Drinkit

The barista's choice. A controlled study without compromising trust

Role:

Product designer

Focus:

Concept and research

Sector:

Product strategy,
UX research, concept design

Business context

Drinkit is a product with a repetitive ordering pattern: users frequently return to the same

drink. This makes the selection process quick

and comfortable, but limits menu exploration

and the adoption of new habits.

Hypothesis

Paid "random coffee" can encourage users to try new drinks

and add a playful element

to routine orders

The concept takes inspiration from mystery formats, advent calendars, and gamification mechanics used in other products.

Research

During my research and behavioural analysis,
I realised that randomness creates barriers in such a familiar, paid-for product as coffee

—

Coffee is a daily ritual where quick

and intuitive solutions matter

—

Paid uncertainties appear to be riskier
than free or bonus surprises

—

Research shows that frustration from a poor outcome is stronger than the joy of saving money. This is known as the loss aversion effect.

—

Drinkit's mechanics already set a high standard for value and control

Key insight

In standard paid products, users do not fear accidental occurrences as much as they fear a loss of control

Product strategy

'Barista's Choice' is not a way to sell a random drink. It is a way to expand your taste horizons.
Each successful experience adds a new option

to the user's comfort zone

Kitbox — a loyalty reward

Barista's choice — safe exploration

A gift is a social connection

From experience

to transformation

The initial goal was a playful surprise, but the strategy evolved. I shifted the focus from entertainment to transformation. Users are not just looking for a drink, but for a specific state of mind.

I defined four 'Energy Spheres' that serve as catalysts for these states.

Clarification before recommendation

After selecting a state, the user can add constraints to maintain a positive experience.

The spheres show current preferences,
whilst the clarifications show what should be excluded.

How to test

a hypothesis

Success lies in users frequently trying new drinks, rather than ordering

the same thing after experimenting

Primary

Menu Expansion Rate —
how many different drinks

a user tries on average

over a 30-day period

Secondary

  • whether the user returns
    to the suggested drink

  • whether they save it to their favourites

  • whether order frequency is increasing

  • whether the user adds
    3+ favourite drinks instead of one

Guardrails

  • customer satisfaction (CSAT / NPS)

  • time of choice

  • order cancellations

  • complaints

User journey

The feature sometimes appears on the homepage as an alternative to the standard order, and in the catalogue if the user is struggling to choose a drink.

It assists during moments of hesitation and reduces decision-making time.

After this experience

If the recommendation is successful, users can save the drink to their favourites and return to it later.


This mechanic helps turn successful experiments into new habits, gradually expanding the user's palate.

A visual metaphor for guided taste exploration.

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