2026 / Chance (Series A Consumer Startup)

Designing a second chance for an accidental swipe

I joined Chance.live as its first in-house designer shortly after the company secured $3M+ in funding and launched its beta. In my first 15 hours, I identified a critical user drop-off point, challenged the proposed solution, and redesigned a high-risk transaction flow that protected users from costly mistakes while preserving the product's magical luxury experience.

15 hours

From brief to redesigned flow

1–5 cards

Every pack state supported

4 prototypes

Desktop and mobile

15 hours

From brief to redesigned flow

1–5 cards

Every pack state supported

4 prototypes

Desktop and mobile

15 hours

From brief to redesigned flow

1–5 cards

Every pack state supported

4 prototypes

Desktop and mobile

ROLE

Design Engineer

Team

Front-end Developer 8 Person Company

Duration

15 Hours (part-time) May 2026

ROLE

Design Engineer

Team

Front-end Developer 8 Person Company

Duration

15 Hours (part-time) May 2026

Context

Chance.live is a startup reimagining how people buy, open, collect, and trade Pokémon cards online.

Instead of browsing listings like a traditional marketplace, users purchase digital packs, experience the excitement of opening them, and then sort each card by swiping it into different outcomes. The product was trying to recreate a physical experience that collectors already love and make it feel just as magical digitally.

Shortly after launching beta in April 2026, Chance.live brought me on as their first in-house designer while I was still a full-time student. Prior to this, the company relied on external design studios for visual work, but there was a disconnect between the product's goals, business goals, and user needs.

My first task was to improve one of the most important moments in the product: card sorting.

The Problem

A single accidental swipe could cost users $5000+. This irreversible action was causing them to leave.

When users open a pack, they sort cards by swiping them toward different outcomes. At the time, selling a card was an irreversible action. A user could accidentally sell a valuable card worth $5000+ with a single swipe and receive no confirmation before the transaction occurred. I identified this moment as a significant drop-off point in the user journey.

The original card opening process

Users would:

  1. Open a pack

  2. Accidentally swipe a card

  3. Realize the mistake too late, selling is irreversible

  4. Lose trust in the platform

  5. Stop using Chance entirely

This issue also generated support tickets, which created additional operational costs for an already lean team of eight people.

the opportunity

How might we make card swiping resilient to human error while still feeling sleek, premium, and magical?

Users needed confidence that they wouldn't accidentally sell a valuable card with a single swipe, while the team needed to improve retention and reduce the support burden that came with those mistakes. At the same time, Chance wasn't trying to feel like an e-commerce app. The goal was to capture the excitement of opening a real pack of Pokémon cards and make it feel even more magical digitally.

The Solution

Instead of teaching users not to make mistakes, I redesigned the workflow to recover from mistakes.

Rather than interrupting users with onboarding overlays and tutorial screens, I designed a lightweight confirmation system built directly into the experience. The result was a redesigned results stage that allows users to review their choices before transactions are finalized. Only one extra click was added to the workflow.

The New card opening process

Added a confirmation layer without using popups

Most products solve this problem with modal windows. I intentionally avoided that approach. Popups felt transactional and e-commerce-like. Instead, I designed a review stage that feels like part of the pack-opening experience itself. Users can now verify their decisions before transactions are executed. The experience stays immersive while significantly reducing costly mistakes.

The New card opening process

Added replay and undo functionality

A replay button allowed users to re-watch the pack opening animation. After swiping past the first card, this became something more useful: Undo. Users could recover from mistakes before finalizing their decisions. This added a layer of safety while keeping the interaction lightweight.

Renamed "Vault" to "Collection" (and created custom icons)

The original language felt heavily influenced by crypto products. While technically accurate, "Vault" felt impersonal and restrictive. We renamed the feature to "Collection". This language better matched trading card culture.

Thinking beyond the immediate release, "Collection" creates room for profile customization, collection sharing, social features, and personal curation. A small naming decision became a foundation for future product expansion. I also created custom icons for the new Collection that communicated fluidity.

Optimized specifically for mobile (majority of users), while maintaining a luxury desktop view (most TCG streamers, higher impact group)

One of the biggest constraints was screen size. The mobile experience had limited space, small tap targets, and dense information. Rather than simply scaling down desktop designs, I created dedicated mobile layouts. I also kept critical actions in consistent locations across screens to reduce cognitive load and improve usability.

research

I wanted to gain a solid understanding of the company's vision before designing anything.

Specifically, product goals, brand vision, business priorities, future roadmap. I met with the team and reviewed website copy, Instagram content, and existing product flows to determine our brand ethos and identify any disconnects. I also reviewed our competitor's websites and features, and determined our key differentiators.

My overarching business goals:

  1. Transform a physical experience into a magical digital experience

  2. Make collecting more collaborative

  3. Achieve a high quality, luxury, streamlined UX

pushing back

My original task was to design tutorials, onboarding flows, or tooltips that would explain the card sorting experience more clearly

I spent time researching video game onboarding systems, trading card platforms, tutorial patterns, hover states, and inline guidance systems. The more I researched, the more I felt that tutorials weren't solving the real problem. Adding explanations felt like putting a band-aid on a workflow that lacked feedback. Users weren't making mistakes because they didn't understand the product. They were making mistakes because the system wasn't communicating the consequences of their actions.

UX audit

Where are the gaps between our product, our user's goals, and our business goals?

After walking through the flow as a first-time user, I identified several gaps between user goals, business goals, and the existing product experience:

  • Selling a card carried significantly more risk than collecting one, yet both actions felt equally lightweight.

