Role

Product Designer

Product Designer

Duration

1 Years

1 Years

Tools

Figma, Illustrator, After Effects, Miro

Figma, Illustrator, After Effects, Miro

Team

RummyCircle Product Team

RummyCircle Product Team

Associate Product Designer

RummyCircle Product Team

2022-2023

RummyCircle is India’s premier real-money online rummy platform. With a massive user base of over 50 million players and 5 billion games facilitated in 2023 alone, it stands as the country’s largest and most trusted rummy gaming app.

RummyCircle is India’s premier real-money online rummy platform. With a massive user base of over 50 million players and 5 billion games facilitated in 2023 alone, it stands as the country’s largest and most trusted rummy gaming app.

Starting my career at RummyCircle provided an invaluable foundation. Working alongside a talented team and experienced mentors, I successfully contributed to important projects that drove measurable value, making it a deeply rewarding experience for my early growth as a product designer.

Starting my career at RummyCircle provided an invaluable foundation. Working alongside a talented team and experienced mentors, I successfully contributed to important projects that drove measurable value, making it a deeply rewarding experience for my early growth as a product designer.

User Stereotypes

Study on Understanding Rummy circle Users

Driven by insights from our dedicated research team, this project was developed in direct response to qualitative studies with RummyCircle users.

Driven by insights from our dedicated research team, this project was developed in direct response to qualitative studies with RummyCircle users.

PROCESS HIGHLIGHTS

Work overview

Work overview

The goal was to give this raw data meaningful direction and context. Design played a critical role in organising the information, transforming complex data into a clear, structured, and user friendly format.

Objective

Psychographic and behavioral profiling of online Rummy players. 

Psychographic and behavioral profiling of online Rummy players. 

Timelines

May 2022 - July 2022

May 2022 - July 2022

My Role

As the sole product designer, I spearheaded this project from 0 to 1, owning the end-to-end experience


Research, Analysis, Graphics, Motion, interaction, Prototyping, Testing

As the sole product designer, I spearheaded this project from 0 to 1, owning the end-to-end experience


Research, Analysis, Graphics, Motion, interaction, Prototyping, Testing

Tools

Figma,

Photoshop,

Illustrator, Miro,

Procreate, After effects

Figma,

Photoshop,

Illustrator, Miro,

Procreate, After effects

Team

1 Designer (Me)

1 Manager/Mentor

1 Designer (Me)

1 Manager/Mentor

Beginner

Beginner

Advance

Advance

Expert

Expert

Initially, we assumed there were only three distinct Rummy player personas. However, deeper data analysis revealed new behavioral parameters, allowing us to segment users on a much more granular level.

Initially, we assumed there were only three distinct Rummy player personas. However, deeper data analysis revealed new behavioral parameters, allowing us to segment users on a much more granular level.

Research Background

Psychographic and behavioral profiling of online Rummy players. 

Target Sample Size

35-40 interviews (3-4 interviews per city/town)

evenly distributed among the suggested geographies. 

Candidate Selection Criteria

Geographies (Cities & Towns) 

2 Cities per state; 1 city/town in each tier (first and second ) 


Gujarat- Ahmedabad/Surat/Bhavnagar/Vadodara 

Maharashtra- Mumbai/Kolhapur/Sangli 

West Bengal- Kolkata/ Asansol/Durgapur 

Kerala- Kochi/Palakkad 

HR- Gurgaon/Panipat/Sonipat 

Average Age

25- 35 Yrs- 50% 

35- 45 yrs- 50% 

Average Mobile Use

Between 1 hr-3 hrs- 30% 

3hrs and above- 70% 

Earning Status

Earning : Dependent Ratio - 90:10 

Popular Apps

Entertainment Consumption Apps (YouTube, ShareChat, News Apps) 

Social Connectivity & Expression Apps (Facebook, Instagram) 

Stocks and Trading 

Earning Status

Earning : Dependent Ratio - 90:10 

Employer Type

(Among Employed)

Salaried : Self-Employed - 50:50 

Online Rummy Platform

RC : Non-RC - 50:50 , (RC : RummyCircle)

Research Methodology

In-depth Qualitative Study 

Deliverables

1. All material captured. Videos, Photos, Notes. 

2. Interview recordings. 

3. Interview Transcripts. 

4. Full Report 

Why ?

