Client Timeframe
Coca-Cola 2 weeks
Role
UX designer/researcher
Responsibilities Members
Research Lauri
Ideation Julia
Synthesis Bill
Prototype Patrick
Wireframes
Personas
Usability Testing
Information Architecture
The company
Coca-Cola is a multinational company that prides themselves on bringing about happiness, optimism, and innovation through their products and marketing strategies.
The problem
Coca-Cola is a household name everyone loves, yet their rewards program, Sip + Scan, is heavily flawed and lacking the joyfulness that represents the iconic brand. They need a way to renovate the app so their customers feel valued in their loyalty to the company.
Process
The Project
Coca-Cola created a rewards app that loyal customers loved. They had great perks and users felt rewarded for their loyalty to the brand. In 2010 they revamped the app and it was downhill from there. Coca Cola's intention with Sip + Scan was to provide their customers with fun and exciting experiences, yet the app did not work. Scanning a coke product was near impossible, and users found themselves using the app and never winning. They wanted the old app back, and this is where we came in to help.
Goals
The goal of this project was to create an app that customers loved to use again, and more importantly, an app that would allow them to feel valued for their loyalty to such a giant corporation. Users wanted to feel like they were contributing to what makes Coca-Cola great, and also winning some cool prizes along the way!
Coca-Cola’s Simple 4-Step Process
As can be seen from the picture above, Coca-Cola laid out a four-step process for using Sip + Scan. Users would open the app or website, click “Scan Now”, snap a picture of the lid, and receive a prize. Unfortunately, this four-step process was much more convoluted than the picture depicts.
Given this simple step-by-step process, we knew users were getting caught up somewhere. In order to better understand their frustrations, we decided to perform a heuristic analysis and download the app for ourselves to see where their pain points came from. It did not take long before we began to understand why users gave it such poor reviews. All of us came to the conclusion that we would have deleted the app after the first five minutes were spent trying to figure out how to scan a bottle of Coke.
Finding The Answers To Our Questions
In order to answer the questions we had regarding the app and our users, we did a plethora of research…
Part 1: Interviews
Throughout the heuristic analysis, we made a list of critical issues and rated the severity of each problem we encountered. From there we were able to gain key insights and formulate an online Google survey and perform a contextual inquiry with questions tailored to our findings from the heuristic analysis.
We wanted to know…
How often were people drinking soft drinks?
What was important to them in a rewards/rebate program?
If they had participated in rewards programs in the past, what did they like and dislike?
What rewards did they expect from a rewards program?
Part 2: User Reviews
We continued our research by reading user reviews. We wanted to know what people were saying about their experience. The quotes below are from our user interviews, as well as Reddit and Google reviews of the app. It was very obvious that customers were extremely disappointed with Sip + Scan. Coca-Cola has an incredible marketing team and are a beloved brand, but it seemed they were having quite a bit of trouble in the app department. Coca-Cola made this transition because they felt people valued experiences over rewards, but from our research it is clear that rewards are still at the forefront when it comes to what users want out of rewards/rebate apps.
Putting It All Together
We began to sift through the information from our Google survey and heuristic interview to narrow down our key insights even further…
Affinity Map
We created an affinity map that gave us six very prominent insights:
Sip + Scan needed a better UX design.
Sip + Scan needed an easier scanning method.
People want Coca-Cola merchandise.
The old rewards app was working very well and customers miss it.
Sip + Scan takes too long to use.
Customers want better rewards.
Once we had our insights narrowed down, we decided to focus on the target audience for Sip + Scan.
Our intended audience was based on a competitive analysis of other rewards/rebates apps that have high reputations. We looked at Domino’s Pizza, Dunkin’ Donuts, Pepsi, Starbucks, Subway, My Panera, Ibotta, and Acorns. Through our research, Ibotta, Starbucks, and Dunkin’ Donuts all had the highest customer satisfaction. The common denominator in all three apps were their amazing rewards/prizes; something Sip + Scan was sorely lacking. Each company rewarded you for buying one of their products or buying from one of the brands they associated with.
personas: Power user + novice
Once we had the bulk of our research finished, we felt comfortable creating our personas and journey map.
