Level Up: Redesigning the Vendor Rewards Experience
A tiered performance program designed to motivate 50,000+ restaurant partners across 26 markets — with 70% of vendors stuck at the lowest tier and a 7% click-through rate. The incentive structure existed. The experience didn't. This is how we changed that.
B2B SaaSVendor PlatformGamification26 MarketsMulti-BrandDesign SystemsA/B TestingRTL Support
120%
Increase in rewards engagement
CTR uplift from A/B pilot — HungerStation
7/8
Vendors satisfied with redesign
Up from 3/8 on the old experience
50k+
Vendors impacted
Scaled to 66% of vendor base post-pilot
My Role
Lead Product Designer — sole designer across the full project lifecycle. End-to-end: research, strategy, UX, UI, system design, delivery, and design QA.
Team
1 PM, 1 Design Manager, 1 EM, 2 FE, 2 BE, 1 Data Analyst + 1 designer onboarded during regional rollout
Platform
Web + mobile (70% mobile users). Glovo, foodpanda, talabat, HungerStation, foodora, PedidosYa
What is the Vendor Rewards Program — and why does it exist?
Delivery Hero operates food delivery platforms in 50+ countries. At the centre of its marketplace model are restaurant and store partners — vendors — who fulfil every order. Their performance directly determines customer experience, platform reliability, and ultimately, revenue.
The Vendor Rewards Program is a tiered performance incentive system designed to motivate these partners to maintain high service quality and achieve operational excellence. Vendors are evaluated monthly across 7 operational metrics and placed into one of three tiers:
Tier 01
Needs Improvement
Below performance thresholds. Restricted access to promotional tools.
Tier 02
Standard Performance
Meets baseline requirements. Access to core platform features.
Tier 03
Top Performance
Exceeds standards. Full benefit unlock: badges, ads, placement, vouchers.
Vendors are measured monthly on: orders completed, order rejection rate, offline time, order delay rate, customer contact rate, customer ratings, and menu quality / price parity. Higher tiers unlock better in-app placement, lower commission rates, ad tools, discount vouchers, and top restaurant badges — significant business levers for vendors.
Delivery Hero brand ecosystem — 6 brands, 26+ marketsReplace with brand ecosystem map or market coverage diagram
My role & collaboration model
I was the sole designer across the full project lifecycle — from initial problem framing through to global rollout. I defined the UX strategy, conducted vendor research, created wireframes through to high-fidelity production-ready designs, and led design QA. In the final rollout phase, a fellow designer came on board specifically to help carry out region-specific UI tweaks that local market teams had requested. I defined the action items, shared the context, and guided the work throughout — ensuring everything stayed consistent with the system we'd built.
Engineering (2 FE, 2 BE) — feasibility, implementation, API logic Data Analyst — KPI definition, Eppo experiment setup, dashboarding
03 — The Problem
A powerful incentive structure — with almost nobody using it.
Before the redesign, the numbers told a story of systemic failure. The rewards program had been built with genuine business intent. But the experience was so confusing, fragmented, and hard to navigate that vendors couldn't engage with it meaningfully — even when they tried.
7%
Click-through rate
Minimal reward program engagement
18%
Conversion rate (CVR)
Weak vendor motivation to act
25%
Offline time rate
Leading to frequent order failures
3.5/5
Customer rating average
With low vendor retention
70%
Vendors at basic tier
Stuck — not progressing upward
3/8
Vendor satisfaction
With the old rewards page
These weren't just UX problems — they were business problems. The Vendor Rewards Program existed to motivate better operational performance. If 70% of vendors are stuck at Tier 1 and only 7% are clicking through to understand how to improve, the entire incentive mechanism is broken. Higher-performing vendors deliver better customer experiences, generate more orders, and reduce refund costs. Low engagement with rewards meant low improvement of the very metrics DH depended on.
"The rewards are buried. I had to scroll so far to even find the benefits. I didn't know what tier I was on, and honestly I'd stopped checking."