This qualitative study was conducted to map the deep psychological drivers of real money rummy players. The primary goal was to move beyond basic demographics and shift toward psychology driven product design understanding exactly why users play, what keeps them engaged, and what triggers long-term platform loyalty.

Hypothesis

To design a compelling gaming experience, we must understand the player's deep psychological needs from social validation to self-esteem and how their cultural background shapes their choices.

By understanding the emotional drivers behind key user actions (like adding funds or continuing to play), we can design targeted UI interventions that increase player satisfaction, drive long-term loyalty, and boost revenue.

Understanding the behaviour

of an online Rummy player

Understanding the behaviour

of an online Rummy player

Player Profile: What is the user's preferred platform, game variant, and overall playing style?


Skill Assessment: What is their current experience and proficiency level in Rummy?


User Motivations: What are their primary expectations and goals when engaging with the game?


Engagement Metrics: How much time & money do they typically invest per session or on a weekly basis?

Player Profile: What is the user's preferred platform, game variant, and overall playing style?


Skill Assessment: What is their current experience and proficiency level in Rummy?


User Motivations: What are their primary expectations and goals when engaging with the game?


Engagement Metrics: How much time & money do they typically invest per session or on a weekly basis?

 What are the key psychological and behavioral attitudes exhibited by online rummy players?

How do these attitudes vary as they transition from enthusiasts to matured players? 

Do they develop additional attitudes as they transition, or the key traits remain the same and there is only a change in proportion? 

Can we expect loyalty for a particular platform? 

Is it possible to develop a habit, if yes how? 

What are the key expectations of sincere players from an online rummy platform 

 What are the key psychological and behavioral attitudes exhibited by online rummy players?

How do these attitudes vary as they transition from enthusiasts to matured players? 

Do they develop additional attitudes as they transition, or the key traits remain the same and there is only a change in proportion? 

Can we expect loyalty for a particular platform? 

Is it possible to develop a habit, if yes how? 

What are the key expectations of sincere players from an online rummy platform 

 What are the key psychological and behavioral attitudes exhibited by online rummy players?

How do these attitudes vary as they transition from enthusiasts to matured players? 

Do they develop additional attitudes as they transition, or the key traits remain the same and there is only a change in proportion? 

Can we expect loyalty for a particular platform? 

Is it possible to develop a habit, if yes how? 

What are the key expectations of sincere players from an online rummy platform 

Psychographic & Behavioral Profiling

Psychographic & Behavioral Profiling

These final parameters are the result of rigorous research and multiple rounds of team deliberation.

These final parameters are the result of rigorous research and multiple rounds of team deliberation.

Gambler's

Delight

Gambler's
Delight

 Though these players are very pragmatic, they inherently need to maximise their return in a relatively smaller time frame. 


They demonstrate the gambler psyche of a short and intense attention span and urge to take chances ( ‘one last time...’ ). 

 Though these players are very pragmatic, they inherently need to maximise their return in a relatively smaller time frame. 


They demonstrate the gambler psyche of a short and intense attention span and urge to take chances ( ‘one last time...’ ). 

Commitment

& Focus

Commitment
& Focus

These players size up the opportunity by playing smaller bets before taking more significant plunges. 


They demonstrate a high level of focus and commitment to secure the desired results.

These players size up the opportunity by playing smaller bets before taking more significant plunges. 


They demonstrate a high level of focus and commitment to secure the desired results.

Passive

Aggression

Passive
Aggression

People who tend to be less successful in deriving gratification from other social interactions and competition find the arena of Real Money game as an even playing field


They tend to harbour a ‘hidden gem’ feeling. They strongly believe that their true worth and potential has not been socially acknowledged and work hard to acquire social validation by acing the cash game. 

