PlayQR

Wait time turned into a game, and the game turned into retail stores' honest source of customer data.

PlayQR mark: a game controller drawn out of pills and QR fragments inside a white circle

Client

Tata 1mg

Industry

Healthcare retail · Game design

Timeline

6 months

Team

2 Members

My roles

Strategy lead · Designer · Game designer · Researcher · Team lead

Method

Survey · Interviews · Store observation ·
In-store testing

Tools

Figma · Google Forms · Google Sheets · Illustrator

At a glance

A retail strategy project that grew a product

Tata 1mg wanted to move from an online pharmacy to an omnichannel retailer with every health need under one roof. I joined as an off site member of the retail strategy team, and by the fourth phase I had pitched, designed and led the one digital intervention that the physical stores shipped: a gamified feedback kiosk called PlayQR.

336

survey respondents on how people use pharmacies in Indian cities

47

structured interviews across Tier 1 and Tier 2 cities

9

stores observed, with detailed CX journey mapping in 3 of them

3

pilot stores across Gurugram, Delhi and Jaipur ran the kiosk

38%

of everyone who walked into a store played the game

750+

players and feedback entries captured in 21 days

4.3

average store rating, captured at the counter rather than chased later

1.5x

footfall reported by selected pilot stores, among other business metrics

Change the perception from receiving a discount to earning one
The store was already discounting. The game only changed who felt responsible for the discount.
Dead timetwo minutes at the counterPlay15 to 20 secondsWina prize you earnedAnswerthree short questionscoupon by SMS, redeemable at the same store within 21 days

Phase 1

Spatial experience

Store concept model, diverse formats, retail typology and expansion playbook

Phase 2

Branding and communication

Environmental branding, digital touchpoints, brand playbook

Phase 3

Service ideation

Store service model, health kiosk

Phase 4

Consumer feedback: PlayQR

Gamified feedback, self service engagement, data collection.

Ideator, designer, team lead.

Phases 1 to 3: off site member of the 10+ person strategy team. Phase 4: I proposed the project, and led it from concept to in store testing.

01 · Discover and define

Where the waiting actually hurts

The brief was to build the design strategy for an integrated healthcare retail model and deliver 50 pilot stores, covering the complete spatial experience and communication design. Before anyone could design a shelf, we had to know what an Indian pharmacy visit really feels like.

The brief

To create the design strategy for 1mg's integrated healthcare retail model and deliver 50 pilot stores.

Scope. Complete spatial experience and communication design. The pilot focused on Delhi NCR, Jaipur, Kolkata and Dehradun.

My contribution in this phase

As a core member of the strategy team I helped structure the survey methodology, synthesised the findings, and worked on the retail typologies and space ergonomics. This is the work that surfaced long waits and a flat, unengaging counter experience as the two things worth intervening in.

Survey design

Synthesis

Retail typologies

Space ergonomics

Zoning

336

Online survey

How people perceive and interact with pharmacies in cities. 40% female and 60% male, 61% between 18 and 30, 35.5% between 31 and 60. Run on Google Forms.

6

Sections in the questionnaire

Demographics and immediate health issues, medicines, doctors and healthcare, lab tests, awareness around health, and health information and education. Each section asked about source, preference, access, pain points and what the city was missing.

47

Structured interviews

In person and on call, 20 to 30 minutes each. 45% female and 55% male, 75% between 24 and 40. Weighted towards people with chronic health issues or who manage care for a family member.

9

Stores observed

Existing 1mg stores across Kolkata, Gurugram and Jaipur, photographed and audited against the model we were proposing.

3

Detailed CX journeys

Consumer journey mapping in three key stores, Galleria among them: every touchpoint timed, with observations and inferences recorded per customer.

"How often do you visit a pharmacy?"
Survey, n = 336
Very rarely49.4%Once a month38.1%Once in 2 weeks8.6%Once a week3.9%
Nearly nine in ten people set foot in a pharmacy once a month at most. Whatever you want to ask them, you get one chance, and it is while they are already standing there.
Pain points named by interviewees
Structured interviews, n = 47, pharmacies
Medicine availability34%Store timings23%Proximity of stores19%Billing related waiting16%Other reasons8%
Billing was the one pain point a store could fix without changing its supply chain, its rent or its opening hours. That is the one I went after. On the labs and doctors side the same exercise put logistics first at 41%.
"What would make you choose a pharmacy over a supermarket for hair, skin and body care?"
Survey, n = 336, options ranked by how often they were chosen
I prefer supermarketsFinding the exact productTrust in pharmaciesHaving specific needsMore variety
40% come to a pharmacy to find the right product and to trust it. 35% would rather use a supermarket for anything that is not medicine.

