Digital ordering 2.0
Year 2025 Q4
Role Sole Product Designer
Company Thanx
Contribution 1→N · Platform Scale

Selected Work

Thanx Ordering 2.0

Digital Ordering 2.0 is live
Overview

An app should feel like walking into a brand’s best location

Restaurant apps have long been an afterthought: static menus, generic templates, the same screen for every guest. Thanx powers ordering for hundreds of national food chains, and every one of them ran on that same underlying experience.

I spent most of 2025 Q4 on Ordering 2.0, turning it into a platform each brand controls as its own marketing channel: customization through CMS, segmentation and A/B testing, expanded rewards, a reusable gamification framework, and gift cards unified across multiple providers.

What changed

From a static experience to a platform brands keep improving

Ordering 2.0 introduced three core capabilities that transformed ordering from a static experience into a platform brands can continuously improve.

Configure — give brands ownership over their digital experience

Brands can customize homepage layouts, navigation, promotional content, and visual presentation directly through CMS, without engineering involvement.

The CMS homepage editor, and four brands' apps each running their own configuration
Example: CMS content configuration and the homepage variations brands build from it.

Experiment — replace assumptions with measurable customer behavior

Audience segmentation, A/B testing, and versioning allow brands to personalize experiences, validate ideas, and safely iterate without risking the entire ordering flow.

A/B testing an ordering experience against its baseline
Example: Targeting a segment, then testing two versions of the same promo against it.

Extend — grow the platform without reinventing the experience

Built on the same platform foundation, new capabilities like Rewards, Gamification, and Gift Cards can be introduced while preserving consistent interaction patterns across the product.

Configuring a gamification campaign in the CMS, and the campaign live in a brand's app
Example: Gamification added to the platform, set up through the same configuration flow.
Design principles

Designing a platform that can scale

Building that many capabilities into one system meant working from a few principles.

Most requests arrived as one brand's specific ask. The useful question was what problem sat underneath it, and how many other brands had a version of that same problem. Solving the pattern instead of the request is what kept the platform from turning into a collection of one-off accommodations.

Every configuration option is a promise to maintain it, document it, and support it for years. So flexibility had to earn its place: exposed where brands genuinely operate differently, held back where a good default served everyone better. Making everything configurable would have made the platform impossible to maintain.

New capabilities kept arriving, and each one could have introduced its own interaction model. Extending patterns that already existed meant rewards, gamification, and gift cards felt like parts of one product rather than features bolted on at different times.

Impact

Merchants are seeing real results on the platform

Ordering 2.0 is one part of what drives these platform results. Across the platform, first-time guests are 38% more likely to return for a second purchase, and 90% of brands grow digital sales in their first year.

Here’s one of the brands running on it: Oakberry reports first-party sales up 20% month over month and retention up 50%.

Oakberry's app, built on Ordering 2.0
Explore more success stories →