When the Spindy team came to us they had already done a lot of the ground work on the project and had taken many facets of the project as far as possible with their internal team. They had a mature user experience design and with most of their use cases, personas, flows and wireframe prototypes worked out already - they also had developed much of the back-end component that would power the platform. OAB’s objective was to refine the experiences for iOS and Android, answering design questions for tricky bits of the experience along the way, and then commencing design and engineering sprints to realize the user interface design and development of the apps, while coordinating with the Spindy back-end team.
With the materials the Spindy team had supplied in hand we began our discovery. Our experience design team immediately took to refining the experience of the apps, keeping in mind the divergent human interface guidelines for iOS and Android and refining the respective experiences to better optimize their design for each platform. From an experience design standpoint, our team recognized particular opportunity for refinement to the loyalty redemption flow. We worked closely with the Spindy team to design as simple and rewarding of a flow as possible.
Additionally, our user experience design team began to work with our engineers to create prototypes for our reward wheel mechanism. With both apps to be natively coded for iOS and Android - keeping our rewards wheel experience as unified and identical as possible was of the utmost important to us and simultaneously a concern. Using prototypes to play and test the feel and interaction of the rewards wheel enabled us to arrive at an approach we felt confident would meet our goals and work flawlessly across all iOS and Android devices.
Upon refinement of the user experience including the reward wheel mechanism, we commenced our design and engineering sprints to realize the new refined experience for iOS and Android. Working in 1-week design sprints, followed by 2-week engineering sprints, we burned down the product backlog in 8 weeks.
The Android client was coded in Java and the iOS client was coded predominantly in Objective-C with some modules in Swift. We continue to support the Spindy team, working on enhancements and iterations to the apps, as well as, general maintenance.