89%

prefer buying medicines from a physical pharmacy over an online service, because the order is fulfilled immediately. The remaining 11% choose online for ease and convenience.

This is the number that made the physical store worth investing in at all, for a company known for delivery.

30%

of customers who browse a pharmacy buy something that was not on their list. The counter is not a queue, it is a shelf people are already looking at.

What the research settled

Insight 01

Tier 1 buys time, Tier 2 buys access

Tier 1 residents talked about time and service offerings, and 40% of them measure their health stats or take a proactive approach. Tier 2 residents talked about whether the medicine exists nearby at all, and lean on the pharmacist for advice. One store model could not speak to both in the same voice.

Insight 02

Trust is built at the counter, not on the shelf

"Building trust with the professional is key." People wanted the same doctor, the same pharmacist, an explanation of what they were buying and why. The counter is where that relationship is either made or missed.

Insight 03

Waiting is the only time you have their attention

"Lot of waiting at billing counters." "Only 1 out of two or three counters are open all the time." In store observation confirmed it: customers spend their longest single stretch at the counter top, looking at the impulse shelf, doing nothing.

Insight 04

In a premium market the wait is short, so the moment has to be sharp

At Galleria, a high footfall premium store, transactions were fast and the store was small, so staff had almost no window to engage anyone. Any intervention here had to be self serve and it had to be over in under two minutes.

Zoning ideations
Four zoning options tested against site proportions and the service offerings each site could support.
Four zoning options tested against site proportions and the service offerings each site could support.
Model plan
Lab tests, consultation, booking counter, waiting, RX zone, island displays, main counter, OTC area.
Lab tests, consultation, booking counter, waiting, RX zone, island displays, main counter, OTC area.
Space and ergonomics
Golden zone heights, circulation clearances, and the counter interface. The kiosk mount height came out of this work: roughly 4 feet from the ground.
Golden zone heights, circulation clearances, and the counter interface. The kiosk mount height came out of this work: roughly 4 feet from the ground.
Rabindra Sarani, Kolkata
Rabindra Sarani, Kolkata
Galleria Market, Gurugram
Galleria Market, Gurugram
Sector 31, Gurugram
Sector 31, Gurugram
SFS Mansarovar, Jaipur
SFS Mansarovar, Jaipur

02 · The problem worth solving

A pilot you cannot measure is not a pilot

Fifty stores were being built on a set of design bets. The only way to know whether the bets were right was to ask the people walking through them. The mechanism for asking was a generic five pointer scoring device sitting on some counters, and it was not working.

Customers intentionally skip the form

No time to stand and fill out a lengthy form, and no interest in engaging with it in the first place

People enter incorrect personal details

Avoiding spam mail and SMS from the company, and a sense of privacy that makes them hold back real information

Random and inappropriate feedback

Time pressure to finish and make way for the next customer, and no incentive to fill it in honestly and sincerely

Feedback forms go unnoticed

The form simply fails to catch a customer's attention at all

What was already installed

A generic five pointer feedback scoring mechanism on some store counters. Four things were wrong with it:

· Cumbersome interface

· Often gets missed

· Random scoring

· Too generic to derive any significant insight

I asked to lead the project for designing a better feedback mechanism that could be engaging, and give us the right feedback in this crucial pilot stage.

The ask I made to the business team, which became Phase 4

03 · The concept

Stop giving the discount. Let them earn it.

Every one of those four failures is a motivation problem, not an interface problem. A nicer form would still be a form. The store was already handing out discounts as a matter of policy, which meant there was a reward sitting on the table with nothing asked of the customer in return.

“Since discounts are being provided anyway, why not make the customer feel like they have earned them?”

The reframe the whole project rests on. Same cost to the business, completely different feeling for the customer, and a fair reason to ask them for two minutes and a phone number.

