Nexon Checkout Redesign
The flow was backwards — players picked payment before product. Fixing that cut purchase time by 76%.
Seven screens stood between a player and their game
Before proposing a single screen, I mapped the flow end-to-end and tracked every place users stalled, backtracked, or asked for help. The killer flaw: the checkout was backwards. Players had to choose how to pay before choosing what to buy — like picking Visa at Amazon's front door, then starting to shop.
How might we get a returning player from “I want NX” back into the game in under a minute?
Product first, payment second, receipt built in
The redesign reordered the flow to match the mental model players already trust from every other store on the internet — and collapsed seven screens into three.
The flow, reordered
A fast lane for returning players
Help and discounts moved into the flow
Checkout time fell from 2:16 to :32.
How it got greenlit — and stayed honest
Sell the problem before the pixels
The redesign was pitched at hire, then re-pitched as a service proposal to Nexon America's senior management — greenlit with dedicated engineers.
Audit with a stopwatch
Every stall, backtrack, and support ticket in the legacy flow was catalogued and timed, turning “it feels slow” into “it costs 1:44 per purchase”.
Test across every gateway
Pre-launch testing covered each payment provider, so the :32 result held no matter how a player chose to pay.