Testing on Iterated Prototype (MVP & MVP+)

Link to Student
Journal Entry For
Testing Session 2
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(Since this second iteration above was unstable on the table, I reiterated the back of the wheel and changed it into a handheld spin wheel.)

—> 3rd Iteration (Handheld)

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User Tester 1: Eric

Comments -

Flaw/ Are Starbucks going to raise the price of their own products to compensate this rewards program? The rewards themselves may cost the same or more value of each of their own products. Starbucks could lower the value of each reward. A lot of people don’t want the rewards and don’t care about it. But Eric likes the rewards program concept, and if implemented well, it will be a good incentive to buy at Starbucks.

Questions after the product immersion:

1) How do feel now that you’ve spun the wheel?

I feel happy that I’ve got a free coffee, but the quote didn’t affect me that much. The quote is not a bad touch though.

2) Do you like the variety of rewards?

I do like the variety of rewards.

3) Would you go back to Starbucks after this experience?

Yes.

User Tester 2:

Comments -

How are we gonna finance this? Cheaper the better (ie. candy = taste is a very powerful tool): Symbolic price, Starbucks-customized, or collectible to incentivize.

Questions after the product immersion:

1) How do feel now that you’ve spun the wheel?

Feel happier, got a free frisbee.

2) Do you like the variety of rewards?

I like them, but the frisbee and the T-shirt will be cost-intensive, unless it’s a once a week promotion.

3) Would you go back to Starbucks after this experience?

I don’t think so but I might be happier in the long run. It will depend on how much I actually like the food and it won’t dictate everything. It will make me happier to go to Starbucks though.

MVP

  1. Able to spin the wheel with grace and simple human intuition.
  2. The arrow points clearly to a given motivational phrase after each spin.
  3. The rewards are easily financeable for Starbucks.

MVP+

  • Personalized Experience (”I want that, I need that”): Able to create personalized human emotions through the motivational phrases and the rewards, and the interaction.
  • Gamification: The wheel spins are fun, gratifying, and rejuvenating. The customer is able to understand and see how the game works.
  • Brand Loyalty BONUS / Sustainability Factor: If the customer comes back and has gotten a chance to spin the wheel 10 times, they will be able to earn a free water bottle that they’ll use for buying coffee or cold beverages from Starbucks. Note that this is the peak prize a customer can get.