All case studies

Design critique · 2025

Dunkin’ Rewards.

The design, and hidden psychology, of Dunkin’s mobile rewards.

Role
UX researcher
Type
Individual, school
Platform
Mobile app
Tools
PowerPoint
Timeline
1 week
Three screens of the Dunkin’ Rewards app

The question

How does a rewards screen shape what people buy?

This critique focuses on the Dunkin’ app’s rewards system: how its interface design, visual hierarchy and gamification influence behavior, and why that matters. Rewards systems shape how people spend, and they reinforce wider social patterns too.

  1. Positioning. Where rewards live in the app, and how prominent they are.
  2. Visual hierarchy. What the eye is drawn to first, and what that encourages.
  3. Gamification. Progress bars, locks and collections that turn buying into a game.

The critique

Locked rewards aren’t unique to Dunkin’. They’re an industry standard.

To put Dunkin’s system in context, I compared it to Starbucks, Domino’s and Burger King: apps with similar audiences, business models and use cases.

Locked rewards and progress-based incentives are a shared pattern. Starbucks uses stars with thresholds. Domino’s uses a threshold framed around order frequency. Burger King, like Dunkin’, leans on locked deals that push people to buy more.

Widen the lens to McDonald’s, Popeyes and Crumbl, and it’s even clearer: rewards are used across fast food to encourage habitual spending.

  • Slide: competitive analysis of Starbucks, Domino’s and Burger King
  • Slide: locked rewards across Starbucks, Domino’s, Burger King, McDonald’s, Popeyes and Crumbl
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The open question

Where’s the line between good engagement design and manipulation?

And how might different users, like older adults or children, experience this system in very different ways?

View the full slide deck (PDF) ›