  • Users received very little feedback after making a decision.

  • The workflow prioritized speed over confidence.

  • Irreversible actions occurred before users had an opportunity to review decisions.

  • The product encouraged transactions, but didn't provide sufficient safety mechanisms when users changed their minds.

The highest-impact opportunity was trust.

the full UX audit
key findings when going through the flow as a potential user
Design exploration

Designing feedback instead of adding friction

I wanted to experiment with spacing and various flows, while being mindful of how elements changed on desktop and mobile, as well as how the placement of elements changes depending on how many cards are opened.

some wireframes

I briefly explored a layout where cards went to the side they were swiped to, and users could drag them around, similar to the physical sensation of opening a card pack.

mid-fidelity exploration

However, this layout would require element changes for mobile, which we wanted to avoid to reduce lag and system complexity.

Design exploration

Building high-fidelity prototypes to test features and validate theories

I built 4 high-fidelity prototypes for desktop and mobile, that looked and felt like the real product. Planned future user testing and validation using these.

part of the mobile 5 cards user flow
desktop 1 card user flow
systems design

Building edge cases and systems, not one-off screens

One thing I noticed quickly was that there wasn't just one version of this experience.

Users can open anywhere from 1-5 cards at a time. Every state needed to account for different card counts, different screen sizes, and different user actions. At the same time, Chance is a small team moving quickly. I didn't want to design a solution that would need to be reinvented every time a new feature shipped.

how does the intro page look different depending on how many cards there are?

A component library allowed me to make iterations 10x faster and makes future feature launches exponentially efficient

As I designed the confirmation flow, I simultaneously built reusable foundations that future work could build on. This included interaction patterns, consistent button behaviors, shared visual treatments, custom iconography, mobile + desktop variants and defined states for all 1-5 card scenarios.

This project became an opportunity to introduce more consistency into the product. Good design systems are shared decisions. They reduce ambiguity, speed up development, create consistency across the product, and make future features easier to build. For a startup, that leverage compounds quickly.

Some of the reusable patterns and states I created
Technical Considerations

Designing with desktop + mobile implementation in mind

Because I was working directly with the front-end developer, implementation was part of the design process from day one. For example, I explored a concept where cards physically moved to different piles depending on where users swiped them, mimicking the feeling of sorting real trading cards on a table. While the interaction felt playful, it introduced additional complexity across mobile layouts and multiple card-count scenarios. The additional engineering effort and state management didn't justify the value it created for users. Instead, I focused on solutions that delivered the same feeling of confidence and control while remaining technically lightweight.

This project reinforced something I strongly believe: The best design solution isn't always the most visually impressive one. It's the one that creates the most value for users and the business relative to its implementation cost.

On mobile, the minimum height of this element should be 440px (max height) so that the confirm button is in the same place each time, for a consistent UX
Validation

Did giving users a second chance actually matter?

My core hypothesis was that reducing the risk of making a mistake wouldn’t just prevent accidental sales. It could make users more comfortable making decisions in the first place. A few months after launch, I went back into PostHog to see how the system was actually being used.

1 in 6 users used Undo

Across users who sorted cards, 17% used Undo at least once. At the individual decision level, only about 1.2% of swipes were undone. That was actually encouraging: Undo wasn’t constantly interrupting the experience, but it was there when users needed it. For a transaction that could involve cards worth hundreds or thousands of dollars, even an occasional mistake could be expensive.

The redesign also exposed a measurement gap

Because the new sorting flow shipped before product analytics were fully instrumented, I didn’t have a clean pre-redesign PostHog baseline to compare against. That meant I couldn’t honestly attribute changes in retention or selling behavior directly to this redesign. Instead, I treated the post-launch data as behavioral validation of the underlying problem: a meaningful percentage of real users needed a way to reconsider or correct their decisions.

If I were instrumenting the flow today, I’d also track sorting completion, same-session repeat pack openings, sell rate per pull, and keep-to-sell reversals so the impact on conversion and retention could be measured directly.

Impact

A safer transaction flow without making it feel safer

For users

  • Added a second chance before high-stakes transactions became permanent.

  • 17% of sorting users used Undo, validating that reconsidered decisions weren’t just an edge case.

  • Made consequences clearer without adding repetitive confirmation modals.

  • Preserved the feeling of quickly sorting through a physical pack of cards.

For the business

  • Moved transactions to the end of the decision flow, preventing unnecessary backend processing when users changed their minds.

  • Reduced accidental-sale support cases.

  • Created reusable interaction patterns for review, confirmation, Undo, and different card-count states.

  • Gave the team a more scalable foundation for future pack-opening experiences.

Takeaways

Measure twice. Cut once.

The original request was a tutorial. The real problem was trust. Rather than immediately executing on the proposed solution, I spent time understanding the business, the users, the product vision, and the data. That extra upfront effort allowed me to move quickly with confidence once the problem was clear.

This project reinforced why I believe in-house design is so valuable for startups.

A designer embedded within the company develops context that external agencies often don't have. They understand the product vision, technical constraints, user behavior, and long-term roadmap simultaneously.

The result is better decisions. In 15 hours. I was able to identify a retention issue, align a solution with Chance's brand vision, think through implementation constraints, and create reusable foundations for future growth.

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vyomi.seth@gmail.com

Oct 2026, 🎧 "Pot Kettle Black" by Wilco

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vyomi.seth@gmail.com

Oct 2026, 🎧 "Pot Kettle Black" by Wilco

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vyomi.seth@gmail.com

Oct 2026, 🎧 "Pot Kettle Black" by Wilco