User research for MVP definition

LIVD - An employees benefits app

Scope:

Lived was an early stage startup who wanted to build an employee benefits app. We explored how people use rewards and corporate perks by reviewing existing apps and talking directly to potential users. Through 1:1 interviews, we uncovered key themes that shaped the MVP of the product.

My role:

I conducted 1:1 user interviews, contributed to affinity mapping, and collaborated with the team to shape insights into early MVP feature ideas.

Industry
Wellbeing
Team
Lead designer, Me, PM, CEO
Timeline
2 months
Industry
Wellbeing
Team
Lead designer, Me, PM, CEO
Timeline
2 months

We wanted to find out what users expect from a benefits application

Our goal in research was to understand users' mental models and expectations when it comes to benefits provided by their employer.

Some of the questions asked from participants:

  • Do you get any benefits from your employer?

  • Does your employer have any employee recognition programs?

  • Is there a different way you'd like to get recognized?

  • Have you ever used rewards or points on an app like Aeroplan?

  • What has your experience been like?

  • What type of benefits would you like to use your points on?

  • What would make the worst possible app that you'd never use?

Some of the questions asked from participants:

  • Do you get any benefits from your employer?

  • Does your employer have any employee recognition programs?

  • Is there a different way you'd like to get recognized?

  • Have you ever used rewards or points on an app like Aeroplan?

  • What has your experience been like?

  • What type of benefits would you like to use your points on?

  • What would make the worst possible app that you'd never use?

Analyzing interviews resulted in the discovery of 4 themes

We used affinity mapping to synthesize information from the interviews. We came together in Figjam and synthesized the data and came up with the themes.

Affinity mapping and creating themes

Affinity mapping and creating themes
Affinity mapping and creating themes

Themes generated from interviews

Themes generated from interviews

Make it relevant to ME

  • Users want to see offers that are personalized to their interests and lifestyles.

Make it relevant to ME

  • Users want to see offers that are personalized to their interests and lifestyles.

Make it relevant to ME

  • Users want to see offers that are personalized to their interests and lifestyles.

Make it worth my while

  • ​Users want offers to be clear and the process to be worth their time

Make it worth my while

  • ​Users want offers to be clear and the process to be worth their time

Make it worth my while

  • ​Users want offers to be clear and the process to be worth their time

It's about gifting and receiving

  • Users feel seen when they receive gifts or get a token of thanks from their employers.

It's about gifting and receiving

  • Users feel seen when they receive gifts or get a token of thanks from their employers.

It's about gifting and receiving

  • Users feel seen when they receive gifts or get a token of thanks from their employers.

A reason to seek out offers

  • Users want to see their progress and have the possibility to receive extra points.

A reason to seek out offers

  • Users want to see their progress and have the possibility to receive extra points.

A reason to seek out offers

  • Users want to see their progress and have the possibility to receive extra points.

MVP features were defined through a team brainstorming session and prioritized.

This method helped us clearly define what the app Must have, Should have, Could have, and Won’t have at launch. It aligned the team around user value vs. effort, ensuring the MVP focused on core needs like a simple points redemption flow and having relevant offers—while deferring lower-priority features like gamification.

SHOULD HAVE

Receiving additional points based on manager discretion

COULD HAVE

Topping off points with credit card when not enough

WONT HAVE

Employees to recognize eachother with points
Gamification

Conclusion and reflections

Early user research gave us the clarity we needed to design a focused, useful MVP. By speaking directly with potential users and prioritizing based on real needs, we avoided overbuilding and aligned the team around features that truly mattered.

Next, we translated those insights into design, built the MVP, and launched the first version of the app.

Lets Connect!

Goli Pezeshk 2024

Lets Connect!

Goli Pezeshk 2024

Lets Connect!

Goli Pezeshk 2024

Opportunity: How might we reduce cart drop offs

We wanted to find out what users expect from a benefits application

We wanted to find out what users expect from a benefits application

Observing user behavior showed us a common pattern:

Shoppers adding all their “maybe” options to the cart, then navigating back and forth between the cart and product pages to compare, delete, and rethink.

This back and forth created friction for users and led to high drop offs from the flow.

So we asked: how might we support decision-making earlier, without disrupting the shopping flow?

Our goal in research was to understand users' mental models and expectations when it comes to benefits provided by their employer.

Our goal in research was to understand users' mental models and expectations when it comes to benefits provided by their employer.

Heatmap of the old cart showing a high number of users going back to the shopping journey

Streamlining the checkout experience

User research for MVP definition

User research for MVP definition

Reducing abandonment rates by 20%

LIVD - An employees benefits app

LIVD - An employees benefits app

MVP features were defined through a team brainstorming session and prioritized.

This method helped us clearly define what the app Must have, Should have, Could have, and Won’t have at launch. It aligned the team around user value vs. effort, ensuring the MVP focused on core needs like a simple points redemption flow and having relevant offers—while deferring lower-priority features like gamification.

SHOULD HAVE

Receiving additional points based on manager discretion

COULD HAVE

Topping off points with credit card when not enough

WONT HAVE

Gamification
Employees to recognize eachother with points

Conclusion and reflections

Early user research gave us the clarity we needed to design a focused, useful MVP. By speaking directly with potential users and prioritizing based on real needs, we avoided overbuilding and aligned the team around features that truly mattered.

Next, we translated those insights into design, built the MVP, and launched the first version of the app.

Conclusion and reflections

Early user research gave us the clarity we needed to design a focused, useful MVP. By speaking directly with potential users and prioritizing based on real needs, we avoided overbuilding and aligned the team around features that truly mattered.

Next, we translated those insights into design, built the MVP, and launched the first version of the app.

MVP features were defined through a team brainstorming session and prioritized.

This method helped us clearly define what the app Must have, Should have, Could have, and Won’t have at launch. It aligned the team around user value vs. effort, ensuring the MVP focused on core needs like a simple points redemption flow and having relevant offers—while deferring lower-priority features like gamification.

SHOULD HAVE

Receiving additional points based on manager discretion

COULD HAVE

Topping off points with credit card when not enough

WONT HAVE

Gamification
Employees to recognize eachother with points