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UX Case Study · Mobile App

Redesign of Enterprise
Rewards App

Click and Reward is a mobile app for store owners who capture merchandised assets and win rewards — discounts and freebies on their next lot order based on merchandising alignment with business goals.

Sole UX Designer 12 Weeks Mobile App Enterprise · B2B Usability Research
Before → After — App Redesign at a Glance
Before splash
Old Splash
Before home
Old Home
Before score
Old Results
→
After splash
New Splash
After home
New Home
After results
New Results

Role
Sole UX Designer
Duration
12 Weeks
Process
Discover → Define → Prototype → Validate

01 — Context

The Challenge

Although bottlers were actively promoting the app and encouraging merchandisers to install it, user engagement remained critically low despite the app's clear benefits. The business was struggling to manage merchandising across remote European locations — directly impacting approximately 5% of sales.

01

Low user engagement despite active promotion by bottlers and clear reward incentives

02

Inability to manage merchandising across remote locations — ~5% sales impact

03

Unclear instructions and opaque scoring system causing user frustration and drop-off

Original App — All Screens (Before Redesign)
Old splash
Splash
Old login
Login
Old home
Home
Old camera
Capture
Old upload
Upload
Old result
Result Image
Old score
Score
Old SKU
SKU List

02 — Discovery

Research Approach

Real users were store owners and merchandisers in remote European locations. In-person testing wasn't possible, so we set up remote usability sessions over Microsoft Teams — recording each call while participants used the app live on their own devices.

Each session covered 5 tasks and ran 30–40 minutes with 5 users. We measured task success rate, time on task, total clicks, and System Usability Scale (SUS) score.

Tasks assigned: Sign Up · Capture Scene & Submit · Check Best Result & Return to Home · Update Profile · Check Result Image & SKU Tab

03 — Usability Testing

Usability Test Metrics

All values are averages across 5 users. SUS scores above 80 are considered good; below 60 indicate significant usability problems.

TaskSuccess RateTime on TaskClicksSUS Score
Sign Up100%3 min594
Capture Scene & Submit80%5 min1276
Check Best Result & Go to Home60%4 min662
Update Profile & Check Details100%5 min1085
Check Result Image & SKU Tab40%5 min2038

The Check Result Image & SKU Tab task had a 40% success rate and SUS 38 — well below acceptable threshold. This became the primary redesign focus.

Screens with lowest usability scores
Old result
Result & SKU Tab
40% success · SUS 38
Old score
Score View
60% success · SUS 62
Old upload
Upload / Scene
80% success · SUS 76

04 — Qualitative Research

User Interviews

We interviewed 3 users in depth to understand their daily context, motivations, and frustrations. Common patterns emerged around clarity of instructions, scoring transparency, and reward accessibility.

U1
User 1 — Frequent Rewards App User Power User ▾

Heard about the app from a friend. Opens it while out to capture assets. Finds the interface clean but often unsure if assets were captured correctly — wishes for clearer in-context feedback.

Hasn't earned many rewards — difficulty achieving high enough scores. Wants more variety in reward options.

More guidance for accurate capture · Progress tracker · Leaderboard to compare with other users

05 — Survey

Survey Results

A structured survey was distributed to a broader user base. Key findings below.

How did you hear about the app?
Client Setup
98%
App store
1%
Other
1%
Motivation to download?
Earn rewards
50%
Unique concept
30%
Curiosity
20%
Overall usability rating
2.8 out of 5

Below acceptable threshold — signals systemic usability issues requiring structural redesign.

Earned rewards so far?
Yes
60%
No
40%

Common rewards: discounts and gift cards. Satisfaction varied — users wanted more variety.

Key insight: 98% of users came via client setup — engagement and motivation must be built into the app experience itself, not assumed from external promotion.


06 — Define

User Persona

M
Maria Gonzalez
35 · Store Owner · Bustling neighbourhood convenience store
Goals
Optimize store operations to save time and resources
Provide excellent customer experience
Reduce procurement costs via rewards
Challenges
Stretched thin across multiple daily responsibilities
Inventory management during peak hours
Competition from nearby stores
Pain Points with App
Struggles to capture clear images during busy periods
Can't dedicate consistent time to the rewards program
Confused by unclear instructions and redemption process
Needs
Simple, intuitive interface usable during a busy shift
Fast capture and seamless submission flow
Clear, concise instructions at every step
Tangible rewards that directly benefit the business

07 — Empathy Map

Understanding Maria's World

The empathy map consolidated qualitative data from all 3 user interviews and the survey into a unified view of what users say, think, do, and feel while using the app.