Through the synthesis of our research, we realized we had very two specific types of users: beginner and advanced. We created Cole, the power user and Rebecca, the novice user. Cole loved Coca-Cola and wanted to be rewarded for his loyalty. He wanted to feel that he had a relationship with the company he loved and supported. Rebecca wanted to be rewarded for her shopping habits. She wanted to be able to earn cash-back for shopping and the ability to give back to the community while shopping.
While both Cole and Rebecca had differing goals and pain points, they did have one major commonality: they wanted to receive a reward or prize for their loyalty to a brand. They wanted to feel valued and appreciated for their contribution to a brand, however small.
Once our personas were created, we were able to generate a journey map and use the key insights we gained from research and synthesis to walk us through the emotions a user experienced while using Sip + Scan. This greatly helped confirm our user flows and pain points. We focused on the high points of the journey map and tried to eliminate as much of the low points as possible while going through the ideation process and creating our lo-fi sketches.
Taking pen to paper
Once our personas were complete we began sketching and figuring out the layout of our app. We used the MOSCOW method to help us narrow down what we really needed in the app to satisfy users.
MoSCoW Method
Despite Coca-Cola having a very large following and a strong and loyal fanbase, this app was still part of their brand and customers were making it very known they were unhappy. Earning and keeping a customers trust is the most important thing, and we did everything we could to ensure our app would leave customers satisfied, happy, and returning.
We knew we needed to focus heavily on the pain points the users were mentioning and address each concern appropriately. We took to the whiteboard, and through the MoSCoW Method we were able to figure out what our app absolutely must have to address our users concerns, what we should have and could have if time alloted, and what we would not include.
Should + Could:
Instant winner.
Milestone rewards/achievements.
Ability to connect to Facebook and Instagram.
“CokeSona” to create your own bitmoji and customize it.
Snapchat integration.
Must:
Ability to sign up/sign in through email, Facebook, and Google.
Onboarding.
Donate/Share.
Rewards: birthday, discounts, merchandise, gift cards.
Progress of points and rewards earned.
Design Studio and Wireframes
We each did rounds of design studio to figure out what we wanted the layout of our app to look like. We each came up with about 8 different layouts for the homepage, which gave us 32 ideas to choose between. We all had very different visions of what the layout should look like and what we wanted each page to cover. Before diving into Sketch, we decided we needed to finalize our content more.
Early Stages: Lo-Fi Wireframes
So, What Did Our Users Think?
We began user testing fairly early on in the process because we were struggling with finalizing our wireframes and knew we needed to get feedback before proceeding.
We had specific tasks for Cole and Rebecca, which we gave each user.
Rebecca’s Tasks:
1. Create an account with Facebook.
2. Scan a coke and redeem it for yourself.
3. Sign out.
Cole’s Tasks:
1. Sign in.
2. Donate to Jeengle using the “Share a Coke” feature.
3. Check your account for donation history/current balance.
4. Look at six-pack in rewards/favorites to see if you have enough points.
5. Sign out.
User Feedback
Overall, we received great feedback from the people who tested our app. One main point of confusion we ran into was having people donate. They did not know how to get to the actual page. It was under the “Share” category, which many people thought was for social media. We simply changed the icon to a handshake, which helped immensely.
The process of user testing was, of course, extremely helpful in finalizing our prototype, and it was very insightful to see the little things people would take notice of and get confused about or really enjoy.
out with the old in with the new
reflection
This concept project was a very humbling and rewarding experience. It was my first time working on a team, and I learned a lot about how to navigate that process. Redesigning an app is an amazing and complex process that requires incredible attention to detail and very thorough research. It requires thinking outside of the box and having a deep understanding of your users goals and pain points. Creating this new version of Sip + Scan showed me that research and design are two processes that are never truly “finished”, but you reach a point where all the user goals are met and the app starts to come alive and resemble an amazing user-centric product that exceeds all expectations.