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Product & Design Leadership · Leeroy

Leading an ordering and loyalty app for 30 restaurant brands, and the design team across the whole platform

At Leeroy I had two roles at once. As Product Manager, I led a white-label ordering and loyalty app used by 30 restaurant brands, from discovery to development. As UX Design Manager, I was line manager for the design team across the whole platform, and helped the designers grow into product designers who ran discovery and owned their backlog.

My role
Product Manager for the ordering and loyalty app. UX Design Manager for the whole platform, line manager for three product designers
Year
2017–2021
Team
As Product Manager: the app’s cross-functional team. As UX Design Manager: the design team, one product designer in each product team across the platform
Industry
Restaurant tech, SaaS and fintech
Platform
Mobile app, iOS and Android
Company
Leeroy Group
Business model
Subscriptions and payment transactions

The short version

The problem

Restaurant brands wanted their own app, and diners wanted to get food quickly. But getting started took too long, waiting for the food was uncertain, and loyalty points went missing when diners paid at the till.

What I did

As Product Manager, I led discovery and development of the app with its cross-functional team. As UX Design Manager, I was line manager for three product designers, one in each product team, and set one design process, design critique and shared design principles, so the designers could decide well on their own and the products stayed consistent.

What it led to

30 restaurant brands used the app, each with its own brand. Order value was 30% higher on average through the app and Express Check-out, and the loyalty programme increased sales by 39% on average. The designers framed the problems and owned the backlog in their teams.

01

Understanding the users and the opportunity

Restaurant brands wanted their own app, and their guests wanted to get food quickly from a favourite place. As Product Manager, I led and did the product discovery myself, to understand what made ordering, paying, pickup and loyalty hard for diners, and what we needed to learn to make well-founded decisions about what to build.

The product discovery combined four kinds of research:

  1. Interviews and co-labsWith several restaurant brands, to understand their needs and goals together.
  2. Trend researchWhat was happening in ordering, payments and loyalty, in Sweden and abroad, to follow the latest developments in self-ordering and loyalty.
  3. Observations and field studiesIn the restaurants, to see how ordering and pickup worked in practice.
  4. Usability testsOf flows and prototypes, to validate solutions with users before they were built.

Together, they gave us the three insights that shaped the app.

Three insights that shaped the app

Insight 1

Getting started took too long

Diners wanted to get food quickly from a favourite place, but had to sign up before they could see anything, and extras and allergens were hard to find.

Insight 2

Waiting was the most uncertain part

Once the order was paid, diners didn’t know when to pick it up, or whether it was ready. So they stood and waited at the counter, or asked the staff.

Insight 3

Loyalty broke when the diner paid at the till

Points went missing when diners paid at the till instead of in the app. Diners don’t think in channels, and missing points cost their trust.

Where diners got stuck

I mapped the insights onto the mobile ordering journey, from opening the app to picking up the order and getting the points. It showed where diners got stuck, and where the biggest opportunities were.

Scroll sideways to see the whole journey.

Open the appFind the restaurantChooseOrder and payWaitPick up and earn
Experience
GoalGet food quickly from a favourite placePick the right venueFind what I feel likePay without hassleKnow when it is readyGet my food, and my points
DoingOpens the brand’s appPicks a venue from the list or by locationBrowses the menu and adds extrasChecks the basket and pays by cardWaits near the counterShows the order number and collects
Pain pointsHas to sign up before seeing anythingUnsure which venue is openAllergens and extras hard to findUnclear pickup timeDoes not know if the order is readyPoints missing when paying at the till
OpportunitiesBrowse first, sign up laterSort by my position, with opening hoursClear item details with allergensPickup time in the basketPush notification: your order is readyOne membership in the app and at the till
A simplified version of the mobile ordering journey, redrawn for this case.

From pain points to opportunities

Each pain point became an opportunity, and each opportunity was linked to what we built. The map kept the team’s backlog tied to real needs, and to the outcome we wanted: diners who order more often and come back.