People who tend to be less successful in deriving gratification from other social interactions and competition find the arena of Real Money game as an even playing field


They tend to harbour a ‘hidden gem’ feeling. They strongly believe that their true worth and potential has not been socially acknowledged and work hard to acquire social validation by acing the cash game. 

Utilitarian

Outlook

Utilitarian
Outlook

They have a good idea about their physical & mental capabilities (and limitations). They carefully select the game and play only those games where they are confident they can win. 


They measure their self worth in exact terms of the reward they win.

 

They are not opposed to social embellishments 

They have a good idea about their physical & mental capabilities (and limitations). They carefully select the game and play only those games where they are confident they can win. 


They measure their self worth in exact terms of the reward they win.

 

They are not opposed to social embellishments 

Visual Scales for User Profiling
Visual Scales for User Profiling

Utilarian

Outlook

Passive

Aggression

Commitment

& Focus

Gamblers

Delight

Rummy Traits Scale

LOW

MEDIUM

HIGH

Rummy Love Metre

Types of Finalised stereotypes
Types of Finalised stereotypes
Reluctant
Reluctant

Onlooker

Onlooker

Unsure
Unsure

Upstarter

Upstarter

Confident
Confident

Beginner

Beginner

Master
Master

Player

Player

Joker
Joker

Player

Player

For our first draft, the goal was to synthesize all essential data points into an easy to read format. This established the baseline for our iterative design process.

For our first draft, the goal was to synthesize all essential data points into an easy to read format. This established the baseline for our iterative design process.

Refining Visual : Narrative-Driven concepts
Refining Visual : Narrative-Driven concepts

With the research data synthesized, the next step was to translate these insights into a compelling visual narrative. Here are the initial design concepts explored during this phase.

With the research data synthesized, the next step was to translate these insights into a compelling visual narrative. Here are the initial design concepts explored during this phase.

Concept 1 : The Kings Court

The King (Master) : Sitting upon his throne with a commanding, boss-like presence.


The Jester (Joker) : Performing in the center, actively making a fool of himself for the court's entertainment.


The Ambitious Minister (Confident) : The King's most trusted advisor, sitting calmly but eyeing the monarch with hidden aspirations to usurp the throne.


The Curious Soldier (Onlooker) : A guard stationed next to the King, secretly peeking at the royal documents out of sheer curiosity to understand a ruler's duties.


The Young Prince (Unsure) : Playing nearby with a wooden sword, scared but pretending to be a mighty ruler.

Concept 2 : Race

The Master: The expert player who has already crossed the finish line and claimed the winning ribbon.


The Confident Beginner: A highly capable contender who finished incredibly close to first place.


The Unsure Upstarter: Lost and confused, this player is walking instead of running as they try to figure out the route.


The Joker: A disqualified participant who completely ignores the rules to do their own thing.


The Bystander (Onlooker): Completely disengaged from the competition, choosing instead to stand around and watch the crowd.


Concept 3 : Casino Table

A top-down view of a casino table scattered with various playing cards. Futuristic, holographic lights and text project directly onto the table's surface, providing digital explanations for each specific card.


The Master Card: Illustrated as a formidable sorcerer who is effortlessly levitating their cards using magical energy.


The Confident Player: Depicted as a muscular, capable human casually rolling up their sleeves while holding their hand of cards, ready for action.


The Unsure Player: Shown visibly sweating and nervously fumbling, accidentally holding some of their cards upside down.


The Onlooker: A non-participant standing in the background, subtly peeking over another player’s shoulder to look at their hand.


The Joker: A classic, traditional casino jester character.

Some Refined Concepts
Some Refined Concepts

Conclusion

Conclusion

The project concluded on a highly successful note, delivering insights that were quickly adopted by multiple cross-functional teams. The final deliverables including visual posters and comprehensive PDF reports were circulated company wide and now also serve as a foundational onboarding resource for new team members.

The project concluded on a highly successful note, delivering insights that were quickly adopted by multiple cross-functional teams. The final deliverables including visual posters and comprehensive PDF reports were circulated company wide and now also serve as a foundational onboarding resource for new team members.

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