenge central entirely with bookmarks. The page was long, verbose, poorly organized, and structurally similar to the game categories page — yet the two used different UI patterns, which made navigating between them feel disconnected. The redesign used the same uniform grid for both. Same component, same density, different content.

Filters at the top let players narrow by event type. The grid stayed consistent regardless of how many cards filtered through. Post-launch, traffic to the page recovered as users discovered they could surface challenges they'd never have found from a bookmark.

pogo.com/challenges
pogo
Find a game
Find a challenge
Account
Martha S. ▾
Challenge central — uniform grid
Today
This Week
This Month
Past
Earned
Leaderboards
Help
SHOW: ALL · BY GAME · BY DATE · BY TYPE · BY REWARD · BY DIFFICULTY
DAILY · Spider Solitaire
Win 5 hands without undo to complete this challenge and earn rewards
04:12
+50
view ›
WEEKLY · Word Whomp
Win 5 hands without undo to complete this challenge and earn rewards
2d 04h
+250
view ›
DAILY · Phlinger Phoo
Win 5 hands without undo to complete this challenge and earn rewards
06:48
+50
view ›
MONTHLY · Tri-Peaks
Win 5 hands without undo to complete this challenge and earn rewards
14d
+1500
view ›
WEEKLY · Mahjong Safari
Win 5 hands without undo to complete this challenge and earn rewards
4d 11h
+250
view ›
DAILY · Squelchy
Win 5 hands without undo to complete this challenge and earn rewards
09:21
+50
view ›
WEEKLY · Crossword Cove
Win 5 hands without undo to complete this challenge and earn rewards
6d 02h
+250
view ›
MONTHLY · Poppit!
Win 5 hands without undo to complete this challenge and earn rewards
21d
+1500
view ›
7 tabs · 6 sort dimensions · long-form list · users bookmarked their game and skipped this page
Daily
Spider Solitaire
04:12+50
Weekly
Word Whomp
2d 04h+250
Daily
Phlinger Phoo
06:48+50
Monthly
Tri-Peaks
14d+1500
Weekly
Mahjong Safari
4d 11h+250
Daily
Squelchy
09:21+50
Weekly
Crossword Cove
6d 02h+250
Monthly
Poppit!
21d+1500
Daily
Sweet Tooth
02:55+50
Weekly
Trizzle
3d 19h+250
Daily
Aces Up!
11:03+50
Monthly
Lottso! Express
8d+1500
About · Help · Privacy · Terms© EA Games · Pogo.com
11

Outcome

$30M annual revenue. EA Games leadership reviewed the post-launch results and decided to grow an internal team and invest further in Pogo as a dedicated business unit. The phased approach held: a leaner first release built on real user data created the foundation for a second phase rather than a single large-bet redesign that assumed everything in advance.

Outcome — by the numbers
$30M
Annual revenue
pre-redesign baseline
50+
Games in catalog
across card / word / puzzle / arcade
20+
Years live
before this design pass
3,400
Surveyed
paying + free subscribers
7-10
Video sessions
device usage + flows + motivation
>50%
Footprint cut
at first release
Post-launch, EA leadership invested in growing an internal team and treating Pogo as a dedicated business unit. The phased approach held — a leaner first release built on real user data created the foundation for the next phase.