— Vendor, usability research session, pre-redesign
Before — Old Experience
Old vendor rewards page — screenshotReplace with annotated screenshot of old UI
After — Redesigned
New performance hub — shippedReplace with final shipped screenshot
The same information. A fundamentally different experience. — Baseline satisfaction: 3/8 → 7/8 post-redesign
Business problem
DH invested heavily in a tiered rewards system. But low engagement meant the incentive lever wasn't pulling — vendors weren't improving performance metrics that DH needed to move.
User problem
Vendors saw a tier label but couldn't understand what it meant, which metrics controlled it, or what they should do next. The program felt arbitrary.
Why This Redesign Was Strategic — Not Just a UI Fix
This wasn't a "let's make it look better" brief. It was: our performance incentive system is not working, and vendor quality metrics are suffering as a result. Leadership had set explicit goals to improve operational KPIs. Markets were asking for a unified, transparent solution. The redesign was a strategic move to re-energise vendor motivation at scale.
04 — Research & Discovery
Understanding vendors before designing for them.
Before touching any design tool, I needed to understand the real problem from the vendor's perspective. What did they actually see when they opened the rewards page? What were they trying to do? Why were they leaving without acting?
10 vendor interviews
Moderated usability sessions
Quantitative data audit
Competitive benchmarking
Stakeholder interviews
Research followed a continuous iterative loop — not a single discovery phase. I ran multiple rounds of vendor testing and feedback cycles that continued through ideation and prototyping, validating and course-correcting at each stage.
Research synthesis — affinity clustering from 10 interviewsReplace with research wall photo or affinity diagram
4 core findings from vendor interviews
Every interview surfaced the same four failure modes. The problems were structural — not surface-level.
Finding 01 — Poor Visibility
The top banner consumed 40% of the screen but conveyed almost no useful information. Critical data like the next evaluation date and progress metrics were buried. Vendors didn't know where to look.
Finding 02 — Metric Confusion
Vendors didn't know which metrics actually affected their tier. Multiple KPIs were shown with no prioritisation or indication of relative importance. No clear action items to act on.
Finding 03 — Hidden Benefits
The rewards and benefits section was buried below the fold — only 35% of vendors scrolled far enough to see what they were working toward. The main motivation was invisible.
Finding 04 — Lack of Motivation
No progress indicators, no tier comparisons, no sense of how close they were to leveling up. Vendors felt stuck — no forward momentum, no aspiration signal.
"Why are there three tabs — starter, advanced, and expert? Where am I at the moment? It doesn't define my current status for me."
— Vendor, usability session (direct quote from research)
"What are the benefits for the vendor? I see the tiers, but I don't understand what I actually get if I reach the top."
— Vendor, usability session (direct quote from research)
Competitive benchmarking
I benchmarked rewards and gamification experiences across industries — not just food delivery — to understand what motivates users, how progress is communicated, and where even leading products fall short.
Competitive benchmarking — Uber Pro, Starbucks, Wolt, Samsung Rewards, Microsoft RewardsReplace with competitive analysis comparison grid
Industry patterns observed
Performance criteria are often hard to find or hidden. Benefits above the fold increase engagement. Few programs offer tier comparison tables for clarity. Gamification is common but often lacks meaningful rewards.
How we differentiated
Made all criteria and benefits visible in one place. Added a side-by-side tier comparison table. Surfaced benefits above the fold for immediate impact. Made progress feel tangible with specific targets and dates.
05 — Synthesis & Define
Turning 10 interviews into a shared design direction.
Good research generates noise. Good synthesis generates signal. After clustering findings, three design principles emerged — grounded in vendor psychology, behavioral economics, and scalability constraints — that governed every decision that followed.
Opportunity signal — synthesis from research to design directionReplace with insight clustering map or synthesis diagram
Core Insight — The Real Problem
Vendors didn't have an information problem. They had a motivation and clarity problem. All the data was technically present — but cognitively unavailable. The redesign's job wasn't to add more — it was to reduce, surface, and sequence what was already there.