OutcomeDiners order more often, and come backBusiness direction: more orders through the app, and brands that stay on the platform
Opportunities from customer and user insights, the service blueprint and the mobile ordering journey
  1. OpportunityBrowse first, sign up laterWhat we builtAn open start page, with membership when it pays off
  2. OpportunityFind the nearest open restaurantWhat we builtStore list sorted by position, with opening hours
  3. OpportunitySee what is in the foodWhat we builtItem details with extras and allergens
  4. OpportunityKnow when to pick upWhat we builtPickup time chosen in the basket
  5. OpportunityKnow when it is readyWhat we builtOrder status: accepted, preparing, ready
  6. OpportunityOne membership everywhereWhat we builtMembership card scanned at the till
The opportunity map for the ordering app, simplified and redrawn for this case.
02

Shaping the experience

From the product discovery insights, we also developed design principles for the app’s ordering and loyalty experience. The principles were based on users’ needs and gave designers and developers a shared foundation for making consistent design decisions across the whole user journey. They guided the design of the app’s flows and interactions, and became the basis of the design system, which helped keep the product experience consistent.

1

The brand comes first: the app is the restaurant’s, not ours

2

Order in a few taps

3

Always know the status of the order

4

One membership in the app and at the till

The design principles for the ordering and loyalty app, used by diners.

From insight to product direction

The principles were the link between what we learned and what we built. Here’s how three of the insights ran all the way through: from the principle they gave us, to the design decision, the roadmap theme, and how we would know it worked.

  1. Discovery insightDiners had to sign up before seeing anything, and extras and allergens were hard to find.
  2. Design principleOrder in a few taps
  3. Design decisionBrowse first and sign up later, item details with extras and allergens, and pickup time chosen in the basket.
  4. Product direction“I can order and pay without queuing”
  5. Measuring successOrders through the app · Conversion from menu to paid order
  1. Discovery insightDiners didn’t know when the order was ready, so they waited at the counter or asked the staff.
  2. Design principleAlways know the status of the order
  3. Design decisionOrder status in the app (accepted, preparing, ready), and a notification when the kitchen marks the order ready.
  4. Product direction“I know when my food is ready”
  5. Measuring successOrders ready on time · Support contacts per order
  1. Discovery insightPoints went missing when diners paid at the till.
  2. Design principleOne membership in the app and at the till
  3. Design decisionThe membership card in the app, scanned at the till, so points are earned and used in both.
  4. Product direction“I get rewarded wherever I pay”
  5. Measuring successActive members · Repeat purchase rate
Three insights, followed from discovery to how success was measured. Simplified for this case.

Here are some of the screens from the app. It was one white-label app, released for each restaurant brand with its own logo, colours, images and menu.

1The menu

The restaurant’s categories as tabs, and each product with image, price and its price in points. The chosen restaurant is at the top, and the basket is always at hand.

2A brand’s start screen

The brand’s own image and order button, with shortcuts to ordering, offers, my orders and the nearest restaurant.

3The side menu

Everything else in one place: ordering, scanning the membership card, offers, orders and receipts, settings, restaurants and support.

4Another brand, the same app

A campaign at the top, ordering for delivery or the dine-in menu, and the member’s offers below.

5Loyalty points and levels

The member’s points and level, and how the loyalty programme works, in a sheet over the start screen.

Screens from the app for five different restaurant brands. One white-label app, with each brand’s own look.
More detail: how the journey works end to end

How the journey works end to end

Almost every step in the app depended on another product. Together with the designers, I mapped the user flow front stage and backstage: what the diner does, what the staff at the counter and in the kitchen do, and what the systems behind them must do. I agreed each step with the Product Manager for the POS and the kitchen display.

Scroll sideways to see the whole flow.

BeforeThe visitAfter
DiscoverOrderPayPreparePick upReturn
DinerDecides where to eat and opens the restaurant’s appChooses dishes and orders, ahead or at the restaurantPays in the app and earns pointsFollows the order statusGets a notification, picks up and eatsGets rewards and offers, and comes back
Staff at the counterScans the member card at the tillHands over the orderRedeems rewards at the till
KitchenThe order appears on the kitchen displayMarks the order ready
Owners, back office and systemsMenu, offers and opening hours, set by the restaurantMenu and prices synced with the POSPayment provider and loyalty engineOrder routed to the POS and the kitchenPush notification to the dinerCampaigns and loyalty rules, set by the owner
The user flow for online ordering in the app, front stage and backstage. Simplified and redrawn for this case.
03

Setting the product direction

The roadmap was built from themes, not features. Each theme was written from the diner’s point of view, as an outcome they would notice. Then we broke it down into what it includes, and linked it to the KPIs it should move.

Themes kept the team focused on why something mattered, and left room to find the best way to get there. When priorities changed, it was easier to move a whole theme than to reshuffle single features.

NowWhat we build now

Theme 1Diners

“I can order and pay without queuing”

Order ahead or at the table, pay in the app, and the order goes straight to the kitchen.

What it includes

  • Menu and prices from the POS
  • Basket with extras
  • Pay in the app
  • Order straight to the POS and the kitchen

KPIs it should move

  • Orders through the app
  • Conversion from menu to paid order

Theme 2Diners

“I know when my food is ready”

No need to ask the staff, or to stand and wait at the counter.

What it includes

  • Order status in the app
  • A notification when the kitchen marks the order ready
  • Pick-up at the counter

KPIs it should move

  • Orders ready on time
  • Support contacts per order
NextWhat we build next

Theme 3Members

“I get rewarded wherever I pay”

Points and rewards follow the diner, in the app and at the till.

What it includes

  • Become a member in the app
  • Earn points in the app
  • Recognised at the till
  • Use rewards in both

KPIs it should move

  • Active members
  • Repeat purchase rate
LaterWhat comes after

Theme 4Members and brands

“I get offers that make me come back”

Stamp cards and offers, set up by each restaurant brand itself.

What it includes

  • Stamp cards
  • Offers in the app
  • Campaigns set up by the owner

KPIs it should move

  • Visits per member
  • Reward redemption rate

Theme 5Diners

“I can make changes to my order”

Change or add to the order after it is placed, as long as the kitchen hasn’t started on it.

What it includes

  • Change or cancel before the kitchen starts
  • Add to an order
  • Refund or extra payment in the app

KPIs it should move

  • Support contacts per order
  • App store rating
The roadmap as themes, written from the diner’s point of view, each broken down into what it includes and the KPIs it should move. Redrawn for this case.

An insight from the live app

Insight

Offers got diners to download the app, loyalty brought them back

The app was downloaded the most when we introduced campaigns and offers in it. Ordering in the app was convenient, but what made diners download it and start using it was claiming an offer. Repeat purchases, in turn, were closely tied to the loyalty programme, which we could see when we measured loyalty through purchase card tokens.

More detail: dependencies and the KPIs we steered by

Dependencies to other product teams

Almost every theme depended on the POS and the kitchen display, owned by another product team with its own Product Manager. My team also built parts of the POS back office. I aligned our themes with their Product Manager, so the changes we needed were planned in their roadmap too.

My product teamThe ordering and loyalty app
  • Ordering and payment in the app
  • Order status and notifications
  • Membership and loyalty in the app

And in the POS back office

  • The loyalty programme: earn points or stamps, exchanged for rewards
  • White-labelling the app: the brand’s colours and images
  • Campaigns and offers in the ordering app
Another product team, with its own Product ManagerThe POS and the kitchen display
  • Taking orders at the till or the table
  • Managing the items to sell
  • Setting up venues and venue information
  • Showing orders in the kitchen, and marking them ready
  1. Menu, prices and extras in the appPOSThe items to sell, set up in the POS1“I can order and pay without queuing”
  2. Store list with opening hoursPOSVenues and venue information, set up in the POS1“I can order and pay without queuing”
  3. The order goes straight to the kitchenPOS · Kitchen displayThe POS and the kitchen display receive the order1“I can order and pay without queuing”
  4. A notification when the order is readyKitchen displayThe kitchen display marks the order ready2“I know when my food is ready”
  5. Points when paying at the tillPOSThe POS recognises the member at the till3“I get rewarded wherever I pay”
  6. Points or stamps, and rewards to exchange them forPOS back officeThe loyalty programme, set up by the restaurant in the POS back office. Built by my team.3“I get rewarded wherever I pay”
  7. Campaigns and offers in the appPOS back officeSet up by the restaurant in the POS back office. Built by my team.4“I get offers that make me come back”
  8. Changing an order after it is placedPOS · Kitchen displayThe POS, the kitchen display and the payment5“I can make changes to my order”
Dependencies between the ordering and loyalty app and the POS and kitchen display, per roadmap theme. Simplified for this case.

Measuring success

Every theme pointed at the KPIs it should move, towards one outcome: diners who order more often and come back, and restaurant brands that stay.

That made every priority discussion concrete: which KPI will this move? And once a theme was live, the same KPIs showed whether it had worked, and what to improve next.

OutcomeDiners order more often and come back, and restaurant brands stay
Ordering
  • Orders through the app
  • Conversion from menu to paid order
  • Average order value
  • Payment success rate

Moved by

  • 1“I can order and pay without queuing”
Experience
  • Orders ready on time
  • Support contacts per order
  • App store rating

Moved by

  • 2“I know when my food is ready”
  • 5“I can make changes to my order”
Loyalty
  • Active members
  • Repeat purchase rate
  • Visits per member
  • Reward redemption rate

Moved by

  • 3“I get rewarded wherever I pay”
  • 4“I get offers that make me come back”
What it adds up to for the businessGrowth
  • New members
  • Share of a brand’s sales through the app
  • Brands live on the platform
  • Brands that stay

SubscriptionsPayment transactions

The KPIs, from the outcome to the roadmap themes that should move them. Shown without figures.

Targets per KPI

Each KPI had a target, so the team knew what good looked like, and could see when a theme had done its job.

Ordering

Orders through the appGrowth in orders paid in the app, month on month+10% per month
Conversion from menu to paid orderShare of visits to the menu that end in a paid order30%
Average order valueApp orders compared with orders at the till+30%
Payment success rateShare of payments in the app that go through≥ 98%

Experience

Orders ready on timeShare of orders ready at the chosen pickup time≥ 90%
Support contacts per orderShare of orders that lead to a support contact< 1%
App store ratingAverage rating in the App Store and Google Play≥ 4.5

Loyalty

Active membersShare of members who order at least once a month40%
Repeat purchase rateShare of diners who order again within 30 days50%
Visits per memberVisits per active member and month3
Reward redemption rateShare of earned rewards that are used25%

Growth

New membersGrowth in members per brand, month on month+5% per month
Share of a brand’s sales through the appApp sales as a share of the brand’s total sales20%
Brands that stayShare of brands that renew their subscription each year≥ 90%
The KPIs in the case, with the target for each. Simplified for this case.
04

Leading product development

Each theme on the roadmap came with the KPIs it should move. Together with the cross-functional team, I turned the themes into sprint goals: what we wanted to be true at the end of the sprint, and why it mattered for the diners and the restaurants. The team then planned how to get there.

  1. 1Roadmap themeWith the KPIs it should move, and a reason for its place in the order.
  2. 2RefinementThe team and I broke the theme into user stories, with the designers’ flows as the base.
  3. 3Sprint goalWhat should be true at the end of the sprint, and why it matters.
  4. 4Sprint planningThe team planned how to reach the goal.
  5. 5Demo and retroWe showed the result to the people involved, and looked at how we could work better.
How a roadmap theme became work for the cross-functional team. Simplified for this case.

A prioritisation decision: ordering before loyalty

Decision
Build ordering, payment and order status first, and loyalty next.
Why
Without orders in the app there are no transactions, and nothing to reward. The core of the product had to work first.
What it meant for the team
The first sprint goals were about the core ordering flow. Loyalty followed in the next phase, so that members come back and brands have a reason to stay.
05

Balancing user and business needs

The app was built on two revenue streams: subscriptions, where restaurant brands pay for their own app, and transactions on the orders paid in it. Every theme was weighed on user value, business potential and complexity, and an impact matrix made the trade-offs easy to discuss in the team and with the other product owners.

Impact: business potential and user value →
Quick winsHigh impact, low effort
Big betsHigh impact, high effort
Fill-insLower impact, low effort
Think twiceLower impact, high effort
1“I can order and pay without queuing”2“I know when my food is ready”3“I get rewarded wherever I pay”4“I get offers that make me come back”5“I can make changes to my order”
Complexity and effort →
  1. 1“I can order and pay without queuing”
  2. 2“I know when my food is ready”
  3. 3“I get rewarded wherever I pay”
  4. 4“I get offers that make me come back”
  5. 5“I can make changes to my order”
The impact matrix we used to prioritise, with the roadmap themes placed on it. Redrawn for this case.

A trade-off: changes to orders could wait

User and business need
Being able to change an order mattered to diners, and fewer support contacts mattered to the restaurants.
Technical reality
A change touches the POS, the kitchen display and the payment, so it needed work in another team’s products as well as ours.
Decision
Changes to orders were placed later on the roadmap, after the core flow and loyalty were in place.
06

Leading the design team

At Leeroy, I was the line manager for the design team: one designer in each cross-functional product team, working together as one design team.

While the core of the product platform was being built, the designers had typical UX/UI design responsibilities. Once the core was in place, and our products were out and used by several customers, the important work became improving them and adding new features, based on what we learned from customers and users in product discovery.

Before: building the core platformUX/UI designers
  • Typical design craft, from ideas to development-ready design
  • Designing the core products, while the platform was built
  • Product Owners owned the backlog
After: improving products in useProduct Designers
  • Running UX discovery, and framing the problem for new or improved user experiences
  • Development-ready design for the developers to build
  • Owning the backlog planning and prioritisation with the team
What changed for the designers once the core of the platform was in place. Simplified for this case.

A new split of responsibilities

The UX/UI designers became Product Designers, taking over the Product Owner responsibilities. They ran UX discovery and framed the problem for new or improved user experiences, owned the backlog planning and prioritisation together with their product team, and delivered development-ready design for the developers to build. They worked closely with the Product Managers, who were responsible for product discovery and the roadmap themes.

I contributed to the shift. My core responsibility was to be the line manager for the designers, before and after it, and to make sure they could grow into the new role.

Discovery and the roadmapProduct Manager
  • Product discovery with customers and users
  • The roadmap and its themes
  • Align user and business needs
User needs, the backlog and the craftProduct Designer
  • Run UX discovery and frame the problem
  • Backlog planning and prioritisation with the team
  • Development-ready design for the developers
  • Work closely with the product manager
Line manager for the designersUX Design Manager
  • Shared product design work
  • The design system and the design process
  • Skills, retros and design critique
  • Hiring, and the everyday line manager work
How responsibilities were shared in the cross-functional product teams after the shift. Simplified for this case.

As line manager

Each product designer was part of a cross-functional product team, and was responsible for customer and user needs, and the backlog planning and prioritisation together with the team. As their line manager, I made sure that alongside product development, they had time to keep improving the design system, and that we stuck to our design process. I also handled hiring and the other everyday responsibilities of a line manager.

Shared across teams Product designers I both led and took part in the craft
  • Design process
  • Way of working
  • UI component library
  • Consistency between products
  • Design critique
  • Design principles
  • UX discovery
Product development team Restaurant staff team POS, table service and back office In the team, the product designer
  • UX discovery, and framing the problem
  • Backlog planning and prioritisation with the team
  • User flows, prototypes and testing with users
  • Development-ready design for the developers
Product development team Consumer ordering team Ordering and loyalty app In the team, the product designer
  • UX discovery, and framing the problem
  • Backlog planning and prioritisation with the team
  • User flows, prototypes and testing with users
  • Development-ready design for the developers

Here I was also the Product Manager: discovery, roadmap and priorities

Product development team Kitchen staff team Kitchen display In the team, the product designer
  • UX discovery, and framing the problem
  • Backlog planning and prioritisation with the team
  • User flows, prototypes and testing with users
  • Development-ready design for the developers
Shared responsibilities across the teams, and responsibilities inside each cross-functional product development team. Simplified for this case.

My responsibilities as line manager

Shared product design work

The work no single product team owned: the overall experience, and the parts shared between products.

Design system

Time for the designers to continuously improve the design system, alongside the product development.

Design process

Making sure we kept following one design process, from discovery to delivery.

Skills and coaching

Developing each designer’s craft, and supporting them in their new responsibilities for user needs and the backlog.

Retros and design critique

Regular retros, and design critique where designers showed their work early and learned from each other.

Hiring and capacity

Recruiting designers, and aligning design capacity with the product managers when priorities shifted.

07

Design quality across teams

With more decisions made inside each product team, shared standards kept the experience connected. Instead of approving every design, I made sure the designers had what they needed to decide well on their own.

One design process, and design critique

Every product team worked by the same design process, from discovery to delivery, so designers could understand each other’s work and step in for each other. In regular design critique, they saw each other’s work, kept the products consistent and learned from each other.

  1. 1DiscoverResearch with customers and users, and their needs and pains.
  2. 2DefineOpportunities, user flows and what to solve first.
  3. 3DesignConcepts and prototypes, shared early.
  4. 4TestWith users, before anything is built.
  5. 5DeliverDevelopment-ready UI, followed up with the team.
The design process every product team worked by. Simplified for this case.

Design principles for every product

From the research, we developed design principles for every product together: the designers, the product teams and I. Each product had its own users and context, so each got its own principles. They gave the product designers the confidence to make decisions within their teams, without having to ask every time.

  1. The mobile ordering and loyalty app, and the self-service ordering kiosksDiners
    • The brand comes first: the app is the restaurant’s, not ours
    • Order in a few taps
    • Always know the status of the order
    • One membership in the app and at the till
  2. The POS and the kitchen appsRestaurant staff
    • Fast in the rush: the most common orders in the fewest taps
    • Large touch targets, readable at a glance and from a distance
    • Orders from every channel in one place, in the right order
    • One tap to mark an order ready
  3. The POS back officeRestaurant owners and administrators
    • Set it once, use it everywhere: products, prices and menus for the POS, the app and self-service ordering
    • See every venue and sales channel at a glance
    • Safe to change, with a clear view of what goes live where
Design principles for each of the three main user groups and their products. Simplified for this case.
More detail: how design critique worked, and shared patterns

Show work early

Designers brought sketches and prototypes, not finished screens, while there was still time to change direction.

Start from the user and the goal

Feedback began with who the design was for and what it should achieve, not with taste.

Specific and kind

Concrete, respectful feedback that the designer could act on.

Eyes from other products

Designers from the other product teams spotted where a flow broke a pattern, or touched their product.

Shared patterns and one UI component library

The products had very different users and contexts: a diner on a phone, an owner at a desk, staff at a busy till, a waiter at the table, a kitchen in the rush. Shared interaction patterns and a common UI component library gave them one consistent experience, and each product adapted them to its users. The apps were built on the native iOS and Android components, and our library added the shared patterns on top, with each restaurant brand bringing its own theme.

DinersMobile app and kiosks, with one theme per restaurant brand Restaurant staffThe POS and the kitchen apps Owners and administratorsThe POS back office
Common UI component libraryShared interaction patterns, components, colours, typography and icons
Shared interaction patterns and one UI component library for three user groups. Each product adapts them to its users and context. Simplified for this case.
08

Outcomes and learnings

Here’s what the work led to. I keep what was delivered apart from the goals we steered by.

Achieved

What was delivered

  • One white-label app for iOS and Android, released for each restaurant brand with its own logo, colours, images and menu.
  • Ordering and payment in the app, with the order going straight to the POS and the kitchen display.
  • Order status in the app, and a notification when the order is ready.
  • Tools in the POS back office, where restaurants set up their loyalty programme with points or stamps, the colours and images of their app, and campaigns and offers.
  • One membership in the app and at the till, where members earn and use rewards in both.
  • Flows and prototypes validated in usability tests with users before they were built.
Intended

What we aimed to move

  • More orders paid in the app
  • Diners who order more often and come back
  • Restaurant brands that stay on the platform

Measured by the KPIs in chapter 3. These were the goals we steered by.

Adoption30

restaurant brands used the white-label app, each with its own brand.

Order value+30%

higher order value on average through the app and Express Check-out.

Loyalty+39%

increased sales on average with the loyalty programme.

What changed in the design team

Designers who frame the problem and own the backlog

Product designers ran UX discovery, framed the problem for new or improved experiences, owned the backlog planning and prioritisation in their teams, and delivered development-ready design.

Product managers focused on discovery and the roadmap

With the backlog owned by the product designers, the product managers could focus on product discovery and the roadmap themes.

Decisions closer to the work

Decisions about the experience were made inside each product team, guided by shared design principles instead of approvals.

One connected experience

One service blueprint, one design process and one UI component library kept the products consistent for diners, restaurant staff and owners.

Learnings

Looking back, these are the things that stay with me from leading the ordering and loyalty app and the design team at Leeroy.

1

Write the roadmap in the user’s words from day one

Writing the themes as something the diner would say, like “I know when my food is ready”, changed the conversations. Instead of debating features, we talked about what the diner should notice and why it mattered. When priorities shifted, we moved whole themes instead of reshuffling single features. Next time, I’d start with themes from day one, not move to them along the way.

2

The app is only as good as the service behind it

The best ordering flow in the app still fails if the order doesn’t reach the kitchen, or if nobody marks it ready. Almost every flow depended on the POS, the kitchen display or the loyalty engine. Leading the app meant leading across product teams: working things out early with the other product owners and owning the whole experience, not just the screens.

3

Role clarity comes before autonomy

Moving responsibility from product owners to product designers only worked when everyone knew who decided what. Making the split explicit, with product discovery and the roadmap themes for the product managers, and user needs and the backlog for the product designers, made it easier for the designers to step up.

4

Principles scale better than approvals

As the products and the team grew, I couldn’t look at every design decision myself, and I shouldn’t have had to. Design principles for each user group, shared interaction patterns and a common UI component library let the designers decide well on their own. Leading the design team became more about setting direction and making the reasoning visible than about signing off.

Three more learnings
5

Agree on the KPIs before the work starts

Linking each theme to the KPIs it should move made priorities concrete. The bigger learning is about timing. If we agree on the KPIs, and know where they stand today, before a theme starts, we can say afterwards whether it worked. Measuring only after launch shows what happened, but not why.

6

White-label means two customers

Every decision had to work both for the restaurant brand paying for the app and for the diner using it. “The brand comes first” gave each brand its own look, while shared components and patterns kept one product we could build and maintain. Balancing brand freedom with one product that could grow was a big part of the job.

7

Loyalty has to follow the diner, not the channel

Diners don’t think in channels. If points went missing when they paid at the till, they lost trust in the whole programme. Designing loyalty for wherever the diner pays, in the app and at the till, was harder and depended on more teams, but it was what turned diners into regulars.

“I worked closely with Mikaela for several years. What impressed me most was her ability to lead product discovery, turn customer and user insights into product direction, and drive product development through her leadership of the design team — always with contagious passion and drive!”
Anders Hären · CEO/CTO at Leeroy