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Loyalty app usability research: a redesign case from 2022

Project release6 min read
UX ResearchUsability TestingRedesignFintech UX

A two-week usability research sprint

In January 2022 I ran a two week usability sprint for a B2B client's online loyalty program app. The product offers discounts, cashback and bonuses across B2C and B2B2C scenarios. The trigger was a plain support ticket: some people did not know where to click to buy again. This article walks through the full research report. Client identity and screen details are blurred; the process and method stay intact.

Report cover: Online Loyalty Program App, Usability Improve Redesign Case, January 2022
The report cover. A B2C and B2B2C loyalty app with discounts, cashback and bonuses.
Project and role page: one UIUX designer, two weeks in January 2022, tools including Figma and Maze
Scope: one UIUX designer, two weeks, remote research with Figma, Xtensio and Maze.

Five steps, one reported problem

To avoid disrupting the existing flow, the product had split first purchase and repeat purchase into two separate buttons. That made business sense, but the support reports showed people getting lost. I framed the research as five steps: gather questions internally, prepare the user test and find target users, summarize results, analyze the target users, then redesign and retest.

Background page describing two separate buying buttons, with app screenshots blurred, beside the five-step UX process list
The trigger: support reported that some people could not find where to buy again. Screens are blurred here; the process stays readable.
Step one page: gather questions internally before writing the test script
Step 1. Collect the team's open questions first, so the test script answers real doubts.

What eight users showed us

Following Google's UX testing guidance, a group of 3 to 5 users already yields stable signals; we interviewed 8 people aged 22 to 50 who had never used the app. In person participants walked a 1 on 1 script; the rest ran a remote Maze track. The result: 2 of 8 failed the repeat purchase task, and both noticed the Redeem area first, then New, leaving the actual buy buttons third in their reading order.

Step two page: the in-person test script beside Maze remote test result screens
Step 2. A 1 on 1 script for five users aged 22 to 50, plus a Maze remote track for people who could not attend.
Result summary page: two of eight participants struggled to repurchase; the example screen is blurred
Step 3. Two of eight participants failed the repeat purchase task. Both became our target users.

The secondary findings mattered just as much: users unfamiliar with digital wallets clicked Good deals first, wallet savvy users tapped their balance first, and every single participant found the words Good deals confusing. Older users were unsure which buy button was meant for them, and almost nobody read the long descriptions.

Redesign, prototype and retest

Analysis turned the two blocked participants into a persona and a journey map with emotions, thoughts, touch points and unmet needs, then a do or do not decision per pain point. The redesign raised the buy entry in the visual hierarchy and rewrote labels in the users' own words. A clickable prototype went through a second round with target users: all 10 completed the repeat purchase.

Persona sheet with the photo blurred, next to a target user journey map with emotions, thoughts and unmet needs
Step 4. Persona plus journey map, built only from observed behavior. The photo and brand icons are blurred.
Step five page: redesigned screens and prototype usability test thumbnails, with app branding and the video link blurred
Step 5. Redesign, clickable prototype, then a second usability round. Branding and the internal video link are blurred.

Takeaways

Two weeks, one designer and eight users were enough to turn a support complaint into a verified redesign. Three takeaways: collecting internal questions first aims the script at real disagreements; mixing in person and remote testing fills the sample within the timeline; and a journey map is not a deliverable, it is the shared language that convinces the team the users really think this way.

Challenges and takeaways page from the research report
Challenges and takeaways, written while the findings were still fresh.