Three design principles — grounded in research and design theory
Principle 01
Clarity over completeness
Show goals, progress, and benefits in one clear view with simple, readable components. Surface the highest-value action, not all actions. Ref: Nielsen's heuristic of minimalist design — remove anything that doesn't serve a direct purpose.
Principle 02
Fairness & transparency
Focus on metrics vendors can control. Exclude external factors. Explain calculations in plain language. Create trust through transparency. Ref: Gamification & behavioral economics — Deci & Ryan's Self-Determination Theory (autonomy, competence, relatedness).
Principle 03
Scalability by design
A flexible design system and UI that works across multiple brands, languages, and market rules — without per-brand redesigns. Ref: Systems thinking in product design — one source of truth, multiple expressions.
HMW #1
How might we make vendor performance feel like a growth path rather than a grading system?
HMW #2
How might we surface benefits first, so vendors know what they're working toward before we ask them to work harder?
06 — Ideation & Iteration
Four rounds of design. Not one linear process.
The design process was deliberately iterative and user-validated at each step. Not a waterfall — a continuous loop of create, test, learn, and refine. Four distinct rounds, each building on what the previous one revealed.
Early sketches and wireframes explored different content hierarchies. Key question: should we lead with performance data or with benefits? Initial vendor testing revealed: vendors wanted benefits surfaced first, and they wanted progress clarity. The current layout put the least motivating thing first.
R2
First Iteration — Reorganised hierarchy, stakeholder review
Reorganised content: benefits above the fold, a smaller performance card, and a cleaner tier overview. Shared with stakeholders and the design manager. Feedback: strengthen the visual differentiation between tiers and add an evaluation date so vendors understand when their tier is next assessed.
R3
Second round vendor testing — Clickable prototype
Tested improved clickable prototypes with vendors. Significant improvement: vendors understood tiers and benefits much faster. Key feedback: "Improve readability and goal clarity" — vendors still struggled to understand how far they were from the next tier. Progress bars and specific targets were still missing.
R4
Refinement & final iteration — High-fi, production-ready
Added progress bars, tier comparison tables, visible evaluation dates, and contextual microcopy like "3 more orders to reach Top Performance!" Final usability testing: 7/8 vendors felt satisfied and motivated. Stakeholders approved the solution as scalable across 26+ markets.
R1 low-fi wireframes — benefits-first layout conceptReplace with wireframe sketches
Iteration is not failure — it's the process. Each round surfaced something the previous one missed.
07 — Design Decisions & Rationale
The calls that shaped the product — and why they were worth making.
Every significant design decision came with a tradeoff. These aren't just "what we designed" — they're the choices where we evaluated alternatives, weighed constraints, and made a call. This is where senior design thinking becomes visible.
D1
Benefits above the fold — not performance data
The old design led with a large performance card (occupying 40% of the screen) and buried benefits below the fold — which only 35% of vendors saw. Research showed vendors needed to know what they were working toward before they'd engage with how far they had to go. The fix: flip the hierarchy. Benefits section comes first, giving vendors the "why" immediately. Performance data sits below it. This contradicted the initial product brief, but vendor testing supported it clearly: comprehension improved significantly when the incentive was visible up front.
✓ Chosen: Benefits-first layout — benchmarked against Starbucks Rewards, Uber Pro, and Wolt, all of which surface rewards prominently above performance data
D2
Side-by-side tier comparison table
A recurring research finding: vendors didn't understand what separated the tiers. They knew their current tier — not what the next one meant in concrete terms. We added a horizontal tier comparison table showing all criteria and benefits per tier in a single scannable view. This was a deliberate choice to add information density at a specific moment — after vendors had understood their current state and needed to evaluate their next move. Engineering had concerns about the added component complexity. We scoped it as a reusable system component to reduce long-term cost.
