Starbucks

Engagement rate

90%

Average time spent

60 sec

Download targets

110%

Client

Service

Connected Packaging

timeline

4 months

Project Overview

A cup flip game in which a user could attempt the task of flipping an instantly recognisable Starbucks cup onto a platform.

the challenge

Offering vouchers and coupons is as easy as offering to stamp a customers card so that they may receive a freebie after ten visits, and there is nothing wrong with that. However, with only 3% of vouchers ever being redeemed we know what we need to do is offer more and identity the use who redeems.. We can provide vouchers and discounts, but we should also be trying to create an experience while doing so, and link back the purchase.

the solution

We decided on a cup flip game in which a user could, with one hand, attempt the tricky but masterable task of flipping an instantly recognisable Starbucks cup onto a platform. Scores are shareable and should the user receive enough points, not only does he or she win bragging rights among friends, but also vouchers to use in the store. Vouchers could be downloaded or emailed.

the results

A thirty-second dwell time showed us exactly what we wanted. Users were engaging with the mini-game and trying it out and flicking away happily. We were not creating Tomb Raider here; we just wanted people to have fun while hopefully picking up a voucher. On top of the dwell time, we also saw a massive 90 per cent engagement and an average of 60 secs engagement time per user. Voucher download targets were smashed by over 110%.