Levi's — Mobile Workflow for In-Store Promoters (5-Day Design Sprint)

A five-day Design Sprint to design, prototype, and validate a mobile tool for Levi's in-store promoters. The sprint compressed discovery through usability testing into one week — producing a validated, brand-aligned interface ready for development handoff by day 5.

Levi's promoter app concept overview
Sprint output: a validated mobile flow focused on speed, clarity, and Levi's brand consistency.
Category Retail · Mobile UX
Role UI Designer (Sprint Team)
Method 5-Day Design Sprint

The Problem — Business and User

Business problem: Levi's in-store promoters are a direct sales channel — their ability to guide customers confidently toward the right product affects conversion rates, average order value, and brand perception at the point of sale. Without a reliable tool, promoters relied on memory, physical lookbooks, or interrupting customers to check with managers — all of which create friction in the selling moment.

User problem: Promoters operate under constant context-switching pressure. They're mid-conversation with a customer and need product information fast — they can't stop to navigate a slow or complex interface. The dominant constraint was: the tool must work in under 3 taps or it won't be used. Every interaction competes with the in-person customer experience for attention.

Why a sprint: Levi's needed to validate the concept before committing to full development. The sprint format was chosen specifically to reduce that risk — test a prototype with real promoters in one week, then decide whether to build.

Role & Ownership

AreaWhoNotes
Problem framing SharedFull sprint teamDay 1 structured mapping of promoter activities and friction points
Concept ideation SharedFull sprint teamParallel sketching with team + client; I contributed interaction concepts
UI design MeSoloAll screen designs, component states, and visual execution — my primary ownership
Material Design implementation MeSoloAdapting Material components to Levi's brand; selecting right patterns for use case
Prototype build MeSoloFigma prototype used in usability test sessions
Handoff package MeSoloSpecs, interaction notes, assets, and component documentation for Smarttie dev team
Usability sessions SharedWith sprint leadI observed and took notes; sprint lead moderated

The Sprint — Day by Day

The five-day structure gave every decision a deadline — which is the mechanism that makes sprints work. Time constraints force prioritization and prevent over-design.

Day 1 Understand Map promoter activities, friction points, and the minimum feature set
Day 2 Ideate Parallel interaction concepts; vote on best approach
Day 3 Prototype Low-fi → high-fi UI; Material Design alignment
Day 4 Test Sessions with real promoters; think-aloud protocol
Day 5 Refine & Hand off Iteration from findings; final handoff package
The Design Sprint framework: a structured 5-day process that compresses months of uncertainty into one testable week.

Day 1 — Understand & Define

The team mapped promoter activities, the cadence of customer interactions, and the specific moments where they needed information fast. Three friction patterns emerged consistently:

  • Product lookup delays: promoters breaking away from customers to check inventory or specs on a separate system.
  • Incident reporting friction: end-of-shift reporting done from memory, producing inaccurate data that the brand team couldn't act on.
  • Profile and assignment ambiguity: promoters not knowing their current store assignment or shift schedule without calling a manager.
Early flows and workflow mapping
Day 1 artifacts: mapping promoter workflows and the minimum feature set needed to address the three primary friction patterns.

Day 2 — Ideate

The team generated parallel interaction concepts and evaluated them against the two non-negotiable constraints: stay-present with customers (no extended UI sessions), and legible at a glance (no dense data tables or nested navigation).

Key Decision — Tab navigation vs. gesture-based navigation

Two concepts were shortlisted: a tab-bar navigation (persistent, immediate access to all sections) and a gesture-based card stack (swipe between contexts). The gesture concept felt more modern but introduced discoverability risk — users unfamiliar with the pattern would need to learn it before using the app effectively in a customer-facing scenario. We chose tab navigation: immediately understandable, recoverable from any state, and consistent with how promoters already navigate other apps on their devices. Familiarity over novelty was the right tradeoff for a tool that needs to work under pressure.

Ideation sketches and interaction concepts
Ideation: interaction patterns evaluated against the "in-store speed" constraint — minimal taps, glanceable information hierarchy.

Day 3 — Prototype

I moved from low-fidelity wireframes to a testable high-fidelity prototype in one day — made possible by aligning on Material Design as the component framework.

