A Gamified Sales Experience that led to 2nd highest sale of the year with minimal marketing spends
Year
2019
Platforms
Web, Android
Role
Interaction Design, UI Design, Prototyping
Team (6)
Co-founders, Full-stack Developer, Android Developer, Social Media Manager, Product Designer (Me)
Surprise Box Sale was planned as an experiment, in place of the regular sales we used to run every year - The Independence Day Sale (scheduled around 15 Aug). We decided to remove the old school landing page and try something new.
Apart from re-invention and experimentation, these were some business goals we wanted to hit with Surprise Box Sale, and how we did it:
• YouTube subscribers
• Facebook (Likes on Groups and Pages)
• Google Playstore reviews, Android app download numbers
Increase in FB group members (GATE Aspirants - ME/CE)
Increase in Google Play Store reviews
Increase in number of Google Reviews for one of our Classroom centers in Delhi
2nd Biggest Sale of the year (by revenue)
The co-founders came up with the idea of ditching the traditional sales and try something new.
The entire team got together to brainstorming ideas, working out the user-flows, technical, design and marketing challenges.
It did not require extensive sketching of layouts to get started with the project.
Once a basic architecture was more or less defined, I moved into wireframing to further ideate and iterate, before eventually finalising the UI in Figma.
Initial explorations for user flows and layouts of various pages/screens - landing page, states etc
Some more explorations
We decided to allow coupon codes to be applied to almost all courses, instead of showing a select courses in as designed in the 4th wireframes.
Courses are divided in categories and their count could've run into 10s or 20s, which would've been a nightmare to navigate through via horizontal scroll or in responsive version.