SicPama Loyalty

How removing membership tiers made a delayed loyalty product shippable in 2 months

How removing membership tiers
made a delayed loyalty product
shippable in 2 months

How removing membership tiers made a delayed loyalty product
shippable in 2.5 months
Loyalty MVP Design · B2C Mobile Ordering · B2B Management Portal
Loyalty MVP Design · B2C Mobile Ordering · B2B Management Portal
Project Overview

Company:

Company:

SicPama

Team:

Team:

CEO, CTO, Engineers, Raptor Singapore (partners), and me

Role:

Role:

Solo Product Designer (end-to-end)

Scope:

Scope:

Integration into B2B merchant portal + B2C mobile ordering

Timeline:

Timeline:

2 months

Responsibilities:

Responsibilities:

  • Defined MVP scope from a broad brief

  • Shaped product logic and functional requirements

  • Planned information architecture and feature integration across B2B and B2C surfaces

  • Designed key flows, wireframes, and final UI

  • Built a foundational design system and prepared handoff files for implementation

Introduction

Product

SicPama helps 22+ restaurants in South Korea, Singapore, and Malaysia manage operations and accept QR-based group orders at the table. Key merchants had been promised a digital loyalty system — integrated with the merchant CRM and customer QR ordering app — for months. No one had been able to design it.

Some details have been omitted to comply with a non-disclosure agreement.

Challenge

Goal:

Merchants needed a loyalty program to drive repeat visits, membership adoption, and upfront cashflow.

Initial brief:

Full tiered membership loyalty system built on stored-value credits, vouchers, progression & regression rules, and multi-level logic.

Challenge urgency:

The company had no designer when the project started. That absence was one of the primary reasons for the project delay for months. By the time I joined, there was real urgency to show merchants something buildable.

Status Quo & Constraints

Before this project:

1

There was no loyalty infrastructure.

Promotions were managed manually — slow, error-prone, and impossible to scale

2

No digital redemption existed inside QR ordering.

Customers depended on staff, and promotions were largely invisible to diners

3

Engineers had begun building without design input and produced a prototype that was confusing and difficult to use

4

There wasn't even a consistent design system in the ordering app.

Constraints:

1

Hard deadline: merchants needed something demonstrable as soon as possible

2

Partner dependency: POS Raptor Singapore had operational requirements that had to be accommodated

3

Existing CRM patterns had to be respected to keep dev effort manageable

4

Merchants can personalize their ordering app, so loyalty components had to work across visual configurations without per-merchant redesign.

The Pivot

Cutting Tiers Before They Cut the Project

The original brief proposed membership tiers based on stored-value top-up amounts: pay more, reach a higher level, unlock slightly better benefits. On paper it resembled a loyalty system. When I mapped the logic, it didn't hold.

Tier progression was purely payment-based with no meaningful behavioral driver

Benefit differences between levels were small and hard for customers to feel

Building it correctly would require dedicated research to define meaningful thresholds, additional UI, complex edge-case handling, and significant extra development time

More importantly: none of it was necessary to achieve the actual business goals

I brought this analysis to the stakeholders and business partners. The pivot was straightforward once the tradeoff was visible. Drop tiers from Phase-1 and focus on two mechanics that directly served the business goals with a fraction of the complexity:

This preserved the main business goals—repeat visits, perceived value, and upfront cashflow—while making the project shippable.

Design Decisions & Feedback

How Should Top-Up Purchase Work?

Once the scope was set, I proposed multiple top-up purchase flows that needed a deliberate call. Here are the main options:

Option A — top-up deals as a basket item

Users add a top-up deal to their basket alongside food and pay for everything in one checkout. Lower friction for individual customers ordering alone.

Problem of Option A
Problem of Option A

SicPama's ordering app is built for group orders. Baskets are shared.


If User A adds a top-up deal and User B ends up paying for the whole table the top-up deal becomes a conflict.

Who pays for a personal stored-value credit when someone else is covering the bill?


The basket UI would need to distinguish personal items from shared items. To solve the problem we needed an estimated 3+ weeks of additional work.

SicPama's ordering app is built for group orders. Baskets are shared.


If User A adds a top-up deal and User B ends up paying for the whole table the top-up deal becomes a conflict.

Who pays for a personal stored-value credit when someone else is covering the bill?


The basket UI would need to distinguish personal items from shared items. To solve the problem we needed an estimated 3+ weeks of additional work.

Option B — top-up deal purchased separately

Users pay for top-up as a standalone transaction before or after ordering. Balance updates immediately.

Solution: Keep Option B
Solution: Keep Option B

No basket conflict, no group payment edge cases, and a well-established pattern across comparable apps.


The tradeoff was higher friction for first-time buyers — a second payment flow rather than one. I recommended Option B based on this analysis, weighted by SicPama's group-order reality. The team aligned.

No basket conflict, no group payment edge cases, and a well-established pattern across comparable apps.


The tradeoff was higher friction for first-time buyers — a second payment flow rather than one. I recommended Option B based on this analysis, weighted by SicPama's group-order reality. The team aligned.

Design Decisions & Feedback

Two Markets, Two Redemption Models

Our stakeholder discussion validated the overall direction, but revealed a market mismatch:

As-is
As-is

We assumed the simplest experience was redeeming top-ups and vouchers directly inside QR ordering.

We assumed the simplest experience was redeeming top-ups and vouchers directly inside QR ordering.