What the model had to do

Draw attention using game elements, so it is not something you walk past

Engage by touch, a real gameplay interaction rather than a tap through

Ask afterwards, so the questions land on someone who is already enjoying themselves

And it had to earn

Correct personal information, because the coupon only arrives if the number is real

Ad placements and promotions, a surface the business could use

An ending on a high note, so the last thing a customer feels in the store is a small win

Constraints I set

Gameplay length

15 to 20 s

Whole interaction

≤ 2 min

Device

13" tablet

Orientation

Landscape

Mount height

~4 ft

Position

At billing

Android, touch enabled, on a floor stand next to the billing counter. Everything else was designed to fit inside these numbers.

The plan I took to the business team

Goal

Design an engaging feedback kiosk that gathers honest and direct store insights from customers, and rewards them for the interaction.

Scope

· Know customer demographics

· Engage them in a game

· Short and quick feedback on the store

· Collect phone number and email

· Offer a long form survey for an extra reward of ₹10,000 a month for the best suggestion

Deliverables

· Design of the application

· Back end data collection and insights

· Kiosk specifications

· Onboarding videos and an active demonstration for pharmacy staff

The team I led

Self, strategy lead and UX

Feedback concept, ideation, game design, application flow, UI and UX, kiosk specification, staff onboarding material

On site lead consultant, Tata 1mg

Data insights and project lead until execution

Application developer, IIT Roorkee

Coding, app development and back end support

Pharmacy staff

Learning the flow, helping customers with queries on rewards and feedback, and pitching it during peak hours

Timeline inside the six months

Conceptualisation

4 to 5 wks

App development and changes

4 wks

Implement and onboard in stores

3 wks

Feedback, changes and iterations

3 wks

Phase 1 concept model, Phase 2 development, execution and feedback, Phase 3 analysis of the data collected and the changes each store should make because of it.

04 · Interaction and game design

A capsule, a truck, and twenty seconds of luck

Tata 1mg began life as an online medicine delivery company, and most people still picture it that way. So rather than invent a mascot, I made the game out of the thing the brand already is: a capsule, being pulled forward by a delivery truck.

The narrative

Every screen is one frame of a delivery

The mint shape on every screen is a capsule. It is being dragged along a red line by a Tata 1mg truck, and its shape changes as you move through the flow: a small bulge at the phone number screen, a full screen of green at the moment of play, then receding to the right as your coupon leaves for your phone. The progress bar is the brand.

The mechanic

A simple mix of control and luck

Pinball inspired. The player chooses the lane the capsule drops from, which is the control. It then tumbles through a maze of pins into one of the buckets, or escapes, which is the luck. Where it lands decides the freebie, offer or discount percentage won. The whole thing resolves in 15 to 20 seconds, so the gratification is instant and the queue keeps moving.

The capsule as a progress bar

Read left to right. The same shape carries you from the attract screen to the coupon.

Number
Confirm
Rules
Play
Feedback
Coupon sent

A kiosk has no scroll bar, no browser chrome and no time for a stepper. The shape of the green is the only progress indicator the screen needs, and it belongs to the brand rather than to a UI kit.

The screens

Nine screens, 13 inch landscape, all of them designed to be readable while standing and operable with one hand holding a shopping basket. English and Hindi are offered from the first screen.

01 Attract
01  Attract
The home screen. Between sessions it flashed "Play to win" in transitioning colours, which is what pulled people over from the queue.
02 Phone number
02  Phone number
The number is the whole business case. It is how the coupon is delivered, how the long form survey reaches them, and how a store learns who its regulars are.
03 Regulations and consent
03  Regulations and consent
One time use, once in 20 days, contact info required, expires in 21 days. The rules sit on the green where the eye already is, and Next stays inert until the first box is ticked.
04 Select a game
04  Select a game
Two games were specified so the kiosk could stay interesting to repeat customers. Only Drop the Pill shipped in the pilot, and the second slot was left visible on purpose.

Reading the board

Control, then luck

The player taps a lane at the top, which is the control. The capsule tumbles through a maze of pins with coral deflectors and lands in one of the buckets, or escapes, which is the luck. Fifteen to twenty seconds, start to finish.

