BenjamimPaulino
HomeArticlesWork with me

Your customers are waiting to be understood.

Available for consulting, advisory and side projects in digital products, growth and fintech, in Mozambique and beyond.

LinkedIn
HomeArticlesWork with me

© 2026 Benjamim Paulino · Digital Product Leader · Strategy & Growth

Portuguese & English

All articles

3 October 2026 · Translating…

Betting Apps Have Everything to Go Wrong. Yet They Work: The Classic Product Design Paradox

The Classic Product Design Paradox: why do products with poor UX still succeed? Betting apps are a perfect example. Sometimes, the motivation behind a product (money, hope, convenience, or need) is stronger than the friction in the experience. What makes people tolerate a bad experience?

Share this article

Cassinos are no longer shops. They are now apps.

They have everything to go wrong, yet they work.

Yeah. But how?

Leaving the morality of gambling aside (we all know), I want to talk about the apps themselves.

I have analysed around four betting and gambling apps, and I honestly found the experience terrible. The UI/UX is not intuitive. There is too much going on. There are buttons everywhere, information everywhere, colors everywhere. I didn't know where to click and, in some cases, I didn't even know how to start.

And then there is security.

I tested the "Forgot Password" option on one of them and received what appeared to be my password by SMS. That immediately raised a question for me about the security model behind that particular recovery flow. A system that can retrieve and send back the existing password, rather than requiring the user to create a new credential, suggests a security model that deserves scrutiny.

That doesn't mean the entire application is insecure. I haven't audited the underlying infrastructure, authentication architecture or data protection mechanisms, so I wouldn't make that claim.

But as a Product Leader, the experience itself was enough to make me stop and ask questions.

Then I tried to deposit 20 MT.

"Please try again."

I tried again.

"Please try again."

Another attempt.

Same thing.

A beautiful little loop of "Please try again."

But eventually, it worked.

And then the 20 MT vanished.😅

But the interesting part is not that I lost 20 MT. It is that, despite all these problems, these products continue to have many users.

And I am not only talking about digitally sophisticated users.

I have seen people with very limited digital literacy move from one betting app to another in two minutes, place a bet, check odds, deposit money and continue playing, while those same people struggle to open a simple email account.

How?

Someone can struggle to navigate a banking application, forget their internet banking password, get confused by a government portal and still become perfectly comfortable moving around a betting application.

Give them a betting app and suddenly they know exactly where to click.

For those working in CX and UX, this is an interesting question.

Because this is a classic Product Design paradox.

We often behave as if good UX is a prerequisite for product adoption. We spend hours simplifying journeys, reducing clicks, improving navigation, testing buttons, refining onboarding and removing friction.

And rightly so.

But then you look at products like these and realise that people are willing to tolerate an incredible amount of friction when the motivation behind the product is strong enough.

I have never seen betting companies seriously compete primarily on UI, UX or security.

They compete on something much simpler: who pays more.

Better odds. Bigger bonuses. More promotions.

The apps are often remarkably similar. They just change color. Once you learn how to use one, you already have a mental model for the next one.

More importantly, the user already knows what they want to do.

They are not opening the application because they want to explore the interface. They are opening it because they want to place a bet.

The motivation is already there.

And that changes the UX equation.

We often assume that if a customer experiences friction, they will leave. Not necessarily. They leave when the friction becomes greater than the value they perceive from continuing.

If I am ordering food and the app is confusing, I may abandon it because there are five other apps I can use. But if the motivation is strong enough, I will try again. I will ask someone. I will learn the interface. I will complain and still come back.

The product doesn't necessarily need to provide a great experience. It needs to provide enough value for the user to tolerate the experience.

And that is not unique to betting.

We see a version of this every day in Mozambique.

Think about the chapa (a mini-bus public transport).

The driver or cobrador (tout) makes it look like the chapa is about to leave. "Vamos! Vamos!" There is an urgency in the way passengers are called.

People run because they are in a hurry to reach their destination.

You get inside thinking, "Finally, let's go."

But what actually happens?

The chapa stays there for another 20 or 30 minutes.

Then, when it finally leaves, it makes several stops, slows down to look for more passengers and sometimes changes the entire experience of what you thought was going to be a quick trip.

People get frustrated.

Sometimes they are even treated disrespectfully by the cobrador.

And yet, the next day, people do it again.

Why?

Because the customer is not necessarily choosing the experience.

They are choosing the outcome.

They need to get somewhere.

And sometimes there is no practical alternative.

That distinction is extremely important for product people.

Sometimes we think we are competing on the experience when, in reality, we are competing on the strength of the underlying need.

The experience can be bad and the product can still survive because the customer is not asking, "Is this beautifully designed?"

They are asking, "Can this help me get what I want?"

And when the answer is yes, people can tolerate a lot.

This also makes me think about the relationship between product design and marketing.

Marketing has always understood that human behaviour is not driven only by rational calculations. We respond to urgency, hope, fear, rewards, scarcity, social proof, status and the possibility of a better outcome.

The same understanding of human motivation that can help us remove friction from a product can also be used to make people tolerate friction they would otherwise reject.

That creates a responsibility.

Because we are not only designing screens. We are designing environments in which people make decisions.

The button is part of the experience. The notification is part of the experience. The bonus is part of the experience. The urgency is part of the experience. And the human motivation behind all of it may be much more powerful than any UX principle we learned.

This is why I find betting applications so interesting from a Product Design perspective.

Not because I think they have good UX. In many cases, I don't.

Not because I think their security practices are necessarily something to copy. I saw at least one recovery flow that raised questions for me, although I don't have enough visibility into the underlying systems to make a broader security judgement.

But because they demonstrate something that product teams sometimes forget:

Usability is only one part of why people use a product.

Sometimes the motivation is so strong that it compensates for bad usability.

Sometimes the need is so strong that people accept friction.

Sometimes there is no alternative, so retention exists because the customer has nowhere else to go.

And sometimes the product doesn't need to be the easiest product to use. It only needs to be easier to use than giving up on what the customer wants.

That is a very different way of looking at product design.

So perhaps question now is not simply, "Is this a good UI/UX?"

The question is: What is powerful enough to make people tolerate a bad one?

And once we understand that, we can understand something much deeper about the product, the customer and the market.

Maybe this is one of the most interesting paradoxes in Product Design:

Products with everything to go wrong… that still get it right.

Keep reading

3 October 2026

What the Ottoman Empire Can Teach Product Teams Today

History shows that power used to control can collapse, while power used to connect, collaborate, and respect local wisdom can endure. I’ve been reading about the Ottoman Empire and comparing it with European colonialism in Africa. The contrast made me wonder: What can the Ottoman Empire teach us about product organizations today? Maybe the next breakthrough in tech isn’t a new framework, but an old lesson from history.

Read article

3 October 2026

Retention: Are Customers Staying Because They Want To, or Because They Have No Choice?

High retention doesn’t always mean high loyalty. Sometimes customers stay simply because they have no better option. The real test of a product is what happens when a better alternative appears. This is a reflection on the difference between customers who stay because they choose you and customers who stay because they have to.

Read article

3 October 2026

Invisible Product Decisions: When the Tool Built to Help You Remember Punishes You for Forgetting

I forgot the password to a locked Apple Note and lost the content forever. It made me realize that this is not just a technical limitation, but a product decision: Apple chose privacy and brand trust over recoverability. The bigger question is: how do we balance strong security with inevitable human error?

Read article
View more articles
Benjamim Paulino

Benjamim Paulino

End-to-end product strategist · Maputo, Mozambique

Edit with