Robin Calvo
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Miniso México & LATAM · MinisoLove · 2019–2022

MinisoLove: a loyalty program designed from scratch and launched in ~200 stores at once

Miniso fans already existed. We gave them a platform: a gamified app with two currencies, one for buying and one for playing, built to bring customers back to the store.

Role

Customer Loyalty Lead and Product Owner: concept, brand, platform selection and national launch.

Scale

~200 stores across Mexico, simultaneous launch in January 2022.

Context

Multi-year design, co-designed with a consultancy with Starbucks Rewards experience; integration of a Canadian gamification platform with the point of sale and the CRM.

Key decision

Bet on engagement as well as purchase, with physical prizes made from unsellable inventory, to bring customers into the store.

+57%

higher average ticket for members versus customers who did not sign up

Sales

1.8M

members in 2025, per published data

Base

133%

of the sign-up target in the first month

Launch

How it worked

Two currencies: MinisoCoins, earned by buying, and hearts, earned by playing and completing missions. Hearts were redeemed in a prize marketplace (products, collections and concerts) picked up in store.

Behind it was an economic model that had to balance: the value of each currency, conversion rates, the probability of winning each prize and its cost.

Operations

Once the launch hype faded, many members stopped registering their purchases. I took the program into the stores: contests between stores, goals tied to their tickets, dashboards for regional managers and MinisoLove as part of their bonus. The program started moving when operations made it their own.

The result

133% of the sign-up target in the first month and a 57% higher average ticket among members. MinisoLove is still active: per published data, it reached 1.8 million members in 2025 and won silver at the 2024 Loyalty360 Awards.

What I would do differently

  • Signing up is not activating. I would design the activation process before launch; without it, the hype leaves a large base of inactive members.
  • Engagement is predisposition, not purchase. The bridge between the game and sales was missing: offers and reasons to buy again.
  • Phased launch. Starting by region would have reduced risk, and IT needed to be involved from vendor selection.

Sources

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