Mitr
Shopping mall's mobile app that enhances customer loyalty through gamification.
Mitr
Shopping mall's mobile app that enhances customer loyalty through gamification.

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Overview
Design the system and application for SAMYAN MITRTOWN to strengthen bond between customer and shopping mall, improve customer experience by using the gamification and habit forming technique.

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To be chosen by users because of the unique shopping experience
SAMYAN MITRTOWN is a new shopping mall located at the central area of Bangkok. This area has high density of shopping mall. The goal of this project is how to make SAMYAN MITRTOWN stands out of competitors and bring up uniqueness of SAMYAN MITRTOWN identity.

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Improve designs with usability tests
The mobile application has been used to be the primary touchpoint to users. We designed this application carefully with a combination of uniqueness including an intuitive user interface. During the design phase, we did multiple rounds of usability testing to ensure our design will be flawless.
Extract ideas from target users research
Our research revealed that SAMYAN MITRTOWN has unique features and a rich legacy. We identified the main persona as a university student who is a "food lover" and an "avid learner." Interviews provided insights for creating a customer journey map and shaping our system design.
Improve designs with usability tests
The mobile application has been used to be the primary touchpoint to users. We designed this application carefully with a combination of uniqueness including an intuitive user interface. During the design phase, we did multiple rounds of usability testing to ensure our design will be flawless.
Extract ideas from target users research
Our research revealed that SAMYAN MITRTOWN has unique features and a rich legacy. We identified the main persona as a university student who is a "food lover" and an "avid learner." Interviews provided insights for creating a customer journey map and shaping our system design.
Extract ideas from target users research
Our research revealed that SAMYAN MITRTOWN has unique features and a rich legacy. We identified the main persona as a university student who is a "food lover" and an "avid learner." Interviews provided insights for creating a customer journey map and shaping our system design.
Improve designs with usability tests
The mobile application has been used to be the primary touchpoint to users. We designed this application carefully with a combination of uniqueness including an intuitive user interface. During the design phase, we did multiple rounds of usability testing to ensure our design will be flawless.

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Gamification to develop user attachment
We build a gamification engine to increase customer and shopping mall engagement, by using the mobile application as the main touchpoint. The result of this project is a success story. Gamification causes user engagement to go a lot higher than KPI
Gamification to develop user attachment
We build a gamification engine to increase customer and shopping mall engagement, by using the mobile application as the main touchpoint. The result of this project is a success story. Gamification causes user engagement to go a lot higher than KPI
Gamification to develop user attachment
We build a gamification engine to increase customer and shopping mall engagement, by using the mobile application as the main touchpoint. The result of this project is a success story. Gamification causes user engagement to go a lot higher than KPI

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