
Design
Bitback is the first company to offer cashback in East Africa. Cashback is a system by which a small percentage of the purchase is returned to the customer after having used a specific channel. It's a win-win-win situation, where the seller gains sales and recognition, the customer gains discounts, and Bitback also keeps a share from all the related transactions.
For the time being, Bitback will start operations in early 2021, and it offers airtime through the three major telephone companies.
" Encourage repeat purchases on a daily basis. Gamification could be considered as one possible solution."
We did a lot of desk research and were able to conduct 18 interviews with people living in Uganda. Also, Bitback gave us access to some survey results. It was a strong foundation to build the project.
After three sessions we were able to group our insights into broader topics and draw some general conclusions. We could see different patterns and trends, which guided our work and helped us get a much clearer idea of the user for which we should design. We decided to divide the affinity diagram into several smaller ones around different topics.
We put together a very broad problem statement, supported by a hypothesis statement that served as a guide to the development of our solutions.
" Our users are
living in an economy which is financially challenging, opportunities
to make money are not many, they are living from day to day and
want to see results immediately.
Our users would need a small source of income that matters, that
they can trust and be happy to have it.
We believe that creating a positive experience that brings hope, fulfills other areas of their lives (social, fun), boosts people’s entrepreneurial spirit and is integrated in their daily lives is the way to effectively solve their challenges. We will know it works if they can see a value/bigger outcome of collecting/saving money in the long run by never giving up. This will reflect in the increase of the amount of app openings per day, the actual time spent on the app, the download rate, and the constant and regular use of the app."
It was time to take a closer look at the information collected to narrow down the scope of my solution.Defining the user was the first step.
To this point, a key question remained unresolved, which had to be answered before moving forward.
There are several ways to answer this question.
One might argue that what Bitback offers is a platform for the purchase of products, and that it applies cashback as a way to incentivise its use. Under this premise, Bitback’s focus would have to be mostly placed on the products that are offered through the platform. Otherwise, Bitback might be perceived as offering what any other product platform offers, but with discounts. This creates a risk, since users concerned about product prices (be it for Airtime or any other product) will not stop looking for low price offers, and Bitback might not always be the best option.
On the other hand, if cashback is perceived as Bitback’s offer per se, where the purchased products are only a vehicle for it, then it can be marketed as something completely different to any other online shop. When getting a cheaper price for a product, consumers might eventually forget where, how and how much they have saved. However, by making savings visible at all times, their value becomes evident. By turning those savings into the consumer’s “side income” or by putting them into a specific use, their value is even higher.
Therefore, it can be concluded that what Bitback offers is cashback.
After a thorough revision, I was able to identify the key principles that should guide my solution to the challenge. These are the following:
All along the way I collected some adjectives describing how the app should be. These "cosmetic" details, guidelines to the achievement of a solution, were many. One caught my attention immediately: trustworthy.
The analyses, gained knowledge and reflections gave me a new vision, which led to the following problem statement:
" We need to show Bitback to the users as a life companion (somebody they know fully and they can trust, that can be there anytime, anywhere, for everything), that is there to make the difference, and change their life for better."
Or in the How might we...? version :
" HMW turn Bitback into a reliable and stable side income that is also like a trusted life companion?"
The “life companion” concept is key: a life companion is someone you trust, who explains things as they are, who is there for you for everything at any time. He/She is besides you in a natural way, integrated in your life, without being imposed.
Without being too different from the original, this perspective created a whole new area to explore and consider.
" I believe that creating a positive experience integrated in the daily lives of the user is the way to fulfill the need of a steady side income more effectively. It should fulfill other areas of their lives (social, fun), be realistic and trustful. I will know it works if they can see a value (bigger rewards, real money saving) and they decide to use it in the long run. This will reflect in the increase of the amount of app openings per day, the actual time spent on the app, the download rate, and the constant and regular use of the app."
As a preliminary exercising before ideating, I wanted to define the problem as much as possible, so that the answers to the questions it raises were as adequate as possible. I used different techniques, such as Jobs to be done and Moscow diagram, to concretize and keep the scope of the project in mind.
The solution was to devise a very simple system. The more you use the app, the more cashback there is. The more the app is used in a group, the more cashback there is. It is a game, it is social, it has cashback as its centre.
Users would have three variables when using the app:
On top of this system, we can find the social aspect. To get the most out of it, Afiya should use the app not only to buy, but to share offers with friends. When she shares offers, both she and her friends win bonuses. The one who shares is the one who can get more benefits from it. An offer cannot be shared if someone has shared it with you, so finding great offers and sharing them before anyone else can bring more benefits. The system becomes competitive and collaborative at the same time, as well as encourages its continued use. The simplicity of the system is also its strength.
About trustworthiness, it is important to explain the product better. In that direction, some introduction guides are added, as well as information pop-ups and a refurbished “How it works” section (not in the prototype).
This idea brought together some of the finalist ideas, leaving out some features that could be implemented in the future, as additions to this base system.
Bitback had provided us from the beginning with some graphic material that they had been using as a moodboard for their initial app. It also included the logo and the brand colour.
Floral motifs, purple as primary colour and gold as highlight colour, beautiful illustrations very in accordance with the current apps (like those in notion or tripadvisor), they all had to be integrated into the solution.
The technical limitations of the project were very important and they were going to shape considerably the final outcome:
The app was going to be launched for Android, which translated into the following:
Due to the type of app I was developing, I needed to visualize three things: cashback , experience points and sharings. To bring a little more that feeling of a game, I added coral red and green to the color system, to show these last two (gains and cashback percentage were shown with the highlight colour, gold). So, the colour system was the following:
I searched for some illustrations that came close to what was seen on the moodboard that Bitback had shared with us. I used three groups of illustrations:
The result of the five weeks' work was condensed into a 7-minute presentation, which also included the prototype. You can see the result below: