Increased AOV of Digital Menu

Nudging diners to add a little more to every order, with rewards that feel like a treat, not a sales pitch.

Role
Product Designer
Team
PM, engineers
Platform
Digital Menu, for diners
Two phones showing the Swiggy Digital Menu: Signature Cocktails, and a Free Reward Unlocked moment

In short

The best upsell doesn't feel like one. It feels like the restaurant is treating you.

Digital Menu & AOV

Scan the QR on the table and the restaurant's menu opens on Swiggy. AOV is how much each order is worth. The ask is simple: make the order slightly bigger, without forcing it. More revenue from the same tables, without needing more customers.

“Zyada log lana mushkil hai, par har order ko thoda bada banana smart move hai.”

Reading the moment

It's rarely one person calmly scrolling.

The table is social
Friends order together, often from one phone. A nudge has to make sense to the whole table.
Pace changes with the place
Cafés are quick, bars order in rounds, fine dining is slow. One design has to respect all three.
The total is always in view
The cart bar shows items and total, the most natural place to say what a little more would unlock.

Approaching design

I drifted from what the PMs first asked for and pitched gamification. A plain "add this" prompt feels transactional; a bit of play creates momentum.

Goal-gradient effect
“Add ₹X more to unlock” always feels within reach.
Small, reachable steps
Rewards unlock one threshold at a time, not one big distant target.
Reciprocity
A gift from the restaurant makes the next step feel like an exchange, not a sale.
Peak–end rule
When rewards run out, the tone shifts to “You're valued here”.

What the ideal flow looks like

  1. 01 · Browse

    Order as usual.

  2. 02 · Nudge

    “Add ₹X more to unlock a reward.”

  3. 03 · Unlock

    Rewards unlock one at a time.

  4. 04 · Delight

    The last one, through a little game.

Once rewards run out: from “Spend more to earn” to “You're valued here”.

Exploring game ideas

Playful, but still true to Swiggy's design language.

Six game ideas: pick a box, pick a cloche, toss the ball, freebie dropping, slice it equally and shoot the snack

Two stood out: Dip the Parle-G and Catch 10 Laddoos. In-office testing picked the Laddoo game as the most intuitive and fun.

The two games that stood out: Dip the Parle-G and Catch 10 Laddoos

I didn't stop here

A ProtoPie prototype first, then, with tight engineering bandwidth, I built the entire experience myself, using Cursor.

Play the Laddoo game

The ProtoPie prototype and the game built with Cursor, running in the browser

Let's take a pause from the game (like the engineers did)

Any upsell has to fit into the three screens people act on: Home, Menu and Cart.

The current Digital Menu: Home, Menu and Cart screens

The first flow, with the game

Add ₹X more to unlock a mystery, play, grab your treat.

The first happy flow: add items to unlock a mystery, play Catch 10 Laddoos, and the free Nutella Shake lands in the cart
I tested it across teams. Guess what?People ordering quickly in a café didn't want to play a game to get a reward.

The final flow

Built into the cart bar: add ₹X more, a light “Woohoo! Free reward unlocked”, and you never leave the menu. The game moves to an A/B test.

The final flow: the cart bar nudges you towards a reward, celebrates when it unlocks, and the cart shows what you have earned

Key decisions

Should the menu show every reward upfront?

No. The menu stays about the food. Rewards show up in the cart, where they're relevant and you can act on them.

Two ways we tried showing rewards

Reward iteration 1
Reward iteration 2

Why

Should people claim rewards on the menu?

No. They claim in the cart.

Why

How we'll read the A/B

AOV first, with guardrails on order time, cart drop-off and freebie cost. A bigger order isn't a win if ordering feels slower or salesy.

In build now. I'll update this once the numbers come in!

Reflections

Thanks for reading (or probably just scrolling).