Everything on the board is a low cost item: a face mask, a Dabur Iodex, a strip of multivitamins, a free blood sugar or Vitamin B12 test, or 5 to 20% off. Every offering was cross checked with stakeholders and approved by the business team before it went on a lane.

05 Drop the Pill

GAME

Twelve lanes at the top, a maze of pins with coral deflectors, and the prize buckets along the bottom. Buckets were tuned with the on site consultant so the expected payout matched what the store was already discounting. Everything on the board is a low cost item, and every offering was cross checked with stakeholders and approved by the business team before it went on a lane.

06 Rating
06  Rating
The one question everyone answers. Asked after the win, never before it.
07 What to improve
07  What to improve
Fixed options so the answers aggregate, one free text field so nothing is lost. The same six options are asked twice: what you liked, and where we can improve.
08 Long form survey
08  Long form survey
The deep questions do not belong on the kiosk. The QR and an SMS link move them to the shopper’s own phone, so dwell time at the counter never grows.
09 Coupon sent
09  Coupon sent
The capsule has left the screen. The coupon is on their phone, tied to the store they are standing in, and it expires in 21 days.

05 · From flow to floor

Getting it out of Figma and onto a counter

A kiosk is not a screen, it is a piece of furniture in someone's shop with staff standing next to it. Half of this phase was interaction design, and half of it was specification, training and signage.

User flow
The promise made to the customer, in five steps
Select benefits of choice
Play game and achieve a score
Fill feedback form or survey
Provide the contact info
Receive the coupon code
Behind it sits the full ten step application flow: play button on the active screen, enter phone number, acknowledge the regulations, select one game, read the rules, gameplay, see the score and decide on playing again, answer three feedback questions, give contact info by text or by scanning the QR, and provide additional feedback.

Test, phase 1

36 Tata 1mg office employees

An internal round on user flow, interface and offerings, and the bug fixes that only show up in a real deployment: the SMS service that carries the coupon, and the back end data logs that everything downstream depends on.

Test, phase 2

86 consumers in one retail store

A live store, real customers, real queue. This is where flow issues surfaced that no office test would have caught, and where the analysis reports at the back end were checked against what actually happened on the floor.

Testing with office employees
Testing with office employees
Testing with customers in a selected store
Testing with customers in a selected store
User testing solved most of the flow issues and bugs
User testing solved most of the flow issues and bugs
Designing the testing premise, kiosk stand and danglers
Designing the testing premise, kiosk stand and danglers

Implementation

Danglers set up near the kiosk. Display screens flashed the same message during peak hours.
Danglers set up near the kiosk. Display screens flashed the same message during peak hours.
Training the staff by making them play
Training the staff by making them play
The kiosk in the first store, Huda City, Gurugram. Always on, flashing “Play to win” in transitioning colours.
The kiosk in the first store, Huda City, Gurugram. Always on, flashing “Play to win” in transitioning colours.

The part that is not a screen

Staff onboarding

Training meant making the staff play it first. After that they could operate the app, pitch it to customers, and keep track of which discounted SKUs were moving.

Attention before interaction

Danglers over the aisle, in game controller and pill shapes, plus the in store display screens carrying the same message at peak hours.

Kiosk specification

13 inch Android tablet, landscape locked, on a floor stand at roughly 4 feet, positioned so that the person queueing at billing can reach it without leaving the queue.

06 · What happened

People played, and then they told us things

The pilot ran in three stores across Gurugram, Delhi and Jaipur for 21 days. The number I care about most is not the footfall lift, it is that 38% of everyone who walked through the door chose to stand at a tablet and answer questions about the shop.

750+

players and feedback entries in 21 days across three pilot stores

38%

of walk in consumers engaged with the kiosk, on average

4.3

average rating of the store experience, captured in the moment

155

long form survey responses, filled later on people's own phones

What customers picked out about the store
Kiosk feedback, number of customers choosing each parameter, out of 750
Store look and feel730Range of products680Lab test availability580Speed of service540Staff interaction515
Store look and feel came first, which is the closest thing the pilot had to a verdict on the spatial work from phases 1 to 3. Staff interaction came last, which is the number a store manager can act on next week.
"Where did you hear about our store?"
Long form survey, n = 155
Saw it in the market45.7%From family or friends31.5%Google19.6%Other3.2%
For a company built on digital acquisition, the strongest channel for its physical stores turned out to be the street outside them. Also from the same survey: 40.2% had tried the in store lab test facility, and 52.7% of respondents were in Jaipur, 25.3% in Gurgaon, 22% in Delhi.

