
Timeline
March 2023 – Jan. 2024
Role
Senior Product Designer (B2C)
My contribution
Discovery
Ideation
Prototyping
Visual Design
User testing
Team
1 x Product Manager
2 x Product Designers (B2C/myself + B2B)
1 x User researcher
1 x UX Writer
3 x Frontend Engineers
2 x Backend Engineers
2 x QA Testers
An opportunity aligning with the company’s mission to ‘Get people out more’
A ticketing ecosystem typically includes the ticketing company (like DICE), event organizers or partners, venues, artists, and fans. Post-pandemic competition highlighted two critical issues for DICE:
Partner requests and lost contracts indicated that offering additional products could enhance both partner revenue and the value DICE provides;
Pressure from investors to reach profitability and reduce reliance on funding made it crucial to explore new revenue streams.
This led to the hypothesis that offering non-ticket products could enhance partner revenue and event volume, increase fan satisfaction, while helping DICE diversify its revenue streams.
As a greenfield initiative, we initially faced more questions than answers, especially in defining 'additional products', which could encompass a wide array of offerings. During the discovery phase, I collaborated with the second Product Designer on the team, Belen Poyo, who focused on Extras for DICE’s B2B platform.

More questions than answers
Starting with a blank slate, we encountered more questions than answers, particularly around defining ‘additional products,’ which could span a wide range of offerings.
Competitor landscape is uninspiring
We found other apps’ extras purchasing experiences to be generic and underwhelming. This highlighted the opportunity to create a distinctive, engaging version that could differentiate us.

Navigating choices
To manage the variety of possible extras, we mapped and ranked them with input from the PM, Client Success and Engineering teams. ‘Experiential’ extras like VIP passes and meet & greets were promising due to:
Simpler design and build;
No need for physical fulfillment;
Enhanced fan experience.

Insights from three perspectives
Our research highlighted key insights from different perspectives that influenced the direction:
A partner survey confirmed interest in selling experiential and merch items alongside tickets;
Fan interviews revealed experiential extras to be perceived as off-brand for UK fans but very appealing to fans in the US;
Business data indicated the need to prioritize the US market and increase event offerings there.
My early attempts to explore integrating ticket and extras purchases in a single flow were blocked by backend limitations. Furthermore, issuing separate QR codes for extras and tickets proved unfeasible with our third-party scanning solution.
Given our findings, we determined that our focus would be on:
Selling ‘experiential’/ digital extras only, through select US partners;
Available to fans with the DICE app who have already purchased tickets;
Tying extras to tickets and claiming them upon entry to eliminate the need for a separate QR code.
A visual and interactive exploration journey
Since purchased tickets and extras needed to be somehow linked together, two sections within the app's information architecture emerged as ideal candidates for integrating the extras purchase flow:
The Ticket List screen, where users view their purchased tickets;
The Ticket View screen, which generates the QR code for ticket activation.
I began exploring ways to integrate a new element within the ‘ticket stub’ to highlight the availability of extras.
A touch of branding wizardry before the full release
I collaborated with DICE’s in-house Creative team and briefed the external agency Animade to reimagine DICE’s logo, ‘The Fan’, in multiple new directions. This led to bespoke animations that enhanced specific extras, while strengthening the company’s branding.
Retrospective
Next steps
Testing the flow with a larger number of partners;
Exploring the integration of the extras purchase flow on the DICE website;
Continue expanding the offering by eventually including merch items as part of trial initiatives.












