
PepsiCo Champions League Season 2 Design
PCL (PepsiCo Champions League) is a seasonal competition running between ~30 North America Pepsi snacks manufacturing sites.
There are four product lines, Doritos, Fritos, Cheetos, and Potato Chips. Each week, sites will play their opponent by comparing their waste scores (total waste/total production) of producing one product. The one with lower produced waste is the winner.
We redesigned the user experience of the season 2 interface to be more professional and engaging experience for viewers and players.
My Role
Team
Timeline
UX Lead, Project Manager
Alice Miao, Yuhan Hu
Sep 2021 - Dec 2021, 12 Weeks
Challenge
Design Process
PepsiCo just finished their first season of the PCL competition. Our team’s goal was to optimize PCL’s user flow and design a more professional and well-crafted interface.
Overview
Research
Why PCL?
The PCL competition aims to help reduce material (raw & finished goods) waste across the entire value chain from seed to shelf.
Season 2 Objectives
“ We want the Season 2 Interface to be professional, just like the ESPN or NFL, where people can check top quarterbacks and leading teams… ”
To achieve the goal of zero waste, PepsiCo launched the PCL’s first season. After speaking with the stakeholders, we learned that they desired a more professional and engaging experience for viewers and players in season 2.
Our goals can be summarized into three perspectives:
Better UX for the league interface
Help manufacture sites reduce waste
Becoming a more Professional Competition
Heuristic Evaluation on S-1 Interface
To begin our redesign process, we conducted a heuristic evaluation of the PCL season 1 dashboard. Our goal was to identify any usability issues and areas for improvement. During the evaluation, we discovered several key issues with the dashboard design.
Research - Product Research
Understand Users
There are two user types in the PepsiCo Champions League. To better undersand their roles, we created two personas.
Solution Space
To target differnt needs of users and achieve the obectives of season 2 design, solutions are proposed to help us direct our design.
Research - User Research
Information Architecture
The PCL S1’s experience is isolated into three systems:
Newsletter are sent by the league manager weekly through email.
Dashboard is used to check weekly result and standings.
Site managers use an excel spreadsheet to store and analyze the waste percentage details.
The new information architecture for the PCL dashboard was designed to create a more integrated and streamlined user experience.
We structured the dashboard into three pages - landing page, competition page, and site page - organized based on different levels of information, from macro to site-specific. This allows users to easily navigate between different levels of information and find what they need quickly.
Design
Wireframes
Convert information architecture into wireframes, which allowed us to visually convey our ideas and identify any issues with the design.
Wireframes are also a great tool for creating easily iteratable and adaptable designs before moving on to high-fidelity prototypes.
Now, the new dashboard has three core pages: Landing Page, Competition Page, and Site Page
Visual System
This design system serves as a reference for our team to maintain a consistent style and save time in the long run. There are four factors that I consider when creating the visual system.
Pepsi Brand Identity
Enhance visibility
Consistent style
Easy implementation
Prototype
Landing Page
Prototype - High Fidelity Design
On the landing page, users can view newsletters, waste reduction tips, and the leaderboard. The navigation bar also allows users easily switch between product lines.
Competition Page
The competition page dedicates to presenting the match results and team standings within the product line, the design focuses on providing users with metrics associated with matches and sites.
Site Page
The site page offers three different views, each providing a unique visualization of waste management metrics. The first view is the weekly performance view; the second view is weekly waste trend; and the third view allows users to compare the waste reduction performance with others.
Usability Testing
During the process of creating prototypes, we kept iterating and created various variants. To decide which variants work better from the users’ perspective, we decided to conduct Concept Tests.
Concept Tests allows us to make careful changes and make decisions of what elements fit the scenario better. This allows us to construct hypotheses and to learn why certain elements of their experiences impact user behavior.
Evaluation
Improved the navigation with secondary bar and dropdown to allow easier redirecting
Improved the leaderboard with column descriptions and sorting options
Reduced the number of clicks when filtering the week and site users want to view through replacing the carousel design with dropdown
Next Steps
The interface design can be further improved and implemented as a live webapp, and then more usability tests, such as heatmap and clickstream analysis can be conducted to see if some of the features are not commonly used or lacks discoverability.
As the S2 will start in Jan 2022, it is excited to see our design is adopted and improving the experience of the ~30 PepsiCo North American production sites workers and managers. As the season proceed, maybe more waste metrics are discovered and they can be further implemented to help site managers adopt strategies to reduce waste.
Deliver
Deliverables
Figma Prototype
Presentation of the design concept and design process
Demo of the High-fidelity interface
Visual design system for the PCL S2
Main Takeaways
After working with PepsiCo Team on this project, I learned that research fuels insights that are critical to making design decisions.
Working across data scientists, engineers, and managers allows me to learn that communication is key to understanding user goals and needs. Proper use of different UX research methods to make proper improvements to my design.