( Day One Technologies / 2018 – 2019 )
Reward 360
Shipped a loyalty-first commerce super-app spanning twelve product domains: six travel booking verticals (flights, hotels, buses, trains, cruises, holidays), movies and events booking, full e-commerce shopping, mobile recharge and deals, plus wallet, offers, and gamification
- My role
- Lead UI/UX Designer
- Timeline
- 2018 – 2019
- Category
- Loyalty and Rewards / Travel and Commerce Super-App
- Status
- New design, delivered
Tools Sketch, Overflow, FreeMind (IA mind mapping)
Generated schematic, not a screenshot. Real imagery to follow.
( The account )
Context
Reward 360, known in the working files as "One App," is a loyalty programme turned into a shopping and travel destination. Rather than bolting a rewards catalogue onto a bank or a retailer, the product puts the loyalty wallet at the centre and builds an entire commerce ecosystem around it, so earning and spending points happens continuously through things people already do: booking a flight, reserving a hotel, buying cinema tickets, shopping for a phone, or topping up a mobile.
The architecture runs Home into Digital commerce into Extended store, branching into three families. **Book** covers six travel verticals (flights, hotels, buses, trains, cruises, and holiday packages) plus movies and events. **Shop** is a full e-commerce module with categories, multiple sellers, price comparison, EMI, and promo codes. **Pay** covers mobile recharge and a deals marketplace. Wrapped around all of it sit the loyalty and engagement layers: a multi-programme wallet, offers and deals, gamification, and points.
The product was built for the Indian market, with prices and budget filters in rupees, IRCTC integration in the train module, and recharge flows built around Indian mobile operators. Twelve distinct product domains, eight of them full booking verticals, had to live inside one coherent app.
The problem
Loyalty programmes tend to fail at the same point. Points are easy to earn and hard to spend, the redemption catalogue is thin and uninspiring, and the programme lives somewhere the customer never visits. The result is a large outstanding points liability, weak engagement, and a reward currency customers do not really value.
One App set out to invert that by making the loyalty programme the front door to an entire commerce ecosystem, which created a design problem of unusual scale. The surface area was enormous: twelve product domains with almost nothing structurally in common, since a flight search, a cinema seat picker, and a mobile recharge are genuinely different products. Two currencies ran through everything, because every price, offer, and checkout had to work in cash, in points, or in a combination, and the Stars to Points conversion had to be legible enough that people trusted it. Each vertical also carried real domain complexity that could not be simplified away: nearby-airport inclusion and budget-coded calendars for flights, cabin types and sailing dates for cruises, class availability and IRCTC accounts for trains, seat classes with fast-filling indicators for cinemas, watchlists and map views for hotels.
The tension underneath all of it was consistency without uniformity. Each vertical needed to feel native to its category while still reading as one product on one design system, and engagement mechanics had to run through the whole experience rather than sit in a section of their own.
What I did
A single loyalty-first super-app, built structurally from the information architecture up.
The defining move was to treat information architecture as the primary design deliverable rather than a preliminary step. Before interface work began, each module was mapped as its own detailed IA mind map, twelve in total running to roughly ten thousand nodes, covering not just the happy path but the filters, sorts, states, edge cases, and content rules of each vertical. That produced a shared, exhaustive specification of a product far too large for anyone to hold in their head, and it is what made a coherent design across twelve domains possible at all.
On top of that structure sits a common pattern language. Every booking vertical follows a recognisable rhythm of search, list, filter and sort, detail, summary, and checkout, with category-specific depth layered inside it: seat maps for buses and cinemas, cabin types for cruises, class availability for trains, budget-coloured calendars and nearby airports for flights, watchlists and map views for hotels. Shared conveniences recur across modules, including weather forecasts on travel bookings, favourites, social sharing, and offers surfaced in context.
The loyalty layer runs through everything. A multi-programme wallet aggregates loyalty cards and shows balances in both points and their currency equivalent, alongside points-expiry visibility and transaction history. Users earn Stars across the app, including through gamified actions, and convert them into a partner programme's points at defined slabs, with a slider that previews the resulting balance before they commit. QR and barcode scanning handles in-store redemption, and campaign offers carry countdown timers and dynamic tags such as limited stock. A dedicated design system, UI kit, and colour and type foundation held the twelve modules together, with a proof of concept and a native iOS track alongside a web-hybrid wireframe track supporting the build decisions.
Outcomes
- Shipped a loyalty-first commerce super-app spanning twelve product domains: six travel booking verticals (flights, hotels, buses, trains, cruises, holidays), movies and events booking, full e-commerce shopping, mobile recharge and deals, plus wallet, offers, and gamification
- Authored twelve module-level information architecture mind maps totalling roughly ten thousand nodes, specifying the structure, states, filters, and content rules of the entire product and giving client and team one shared specification
- Established a shared booking pattern language (search, list, filter and sort, detail, summary, checkout) that made twelve unlike domains learnable as one product while preserving category-specific depth
- Designed the loyalty model end to end: a multi-programme wallet with dual-currency balances, points expiry and transaction history, Stars earning with slab-based conversion and a live preview slider, QR and barcode in-store redemption, campaign offers with countdown timers, and gamified engagement
- Built the R360 design system, UI kit, and colour and typography foundation, plus a separately versioned Epic design system and wallet design
- Delivered module wireframes and mapped Overflow flows, a proof of concept, and final high-fidelity UI including native iOS designs and a parallel web-hybrid track that made the native versus hybrid decision evidence-based
What I learned
On a product this large, architecture is the design. It would have been possible to start drawing screens for a flight search in week one and have something to show, but twelve domains designed that way drift into twelve products. Spending the opening stretch authoring exhaustive IA per module felt slow and produced nothing visual, and it was the single highest-leverage thing on the project. Everything downstream, the pattern language, the design system, the client agreement, was cheap because the structure already existed.
A shared rhythm beats individually optimal flows. My instinct was to design each vertical to its own category's best practice, since that is what the standalone competitors do. But the product's advantage was never going to be having the best cinema booking flow, it was having all of them in one place with one currency. Forcing a common search, list, detail, and checkout rhythm cost a little category-specific elegance and bought a coherent app, and that was the right trade.
Loyalty mechanics have to be shown, not just applied. The temptation with points is to keep the arithmetic in the background and present a clean number. Working through this product convinced me of the opposite: showing the currency equivalent, the expiry, the conversion slab, and a live preview of the resulting balance is what makes a reward currency feel real. If users cannot see how the value moves, they treat the points as monopoly money and the whole programme underperforms.
( Tags )
- Loyalty
- Rewards
- Points and Redemption
- Gamification
- Super-App
- Travel Booking
- OTA
- Flight Booking
- Hotel Booking
- Bus Booking
- Train Booking
- Cruise Booking
- Holiday Packages
- Movie Ticketing
- Event Ticketing
- E-commerce
- Marketplace
- Mobile Recharge
- Payments
- Digital Wallet
- Dual Currency
- QR and Barcode Redemption
- Offers and Deals
- Information Architecture
- IA Mind Mapping
- Wireframing
- User Flows
- Design Systems
- UI Kit
- Pattern Language
- Proof of Concept
- Native vs Hybrid
- Mobile
- iOS
- Emerging Markets
- India
- Sketch
- Overflow
- FreeMind