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Designing the loyalty app for a 20+ location coffee franchise with no digital ordering

An ordering app that turns daily regulars into loyalty members. Sole designer and researcher; in testing, every participant said they would download it if it were built.

Four screens from the Deville Coffee app: home, pickup location, rewards and the menu

What testing showed

Positive reception from participants
100%
Task success rate across the features tested
97%
Faster to complete a task than competitor apps
1.2×

The brief

  • Role: sole designer and researcher, end to end.
  • Timeline: October to December 2024.
  • Scope: research, mobile design, advanced prototyping.
  • Constraints: no brand guidelines, no design team, and no existing app to build on.

The gap

Deville Coffee is a Calgary franchise, running since 2008 and grown to more than 20 locations across Alberta and BC. I started there as a part-time barista, and served the same regulars the same drink every morning.

What they didn't have was an app. Ordering happened at the counter or through mobile web, while Starbucks, Tim Hortons and McDonald's all had one. That gap costs more than convenience. There is no way to repeat an order in two taps, no record of who the regulars actually are, and loyalty runs on paper cards that only work while you are standing at the till.

The interior of a Deville Coffee location
Deville has grown to more than 20 locations since 2008, all of them taking orders at the counter.
A feature comparison of Deville against 49th Parallel, Starbucks, Tim Hortons and McDonald's
Deville and 49th Parallel were mobile-web only. Every national competitor had an app, a loyalty program and a wallet.

The customer this loses

Mapping the regulars turned that gap into a person. David works in the building above a Deville and buys coffee twice a day. There is a Starbucks across the street with a rewards program, and the choice he makes every morning is not about the coffee.

I should really go to Starbucks for the better deal but I don't really want to go outside and I like Deville's coffee and food better anyways.
Regular customer, journey map research
A journey map for David, a regular customer, across choosing, ordering and picking up
The same finding at the other end of the map: Deville reads as an indulgence, because nothing is being earned.

What the app had to do

An ordering app that turns Deville's daily regulars into loyalty members, by making a familiar order effortless to repeat.

80% of Deville's customers order the same thing every time. That single number decides most of the design: the fastest path through the app is not browsing a menu, it is getting back to the drink you already know you want.

Deville's customers love their milk alternatives, so every one of them is in here. Sarah ordering her go-to: 16oz Chocolate Ganache Latte, oat milk, extra hot, no foam.

Designing without a design system

There were no brand guidelines to inherit and no component library to build from, so every rule was one I had to set and then hold. That is the part of working alone that actually costs you: not the drawing, but having no one to check an edge case against.

What replaced a team was a method. I scored features on value against feasibility before building anything, so the decisions about what to cut were made once, in the open, rather than repeatedly and by instinct.

Features plotted on a matrix of user value against feasibility
Value against feasibility, deciding what a first version could carry.

Decision: make the product card do the deciding

An informative product card lets someone choose with less work: the photo, the description, the price and the badge all sit together, so a decision takes one look rather than a tap into a detail page and a tap back out.

Product card experiments, showing the winning layout against alternatives
Winners and experiments, side by side.

Decision: give people an out

Placing an order is where most people hesitate. An out, a way to review or edit what you picked without losing your progress, is what turns that hesitation into a purchase. Testing found the cost of getting it wrong.

It wasn't until I went back and changed the quantity to 1 or more that the item was added to my order
Participant #1, on the first version of Add to Bag

Quantity started at zero, so tapping Add to Bag added nothing. In V3 it starts at one: tap Add to Bag and one item is added, or if you set a quantity, that's what goes in.

Customize, look again, come back. Nothing you picked is thrown away.
Local variables in the prototype, so the stepper actually recalculates the line and the subtotal.
Deville's lunch sells out early. Order ahead, pick a time, and it writes back into checkout.

Decision: draw the icons rather than borrow them

The Iconify set wasn't cutting it, so I drew a custom one to match the branding. The label mattered as much as the icon: people told me browsing a menu feels like less pressure than placing an order, and Menu became the most used page in the app.

Tab bar version one: Home, Order, Loyalty, Gift, Account, drawn with stock icons
V1. The labels make sense but the icons don't feel like a coffee shop.
Tab bar version two, with Order relabelled to Menu and a coffee cup in its place
V2. Order became Menu.
Tab bar version three: a custom cup and a Deville loyalty card, with Home selected and the rest at rest
V3, the winner. Custom icons, drawn to communicate and to add personality.

Why working alone worked

Pre-AI era project I'm still proud of. Designed and prototyped the old-fashioned way, manually setting up design systems, tokens, variables, and everything in between ;)

Having no team meant no one to talk micro-interactions or edge cases through with, so I built the substitutes: design mentors, books, videos, and a habit of writing the decision down before building it. What came out of that is the thing I kept. I got much better at making a call on my own and being able to say why.

If you have questions about this project, feel free to contact me.