Business outcome

Footfall in selected pilot stores

1.5x

Feedback entries captured

750

Average rating

4.3

Engagement rate of walk ins

38%

Stores

3

Days

21

The idea was presented to investors as consumer centred, design led retail innovation. Customers who played it became natural promoters for the brand, which is a return the feedback form was never going to produce.

What people actually asked for

Verbatim suggestions from the long form survey. This is the material a generic five pointer could never have produced, and it is specific enough for a single store to act on.

“Basic body vitals check up. Health checkup.”

“BMI machine in the store.”

“On spot sample could be collected for lab tests. Membership or something to have better offers.”

“Please sync online pricing with offline store pricing.”

“Better layout of products on racks. Add more homeopathic medicine.”

“Ask for drinking water. Customer friendly for older people and disabled persons.”

“Doctor consultation and doctor tie ups will be beneficial for the growth of the store.”

“Its a good store compared to other healthcare stores. I think you are way ahead of your competitors.”

Feedback forms were being skipped

38% of walk ins played, unprompted, because the reward came before the ask

People entered fake contact details

The coupon only arrives by SMS, so a real number is the price of the prize. A confirm step catches the rest

Scoring was random and unconsidered

Questions land after the win, on a customer who is enjoying themselves, and the average rating of 4.3 came with 750 specific parameter choices behind it

Too generic to derive any insight

Long form questions moved off the kiosk and onto the customer's phone by SMS, which is where the 155 written suggestions came from without adding a second to dwell time

07 · Reflection

What I would defend, and what I got wrong

The decision I would defend hardest

Putting the reward before the questions. Every feedback system I have seen asks first and thanks you afterwards, which makes the customer the one doing the favour. Inverting it cost the business nothing, since the discount was already budgeted, and it changed the entire emotional shape of the interaction.

The thing I underestimated

The back end. Designing the game was the fast part. Streaming the data cleanly out of three stores, keeping the SMS service reliable and making the logs trustworthy was what actually decided whether the idea could scale, and it is the reason the rollout is staged rather than immediate.

What running it taught me

I came into this project as an off site assistant on a 10+ person team and ended it leading a three person build with a client consultant and a developer. The skill that mattered was not visual: it was pitching an idea to a business team, getting an enthusiastic yes, and then being accountable for the number it produced.

Honest limits of this pilot

No control group

The kiosk was never run against a plain feedback form in a matched store, so the 38% is an absolute number, not a lift over a baseline I can prove.

The footfall figure is the client's

The 1.5x came from the business team's own store metrics and is one of several things happening in a new store at the same time.

Only one of two games shipped

Roll the Dice stayed a Coming Soon tile for the whole pilot, so repeat play was never really tested.

If I ran it again

Instrument the drop off

I know who finished. I do not know how many walked up, saw the phone number field and turned around.

Rotate the questions per store

The system already allows it. During the pilot everyone answered the same three questions, when a store could have been testing a new offering every week.

Design the loss state properly

The capsule can escape the buckets. That moment deserved as much attention as the win, and it did not get it.

08 · Where it goes

Handover and next steps

01

Scale with the next wave of stores

The kiosk goes out with the next expansion once the back end data streaming is completely resolved for scale. Everything else, the app, the specification and the staff onboarding material, is already built.

02

Make the questions store specific

During store operations the feedback can be very store specific and changed regularly, so a manager can test a new offering directly with the customers standing in front of them.

03

Ship the second game

Roll the Dice, so that a regular customer who returns within the coupon window has a reason to play again.

04

Feed the insights back into the store design

The suggestions people wrote, in house consultations, a BMI machine, on the spot sample collection, ayurvedic and homeopathic ranges, wellness products, all point back at the service model from phase 3. The kiosk turned out to be the cheapest research instrument the project had.

PlayQR · Turning dead time at the counter into data the store can act on

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