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How this guide was prepared. Last updated October 2026. It draws on Brandmovers' experience designing and launching loyalty programs, including the Crawl/Walk/Run launch methodology set out here. It also draws on one published case study and one research source, each checked at its source. |
A modular loyalty program launches with a small, fully working core, then adds features in planned phases, with each phase designed from the member data the previous phase produced rather than from pre-launch assumptions.
Some loyalty programs are designed for their third year and launched in their first week. The team builds the full vision (tiers, gamification, segmentation, partner rewards, personalized offers) and decides nothing can launch until all of it is ready. Every design decision is then made before a single member has enrolled, so thresholds, earn rates and features rest on predictions about behavior that nobody has yet observed. McKinsey found in 2021 that "around two-thirds of established loyalty programs fail to deliver value, with many actually eroding value." Designing everything before any evidence exists is one way a program ends up there. Brandmovers' Crawl/Walk/Run methodology is a way to avoid it.
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Big-bang loyalty launches struggle because every design decision is made on assumptions, so the first months of real data often show that some of those decisions were wrong after members have already enrolled on them.
A big-bang launch deploys the full program at once. The team has to set tier thresholds, earn rates, reward catalogs, gamification triggers and segmentation rules before any member behavior exists. Some of those assumptions will be wrong: a threshold turns out to be too high for most members, an earn rate produces no change in behavior, or a partner reward sits unredeemed.
Correcting them after launch is expensive in two ways. There is the direct cost of reworking features already built and deployed. There is also a trust cost: changing a tier threshold, an earn rate or an expected reward after members have enrolled means telling them the program they joined is different, which triggers the notice and fairness issues covered in the terms and conditions guide. The later a wrong assumption is found, the more members it affects.
The alternative is not to wait until every assumption can be proven. It is to launch what the program needs, observe real behavior, and make the later decisions on evidence.
A modular loyalty program is built from independent components that launch in sequence, where the design of each later component is decided only after earlier components have produced member data.
Core earning, enrollment and a basic tier structure form the first module. Segmentation and targeted offers form a second, gamification a third, partner rewards a fourth. Each module works on its own when it is added and adds to the member experience rather than changing what members already rely on.
The distinction that matters is when design decisions are made. In a staged rollout of a pre-designed program, every module is designed before launch and simply switched on in sequence, so later modules still rest on assumptions. In a modular program, the design of module two is not finalized until module one has produced evidence about what it should contain. The modular approach makes its later design decisions before members rely on them, rather than correcting them afterward.
The Crawl/Walk/Run methodology launches a minimum working program (Crawl), adds mechanics designed from its data (Walk), and completes the full vision on the combined evidence (Run).
Crawl includes what the program needs to work on day one and to collect the evidence Walk will need: core earning (points for purchases plus at least one other earn action), enrollment with confirmation messages, a basic tier structure, the primary transaction integration, a branded member portal, and one launch promotion to drive enrollment. Brandmovers' implementation benchmark to build and launch a program is 90 to 120 days (disclosed by Brandmovers); the phase timings below start from launch day. Set Crawl tier thresholds as provisional: announce a first qualification period and a review date, so a later adjustment follows the stated rules rather than changing them.
Crawl leaves out the gamification library, advanced segmentation, secondary integrations such as the email platform, customer data platform and paid media, A/B testing infrastructure, and complex partner rewards.
Three questions decide whether a feature belongs in Crawl:
A feature that gets "no" to all three waits for Walk or Run. The gamification library usually does: the program works without it, it does not block evidence collection, and members rarely miss it unless competitors have made it standard. Advanced segmentation usually does too, and waiting has an advantage, because Walk segments can then be built on real behavior clusters rather than assumed ones.
Crawl is a complete program, not a trial version. Members can earn, check their balance, progress toward a tier, redeem and take part in a promotion. It is scoped for the evidence it needs to collect.
Move between phases when the evidence is in, not when a date arrives. Brandmovers plans Walk for roughly day 60 to day 180 and Run for roughly day 180 to month 12, but these are planning ranges. Triggering Walk on a fixed date, such as "Walk starts at day 90," recreates the big-bang problem on a smaller scale, because Walk gets designed whether or not the data is ready. Small programs, including many B2B channel programs, may not produce enough activity in 90 days for stable rates; set a minimum sample before reading the data, and extend Crawl rather than design Walk on noise. Fund Walk and Run as reserved budget and vendor capacity with a flexible start, so an annual budget cycle does not force a date-based trigger.
Crawl to Walk. Move when four things are clear:
These answers shape the Walk decisions on thresholds, earn rates and segmentation. The KPI dashboard guide defines the metrics.
Walk to Run. Move when three things are clear:
These answers shape Run's gamification, partner rewards and personalization.
Each phase has a defined scope, a list of deliberate exclusions, and the evidence it must produce for the next phase.
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Phase |
Planning range |
Includes |
Deliberately excludes |
Evidence collected |
|---|---|---|---|---|
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Crawl |
Launch to about day 90 |
Core earning plus one extra earn action; enrollment and confirmations; basic tiers; primary transaction integration; member portal; launch promotion |
Gamification library; advanced segmentation; secondary integrations; A/B testing infrastructure; complex partner rewards |
Active member rate; enrollment source; first-to-second purchase conversion; tier progression; redemption; service inquiries |
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Walk |
About day 60 to 180 |
Segments built on observed behavior; a second earn mechanic matched to observed behavior; targeted offers; triggered email; referral if Crawl shows members already sharing |
Full gamification; coalition partners; paid-media audiences; AI personalization that needs more data |
Segment performance; referral conversion; triggered-message engagement; active-rate trend against Crawl |
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Run |
About day 180 to month 12 |
Gamification designed on observed patterns; personalization on accumulated data; partner rewards based on real redemption preferences; unified member profile |
No deliberate exclusions; mechanics that produced no change in behavior are redesigned, not kept |
Lifetime value against a comparison group; incremental revenue; retention against non-members |
The ranges overlap because Walk design starts once Crawl data is readable, which can be before Crawl formally ends.
Protect Crawl scope by applying the three scope questions to every addition, because creep comes from three predictable directions.
A phased launch is the wrong choice when the program cannot launch small without harming members or breaking an obligation, so check these cases before committing to Crawl.
Brandmovers' work with the Idaho Lottery is an example of the relaunch case, where a legacy program's members already existed: the modernized program on BLOYLâ„¢ launched with second-chance promotions and gamification, and site traffic increased over 6X compared to previous years (disclosed by Brandmovers).
Measure the phased approach by whether each phase answers its questions on time and whether the features added in Walk and Run move the metrics they were designed to move.
Crawl/Walk/Run is not a smaller ambition; it is a different order of decisions. The full vision still arrives, but its later features are designed on what members actually did rather than on what the team predicted. The hard part is organizational, not technical: holding Crawl scope when stakeholders, vendors and integration work all push to add more. Which of the features in your current roadmap would you design differently if you had 90 days of member data first?
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Planning a new loyalty program or a relaunch? Brandmovers designs and launches loyalty programs on BLOYL using the Crawl/Walk/Run methodology. Request a demo to talk it through with the Brandmovers team. |