Feedback from business partners:
Feedback from business partners:

Some merchants in Singapore needed staff-controlled redemption rather than fully self-serve online redemption:

  • Merchants want to verify redemption before customers left the counter.

  • It matched existing workflows and prevented walk-away risk.

To-be

Rather than force one model, I designed for both:

  1. POS controlled redemption - the app guides customers through a verification process at the counter.

  2. Online redemption - customers apply stored value and select vouchers directly in SicPama app before paying

New User Flows for Pay at Counter

After discussing all the details again with the stakeholders, I defined functional requirements and created detailed customer-side user flows.

Information Architecture:
Low-fidelity wireframes:

Design Solution

B2B Merchant Loyalty Program Management

For the merchant portal, I intentionally built on existing CRM patterns to reduce design and engineering overhead. The priority was operational clarity and fast adoption, not introducing new visuals.

1. Top-up deals management
1. Top-up deals management

A scannable table and creation modal designed around the three questions staff actually ask — what does the customer pay, what do they receive, and are there bonus vouchers?

The creation modal shows the credit exchange rate upfront, calculates totals live, and requires only the minimum inputs to launch a deal.

A scannable table and creation modal designed around the three questions staff actually ask — what does the customer pay, what do they receive, and are there bonus vouchers?

The creation modal shows the credit exchange rate upfront, calculates totals live, and requires only the minimum inputs to launch a deal.

2. Vouchers management

Table surfaces the decision-critical fields: voucher type, applicable menu scope, minimum spend, expiration, and target customers. The creation modal follows the mental model of restaurant staff — define the target, then define the offer and its rules. Validity presets keep setup fast and easy to input.

Table surfaces the decision-critical fields: voucher type, applicable menu scope, minimum spend, expiration, and target customers. The creation modal follows the mental model of restaurant staff — define the target, then define the offer and its rules. Validity presets keep setup fast and easy to input.

Design Solution

Design System Preview for B2C Mobile Ordering

The ordering app had no consistent design system, which was slowing delivery and created inconsistency. I built a foundational system covering tokens, components, and patterns for both existing app surfaces and new loyalty features. My goal was to ensure that the new system should be fast to develop, efficient for fast QR ordering, and reusable for any type of SicPama's merchants.

Design Solution

B2C Mobile Ordering

On the customer side, I focused on reward discoverability, redemption clarity, and low-friction use during ordering.

On the customer side, I focused on reward discoverability, redemption clarity, and low-friction use during ordering.

1. Receiving vouchers
1. Receiving vouchers

I designed the Welcome / Top up / Birthday cards right on the main menu so rewards are discoverable without navigating away. The cards were designed to be simple and reusable across different merchants.

I designed the Welcome / Top up / Birthday cards right on the main menu so rewards are discoverable without navigating away. The cards were designed to be simple and reusable across different merchants.

After signup or on user's birthday, the ordering web app shows a modal with received vouchers, and then routes them back to ordering without friction.

After signup or on user's birthday, the ordering web app shows a modal with received vouchers, and then routes them back to ordering without friction.

  1. Top up deals purchase

Designed as a package selection — balance shown first, large deal cards with clear value separation, redemption instructions included so customers understand what they're buying before committing.

Designed as a package selection — balance shown first, large deal cards with clear value separation, redemption instructions included so customers understand what they're buying before committing.

  1. POS redemption

Treated as guidance and verification, not an in-app transaction. After ordering, customers see their balance and available vouchers with a single "Redeem at counter" CTA. A 4-step timeline sets expectations and supports staff control. Detail stays accessible so customers can show staff exactly what they have.

Treated as guidance and verification, not an in-app transaction. After ordering, customers see their balance and available vouchers with a single "Redeem at counter" CTA. A 4-step timeline sets expectations and supports staff control. Detail stays accessible so customers can show staff exactly what they have.

  1. Online redemption

Rewards appear as optional add-ons in checkout. Select a voucher, enter a stored-value amount, see exact deductions before payment confirms. The final “Order received” state reinforces completion while keeping top-up discovery visible.

Rewards appear as optional add-ons in checkout. Select a voucher, enter a stored-value amount, see exact deductions before payment confirms. The final “Order received” state reinforces completion while keeping top-up discovery visible.

  1. My account (balance, vouchers, transaction history)

A lightweight benefits hub modeled on banking patterns — balance, voucher count, and activity history with status tabs (Available / Used / Expired) and filters (All / Added / Spent / Expired) to reduce confusion about where benefits went.

A lightweight benefits hub modeled on banking patterns — balance, voucher count, and activity history with status tabs (Available / Used / Expired) and filters (All / Added / Spent / Expired) to reduce confusion about where benefits went.

Conclusion

Results
Delivered MVP in 2 months after months of delay with no designer on the project
Multiple rounds of stakeholder feedback completed; stakeholders and business partners were satisfied

"Design is good, I like it", "Best designer we had so far" - SicPama team

First digital loyalty system for SicPama merchants

currently in development & testing stage

Learnings

The highest-leverage work in this project was not the UI itself, but making the scope tradeoff visible early enough to change direction. Once I demonstrated that tier logic added significant complexity without improving the core business outcome, the team could align around a more realistic MVP.

This project reinforced that product design is often less about adding features and more about making tradeoffs visible early enough before they become expensive.

Lesson Learned:

Sometimes product design isn't about fulfilling every request,

it's about finding the real need and shipping the simplest foundation that delivers the best value.

Sometimes product design isn't about fulfilling every request, it's about finding the real need and shipping the simplest foundation that delivers the best value.