✓ Chosen: Tier comparison table — zero comparable programs in competitive audit offered this at point of decision
D3
Progress bars with specific, named targets
Without progress indicators, vendors couldn't feel momentum. The feeling of being "stuck" was partly perceptual — they were making progress they couldn't see. We introduced visual progress bars for each metric and added contextual microcopy: "3 more orders to reach Top Performance!" This applies the concept of completion compulsion from gamification research — people are significantly more motivated when they can see they're close to a goal. The evaluation date was also surfaced prominently — vendors had no idea when their tier would update, which removed temporal urgency.
✓ Chosen: Progress bars + evaluation date — vendor testing showed 40% faster comprehension of "what to do next" vs. flat metric display
D4
Single design system + multi-brand token architecture
Delivering to 26+ markets across 6 brand identities (Glovo, foodpanda, talabat, HungerStation, foodora, PedidosYa) with one codebase required a system-first approach. I created reusable components for banners, progress bars, and tier tables — each using semantic design tokens for brand colour palettes and typography. Full RTL support was built in from the start (not retrofitted), tested with Arabic and Hebrew vendors. Localized date, currency, and number formats were handled via flexible containers designed to accommodate text expansion in translation.
✓ Chosen: Token architecture — reduced design & dev effort for global rollout; enabled faster launches in 26+ markets with minimal rework
Design system component map — banners, progress bars, tier tables, reward cardsReplace with Figma component library screenshot or token architecture diagram
08 — Final Solution
What we built — and how it worked.
The redesigned Vendor Rewards hub resolved all four research-identified failure modes: visibility, metric comprehension, benefit discovery, and motivation. Mobile was the primary focus (70% of vendor users) with desktop and tablet fully supported via responsive layouts.
Final UI — Glovo, mobile + desktop (primary shipped screens)Replace with final production screenshots
talabat — Arabic RTL layoutReplace with shipped RTL screen
foodpanda — benefits-first mobile viewReplace with shipped mobile screen
Same component architecture. Different brand expression. Token system in action.
Accessibility & global readiness
The design was built to WCAG-compliant color contrast, typography, and touch targets from day one. RTL support for Arabic and Hebrew was designed in (not retrofitted). Localized date, currency, and number formats were handled through flexible containers. The result: faster launches in 26+ markets with minimal rework per region — a direct reduction in design and development overhead at global scale.
This is where most portfolios stop: "we tested with users and they liked it." We went further. We built a rigorous, data-first A/B experimentation methodology to generate statistically significant proof that the redesign moved business metrics — not just satisfaction scores.
Why A/B Testing Methodology Mattered Here
A common but flawed approach would be comparing old rewards in one country to new rewards in another. Every Delivery Hero market operates under vastly different conditions — maturity, vendor density, consumer behaviour, seasonal patterns, regulatory restrictions. Cross-country comparisons would be unreliable. We needed to compare old vs. new in the exact same environment.
A/B test structure — powered by Eppo
A/B test setup in Eppo — control vs. treatment split, HungerStation pilotReplace with Eppo dashboard screenshot or experiment configuration diagram
Control Group — 50%
Saw the old Rewards design. Standard experience. No changes.
Treatment Group — 50%
Experienced the new Rewards design. Benefits-first, progress bars, tier comparison, contextual targets.
Targeting configuration: Platform identifiers used to select vendors from specific country instances. Vertical types filtered to restaurants and coffee vendors only — excluding groceries and retail which have different engagement patterns and would have polluted the data signal.
Server-side experiment via Eppo feature-flagging — no performance delays, no UI glitches, and seamless interaction tracking. Each country ran its own controlled test, producing clean, statistically significant results attributable specifically to the design changes.
Metrics tracked
Performance & reliability
Fail rate — indicator of operational efficiency Offline time % — vendor availability and responsiveness
Engagement & motivation
CTR — interactions with performance comparisons and benefits CVR — whether engagement translates to performance improvement Tier progression — vendors moving to higher tiers
Usability testing results
Round 1 — Early prototype
8–10 vendors. Key finding: vendors wanted benefits surfaced first and progress clarity. Confusion about metric hierarchy confirmed. Benefits below fold = invisible motivation.
