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SlideThe first instant cash back app

Led product design, branding, marketing, and illustration from concept to launch. MVP in seven months, on a design system that carried years of releases.

Role
Product Design Manager and Lead Designer. Product design, branding, illustration, and marketing design, from ideation to launch.
Slide — The first instant cash back app — hero
7 mo
Concept to MVP
12+
Feature releases
First
Instant cash back app

Slide broke the category's biggest constraint using a mechanism nobody else was touching: running cash back on the back of gift cards. It was the first app to pay users the moment they bought.

I led product design, branding, illustration, and marketing design from first concept through launch. On a tight timeline with few resources, I partnered with a two-person development agency to establish the foundational flow, then built the visual identity and component-based design system that carried Slide from MVP into a sustained roadmap.

Problem

Every cash back app made users wait weeks for payouts. How might we pay them the moment they buy?

Background

The problem

Cash back has always carried a delay. Payouts settle through merchant reconciliation, so the money lands weeks after checkout, cut loose from the purchase that earned it and from any decision to shop again. The reward arrives too late to do what a reward is for. The whole category accepted this. The delay comes from how the money actually moves, so it read as a fixed cost of the business rather than something a product team could design around.

The opportunity

Gift cards move differently. Their value transfers at the moment of purchase instead of settling downstream, so cash back could be paid out immediately. Not faster. Immediately. Nobody else was building on this, which made Slide's premise genuinely new.

The design problem

A novel financial mechanic is only an advantage if people get it right away. Instant cash back had to feel obvious rather than clever, and that set the mandate for the whole product: build a cash back app simple enough that an unfamiliar mechanism feels effortless, on a tight timeline with almost no resources. To move fast we brought in a two-person agency known for app development. Over an intensive two months, the Slide team and I worked alongside them on wireframes, user tests, and branding concepts. That sprint gave us the foundational flow. It also made clear what was left: finalizing MLP features, defining the brand and launch plan, and building the rest of the app, which is the work that decided what Slide actually felt like to use.

Slide approach and principles

Approach

With the framework in place and simplicity as the constraint, I ran a competitive analysis across cash back, discount, and financial apps to find what made the best ones feel effortless. Four principles came out of it, and they became the rules the design system was built on.

  • —Keep it simple. The strongest apps used a single color to highlight what mattered most.
  • —Illustrate it. Illustration explains complex ideas fast and brings warmth to light interfaces.
  • —Typography and hierarchy. One font cuts clutter and makes hierarchy readable.
  • —Repetition. A component-based system lets visual patterns emerge and repeat.

Establishing the visual direction

I built several concept boards. That meant researching not just products in our space but current and emerging trends in UI, color, illustration, and visual design, because the branding had to scale past launch into every marketing asset that followed. Working with my product manager and the executive team, we aligned on a simple, clean, impactful direction.

Building the system

Then I built the design system, which was as much a communication tool between me and the developers as a design artifact. It covered logos, typography, color, and the core UI: buttons, controls, lists, icons, alerts, and more. That system is what made the post-launch roadmap possible. Every feature after MVP was assembled from parts that already existed and already agreed with each other.

Solution

Slide launched with those four principles made concrete. One accent color carrying emphasis. Custom illustration doing the explaining that dense copy would otherwise do. A single typeface setting hierarchy. A component library making every screen feel like part of the same product.

For the team, the deliverable was equally the system underneath it. A shared vocabulary of logos, type, color, and components that let a very small group ship a consumer financial product on a compressed timeline, and keep shipping after.

Outcomes

Outcomes

MVP v1.0. Concepts started in late 2019. The MVP launched in July 2020.

The design system then supported a continuous release cadence.

01

Purchase limits per brand

02

ACH and BitPay

Prefunding payment methods.

03

Referral program

Referral credits and a full program.

04

Promotional credits

05

In-app browser

For online shopping.

06

New Pay tab UI

Balances surfaced on the tab.

07

Updated onboarding flow

08

Favorites

09

Set denomination purchases

10

Bouncer integration

11

Slide Selects

Premium brands bought with combinations of earned cash back, credits, Slide balance, and cards.

Late 2025. The Slide app was reskinned and is now the Raise app (Raise Marketplace).

Reflection

Slide is the clearest evidence I have that constraints sharpen design rather than limit it.

A two-person agency, a compressed timeline, and a small internal team meant no capacity to design the same problem twice. That forced the design system to come early, when it usually gets treated as something you get to once the product exists. Building it first is why a small group shipped an MVP in seven months and then sustained years of releases without the interface falling apart.

The competitive analysis taught me something about what to take from competitors.

The useful findings were not features to copy. They were principles about restraint: one color, one typeface, illustration instead of explanation. In a category where products compete by adding, the differentiating move was subtraction.

If I did it again, I would push harder on defining success metrics alongside the visual direction.

The feature list after MVP shows real momentum, but the story would be stronger with adoption and retention numbers attached to specific design decisions. That is an argument you have to make before launch, not after.