Decision — Material Design vs. custom component system

Building a custom component system from scratch for a 5-day sprint would have consumed the entire timeline. Material Design gave the team a complete, tested, accessible component vocabulary — focus rings, touch targets, typography scale, elevation — out of the box. The tradeoff was visual differentiation: a Material-based app looks like a Material app. I managed this by applying Levi's brand tokens (typography, color, logo) as an overlay on the Material structure — so the experience felt brand-consistent without requiring custom component development. The result was testable and implementable within sprint constraints.

Material Design components adapted to Levi's brand
Material Design foundation with Levi's brand tokens applied — typography, color, and component decisions documented for the development team.

Day 4 — Test

Usability sessions were conducted with Levi's promoters using a think-aloud protocol. Participants navigated three primary flows: finding product information, logging an incident, and checking their profile and schedule.

Two findings changed the design before handoff:

  • Terminology on the incident form was misunderstood. The label "Report an issue" was interpreted by two participants as a technical bug report, not a sales floor incident. Renamed to "Log an incident" — one word change that eliminated the ambiguity entirely.
  • The profile section had too much information above the fold. Promoters navigating to their schedule scrolled past it because the priority ordering placed personal details first. Reordered to: today's shift → store assignment → personal details. Task completion on the schedule check went from 3/5 to 5/5 participants in the refined version.
High-fidelity screens tested with promoters: login, incident logging (renamed from "Report an issue"), and profile with reordered priority — schedule above personal details.

Day 5 — Refine & Hand Off

The two changes from testing were implemented on day 5 before finalizing the handoff package. I delivered: annotated specs for all screens, component documentation with interaction states, asset exports, and a written summary of testing findings and the design rationale behind each decision — so the development team understood not just what to build but why each pattern was chosen.

All Levi's promoter app screens — high-fidelity UI set
Complete UI set: all screens prepared for implementation, including states, annotations, and interaction documentation.

Accessibility

Material Design's accessibility foundation was preserved rather than overridden:

  • Touch target sizing: all interactive elements maintained Material's 48dp minimum — critical for promoters using the app quickly in a retail environment, potentially with gloves.
  • Color contrast: Levi's brand red applied to CTAs was verified against WCAG 2.1 AA thresholds — the brand color met the 3:1 ratio for large text and UI components.
  • Typography legibility: the minimum body text size was set to 14sp — readable in varied lighting conditions in a retail environment.

Scalability

The patterns established in the sprint were designed to extend:

  • The tab-based navigation structure accommodates new sections without structural redesign — add a tab, don't add a new nav pattern.
  • The incident logging form pattern is reusable for any future structured input flow — feedback, end-of-shift reports, or inventory notes.
  • The Material + brand token approach creates a documented system where future screens can be built by developers without a designer involved for every new screen — the rules are in the handoff documentation.

Impact

5
Days from problem framing to validated, dev-ready UI

The sprint produced a prototype tested with real Levi's promoters, two validated design changes from testing findings, and a complete handoff package — all within the sprint constraint. The 5-day format demonstrated that high-confidence design decisions don't require long timelines; they require structured decision-making and well-timed user input.

  • 2 design changes from testing validated before any development investment — the terminology fix and profile reordering were low-cost changes that would have been expensive to fix post-launch.
  • Schedule task completion improved from 3/5 to 5/5 participants after reordering the profile section — a measurable usability improvement within the sprint itself.

What I Would Improve

  • More participants in testing: 5 participants is the standard sprint testing minimum — sufficient for pattern identification but not for confidence on edge cases. With a second round of testing, I'd validate the incident logging flow in more detail, since that was the section with the highest complexity and the most potential for error in a real environment.
  • Longitudinal validation: the sprint validated the concept in a controlled session. What it couldn't validate was whether promoters would actually adopt the tool in their daily workflow. A 2-week pilot with 10 promoters — measuring session frequency and task completion in the field — would provide the evidence needed to commit to full build.
  • Offline support design: retail environments have inconsistent connectivity. The prototype assumed connectivity — a real implementation would need designed offline states for the incident logging flow, which is the one promoters use most when away from Wi-Fi coverage.