Round 2 — Refined prototype
Clickable prototype. Vendors understood tiers and benefits faster. Main feedback: improve readability and goal clarity. Progress bars and evaluation dates still needed.
Round 3 — Final design
With progress bars, tier comparison, and evaluation dates added. 7/8 vendors satisfied and motivated — up from 3/8 on the old design.
Stakeholder validation
Design approved as scalable across 26+ markets. Pilot market: HungerStation. A/B test ran with full engineering implementation in production.
"I can finally see what I need to improve and when my evaluation happens. The progress bar makes it feel possible — not overwhelming."
— Vendor, Round 3 usability session
10 — Impact & Outcomes
The pilot proved it. Then we scaled it.
The redesigned Rewards experience launched first in HungerStation as a controlled pilot. The A/B results gave us the data-backed mandate we needed to scale. Within months, the new design had reached 66% of the total vendor base — with a plan to reach 100% by early 2025.
120%
Increase in rewards engagement (CTR)
HungerStation pilot — treatment vs. control
7/8
Vendor satisfaction score
Up from 3/8 on the old experience
↓
Decrease in fail rates + offline time
Vendors acting on performance data more frequently
66%
Vendor base reached post-pilot
Scaled within months of HungerStation launch
Rewards engagement (CTR)
+120%
Vendor satisfaction
7/8
Vendors impacted
50k+
Experiment results dashboard — Eppo, HungerStation pilotReplace with A/B test results screenshot or metrics dashboard
Why This Mattered to the Business
Rewards became a clear motivational driver, encouraging vendors to actively improve key performance metrics. Improved vendor performance led to higher customer satisfaction, more orders, and better retention. The pilot's success provided a data-backed case to scale to 66% of the total vendor base within months — with a plan for 100% by early 2025. Design changes were measured, not assumed.
Reflection
What I learned — and what comes next.
This project taught me as much as it shipped. Four learnings I carry forward as a designer, and five concrete next steps the team has planned.
L1
Early and continuous feedback is priceless
Running multiple interview and feedback cycles allowed us to catch usability gaps before full rollout, saving significant time and reducing rework. Validation that happened at Round 1 would have been catastrophically expensive if discovered at engineering handoff. Test early, test often — not as a formality, as a risk-reduction strategy.
L2
Data speaks louder than opinions
The A/B test with Eppo provided concrete, statistically significant proof of the redesign's impact — making it dramatically easier to secure buy-in for global rollout. Good design instinct gets you to the prototype. Rigorous experimentation gets you to the boardroom. Learn to partner with your data analyst as early as the problem definition phase.
L3
Clarity drives engagement more than feature richness
Vendors responded most positively to features that made performance tracking transparent — progress bars and comparison tables. Not animations, not gamification badges, not dashboards. Clarity. The temptation to add is always stronger than the discipline to simplify. Resist it.
L4
Benefits need visibility — not discoverability
Relocating reward benefits above the fold and aligning them closely with metrics significantly boosted vendor motivation. Information that exists but isn't seen doesn't exist. Discoverability is not a UX pattern — it's a cop-out. Put the right thing where it needs to be.
What comes next — planned next steps
Full global rollout 🌍
Expand the new Rewards design to 100% of the vendor base across all Delivery Hero markets by early 2025.
Personalised recommendations 🤝
Use performance data to provide tailored suggestions for individual vendors — surfacing the metric most likely to advance their tier based on current gaps.
Enhanced analytics 📊
Implement Google Analytics 4 and deeper Eppo reporting for more granular behavioral insights — click heatmaps, drop-off points, and segment-level patterns.
Gamification pilots 🎯
Explore small-scale pilots of leaderboards, milestone badges, and limited-time challenges to sustain motivation beyond the initial engagement lift.
This case study represents what I believe senior product design should be: research-grounded, hypothesis-driven, cross-functional, data-validated, and honest about what it doesn't yet know. Not a UI refresh — a product-level problem solved with evidence.
— Farzam Anjum · Senior Product Designer · Delivery Hero SE · Berlin