UX Design · M&S Bank

Onboarding Digital Rewards

Redesigning the M&S Banking app experience to help users understand, connect, and engage with the Digital Rewards programme from first discovery through to account linking.

UX/UI Designer

Michael Ogunsakin

Senior UX/UI Designer

David Orrrige

Product Manager

Senior Product Owner

Engineer

Senior Product Owner

BankingMobile AppOnboardingDesign SystemRewards

My Role

Product Designer

Users Impacted

3M+ Customers

Activation Lift

+18%

Programme Value

£40M Rewards

My role

I led the research and usability testing for this project. Rather than directing participants, I had them talk through the prototype in their own words observing where the flow broke down and where it didn't. The visual design and technical implementation were collaborative.

Research method
Moderated user interviews

Each iteration tested a different balance of copy weight, layout structure, and CTA prominence with the aim of driving engagement without overwhelming the user.

Constraints
Stakeholder sign-off

Decisions moved through multiple layers of approval, which shaped how solutions were framed and presented internally. This made research findings particularly important as an objective anchor for design decisions.

What I owned vs. collaborated on
OwnedUser research · Usability testing · Synthesis & insights
CollaboratedVisual design · Prototyping · Technical implementation
Onboarding Digital Rewards — research and brand artefacts
Overview

The brief

This while working on the M&S Bank product team, where my focus was improving the onboarding screens responsible for account linking inside the Digital Rewards programme. The work touched discovery, comprehension, and the first transactional moment users have with the rewards experience.

Every design decision was grounded in existing user comprehension what people already understood about rewards, vouchers, and Sparks rather than reinventing mental models. The goal was clarity, not novelty.


Research

User testing

Existing user-testing material was used to inform design decisions and avoid making assumptions about user behaviour. Three insight areas shaped the work directly.

Onboarding

The monetary value of rewards wasn't perceived as real or tangible during the first-time experience.

Vouchers

Users needed clearer guidance on how vouchers worked across online and in-store contexts.

Bonus offers

Naming caused confusion — bonus offers were easily mistaken for standard offers.

This approach kept me targeted and impartial. Rather than designing based on what I thought users needed, the research provided a clear foundation.
User testing synthesis — research grid and affinity notes

Iteration

Acquisition branding

I created multiple UI iterations of the Sparks hub to explore how hierarchy, visual weight, and density influenced what users noticed first. The aim was to find the version that felt impactful without becoming noisy.

The hardest part was restraint — keeping copy succinct, CTA-focused, and free of redundant signposting. Every removed sentence made the remaining ones clearer.

Each iteration tested a different balance of copy weight, layout structure, and CTA prominence — with the aim of driving engagement without overwhelming the user.
Iteration explorations of the Sparks hub onboarding screens
The solution

From broken flow to clear journey

The redesign focused on one goal: make the path from email to active Sparks account impossible to lose. Three screens, a clear progress stepper, and a reward-forward confirmation that gives users an immediate reason to complete the flow.

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2
3
Screen 1 — Landing state
Step 1 — Begin sign-up
Rewards are waiting

App Store and Google Play badges only appear on the success screen after the reward is confirmed. Asking earlier would have introduced friction before trust was established.

Screen 2 — Success + benefits
Step 2 — Confirm details
Confirmation with context

Three benefit icons explain what Sparks unlocks — in store, online, and tracking. Sets expectations before the app download ask.

Screen 3 — App download prompt
Step 3 — Success
The payoff moment

Full reward value displayed. App Store and Google Play badges appear at the moment of highest motivation — immediately after the reward is confirmed.

Design decisions

Progress stepper
Orientation at every step

Users always know where they are and how much is left. Research showed the original flow had no signposting — users didn't know if they were halfway through or just starting.

Reward-forward layout
Value before the ask

The voucher card appears on screen 1, before the user has committed to anything. This addresses the drop-off caused by users not understanding what they'd receive.

App store placement
Download prompt at peak motivation

App Store and Google Play badges only appear on the success screen — after the reward is confirmed. Asking earlier would have introduced friction before trust was established.