LiveWall, a Dutch digital media agency located in Tilburg, Netherlands, tasked our group to increase the customer loyalty rate for their client, McDonald's corporation through a marketing campaign.
Create a mini-game that will be used as a marketing tool to draw the attention of the target audience and encourage them to visit McDonald's, increasing customer loyalty rate.
Team: Jakub Samulski, Nigel Proveniers, Gendrik Victoria, Amin Khachiche, Tom van Weersch, Paula Salazar
Empathize → Define → Ideate → Prototype → Test → Implement
Library · Field · Lab · Showroom · Workshop
Based on our research, we created a persona representing our target user - a young adult who frequently visits fast food restaurants, uses mobile apps daily, and is motivated by rewards and deals.
The empathy map helped us understand what our target user thinks, feels, says, and does when interacting with fast food brands and mobile games.
We mapped the entire customer journey from discovering the game to redeeming rewards, identifying pain points and opportunities for engagement.
The concept is a mobile mini-game embedded within the McDonald's app. The player catches falling food products by clicking on them before they reach the bottom of the screen. Customers earn McPoints which can be exchanged for prizes like shakes, McFlurries, ice creams, and smoothies.
Players earn bronze, silver, and gold stars based on their score:
Our team conducted two brainstorming sessions to generate and refine game concepts. We explored various mechanics, themes, and reward systems. The sessions resulted in the "Falling Shakes" concept with summer theme and McPoints reward system.
We created a flowchart diagram in Miro. When starting the application, the user sees the game menu where a username can be filled in. After the username is added, the user is led to the Home Menu with several buttons available:
Initially, we created 2 versions of the game home menu. We finalized by going with the first sketch. Here you can see the three main buttons: Play, Option, and Shop. Having the beach and sunny vibe as the background gives the summer theme.
We created low-fidelity prototypes in Figma to visualize the game flow and test core mechanics before moving to high-fidelity designs with McDonald's brand colors.
Feedback 1st iteration:
Feedback 2nd iteration:
What: Interactive wireframe prototype built in Figma with clickable paths to gameplay and reward shop. When pressing Play, it leads to interactive gameplay. When pressing Reward, users can view their score and available items.
Purpose: To test our wireframes, we added interactions to gather feedback on the gameplay, design, and reward shop. Players have one chance to catch falling objects and can swipe through different rewards using arrows.
Result: The prototype helped gather user feedback that led to design changes: order board was changed from text to pictures for more intuitive gameplay, and hearts were properly filled to indicate remaining lives.
What: Web-based prototype built with HTML, CSS, and JavaScript demonstrating the falling shakes mechanic. The player clicks on McDonald's products (McFlurry, shakes) before they reach the bottom line.
How: The game features a bright blue background with clouds, McDonald's color scheme, and falling food items. A line at the bottom indicates where objects stop - players must click before items reach it. 3 lives displayed as hearts, score tracking on the right side.
Result: This demo proved the core concept works: catching falling items is engaging, the summer theme resonates, and the reward system motivates players. Testing showed users want faster gameplay and additional difficulty levels.
To test our design our group decided to conduct Guerrilla testing to gather valuable feedback from possible users. We conducted 5 interviews with participants in the age range of 19 to 26.
Validation: The testing validated our core concept - users found the game engaging and understood the reward mechanics intuitively.
Key Insight: Most people would like to play this mobile mini-game if we incorporate more challenging gameplay, such as faster moving objects, distractions, and additional difficulty levels.
Next Steps: Based on feedback, the team recommended implementing progressive difficulty, balanced reward ratios, and expanded reward shop options for a future production version.
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