Empathy Map

08 — User Journey

Maria's Journey with the App

Mapping Maria's day-to-day interaction revealed the key touchpoints, emotions, and friction points across the full reward cycle.

01
Preparing for the Day

Reviews inventory, creates restocking list including cooler beverages — creates the context for app usage.

02
Opening the App

While restocking, opens the app and selects the asset capture option. Follows prompts to ensure clear, accurate photos.

03
Submitting Asset Images

Uploads captured images. Double-checks before finalising — anxiety point due to unclear validation feedback.

04
Reviewing Rewards

Navigates to rewards section to check progress and available incentives — discounts and promotional items.

05
Earning & Redeeming

Receives in-app notification of earned reward. Follows redemption instructions to apply discount at supplier checkout.

06
Reflecting on the Experience

Considers incorporating the app into daily routine — critical retention moment.


09 — IA & Design

Information Architecture

After completing user research, we organized all features and configurations into a comprehensive IA covering all app categories and their relationships.

Information Architecture

10 — Design System

Design Guide

A focused design guide was established before moving into hi-fidelity — covering typography, colour tokens, spacing, component states, and iconography.

Design guide

Lo-Fi Wireframes

Low-fidelity wireframes established the structural layout and component hierarchy before colour and branding were applied.

Wireframe — Home screen structure
Wireframe
Lo-fi wireframe

11 — Before vs After

Screen-by-Screen Redesign

Each screen was redesigned based on specific usability findings. The comparisons below show how targeted design decisions resolved the friction points identified in testing.

Splash Screen

Before
Original — minimal branding
→
After
Redesigned — refined identity
BEFORE AFTER

Home / Outlet Overview

The original home screen showed flat outlet cards with ambiguous score states. The redesign added a clear balance display, better status indicators, and a search bar for quick outlet access.
Before
Original — cluttered, low hierarchy
→
After
Redesigned — clear status & balance
BEFORE AFTER

Asset Capture

The original camera screen lacked clear guidance overlays. The redesign introduced grid alignment guides and an improved bottom action bar.
Before
Original — minimal capture guidance
→
After
Redesigned — grid guides & clear actions
BEFORE AFTER

Results & SKU Tab — Primary Redesign Focus

The lowest-scoring flow (SUS 38, 40% success rate). The original mixed result images and tabs without clear hierarchy. The redesign separated concerns and improved information scanning.
Before
Original — SUS 38, 40% success
→
After
Redesigned — clear result breakdown
BEFORE AFTER

Score View

The original score screen showed sub-period breakdowns in a raw table with no visual scoring context. The redesign introduced donut charts and a clearer period summary.
Before
Original — opaque score table
→
After
Redesigned — visual score breakdown
BEFORE AFTER

SKU Order List

Before
Original — dense product list
→
After
Redesigned — streamlined order flow
BEFORE AFTER

12 — Prototype Testing

User Testing & Opportunities

Prototype testing sessions with a diverse group — store owners, managers, and inventory staff — surfaced specific usability strengths and actionable improvement areas.

Redesigned App — All Screens Tested
New splash
Splash
New onboarding
Onboarding
New home
Home
New camera
Capture
New results
Results
New SKU
SKU Tab
New score
Score
New profile
Profile
01Onboarding Experience▾

Participants found the onboarding intuitive and easy to follow. A few users suggested adding more visual cues or tooltips.

✓ Add contextual tooltips to onboarding

13 — Recommendations

Design Recommendations

Based on the full research and testing cycle, six prioritized improvements were proposed to the product team.

🎯

Improve image recognition accuracy to ensure valid asset capture results and reduce resubmissions

🎁

Streamline reward selection and provide clearer information about redemption options and tiers

🧭

Reorganize the navigation menu for improved logical flow and accessibility to key features

🔔

Enhance notification delivery reliability to ensure timely alerts for earned rewards

⚙️

Add customization options for notification settings and account preferences in profile section

🔍

Add filters and sorting options to search results for faster outlet and product discovery


14 — Outcomes

Results

The redesigned app features a clean, clutter-free interface that makes it significantly easier for users to navigate, capture assets, and access rewards — validated through post-launch metrics.

35%
increase in new user adoption from improved onboarding
25%
increase in user retention from personalization options
84%
increase in time spent in-app after redesign

Personalization and customization options — combined with clearer onboarding and a restructured rewards flow — directly drove engagement improvements within the first 30 days post-launch.