Expedia Group

Building a centralized, cross-brand email communication system

UX / UI
Research + User Mapping
IA
Design Systems
Branding
Visual Design
Project Management
Documentation
Mockups of Expedia Group email templates
Overview
The Team

~ 100 members (across 6 stages) : UX + Visual Designers, Production Managers, Engineers/Developers, Copywriters, Project Manager, Head of Brand + Creative Director, Segment Marketing Managers, SVP of Loyalty + Customer Engagement, Director of CRM Tech + team, President of Expedia Brands

My Role

UX/UI Design - Research and User Mapping, Information Architecture, Design Systems, Branding, Visual Design, Project Management, Documentation

Timeline

1 year (Phase 1)

Expedia Group, the parent company of various major online travel agencies such as Expedia, Hotels.com, and Vrbo, wanted to centralize how all email communications are created, built, and deployed. This project aimed to build a Universal Messaging Platform (UMP) to be implemented across all brands.

Problem Statement + Goal

Expedia Group (EG) did a company-wide reorganization in 2021; many users didn’t know EG operated 12+ brands, so the business aimed to consolidate them into Expedia, Hotels.com, and Vrbo - the brands that provided the majority of EG’s revenue.

This reorg served as a time to reexamine how vital processes within the company were executed and how to improve them. Email communication was high on the list, as travel requires a large amount of complex, data-driven user messaging.

Inconsistent messaging and design was a growing issue due to the large ownership matrix among EG brands and multiple supporting systems. Each domain or line of business (lodging, flight, etc.) created unique versions of similar emails, causing large numbers of irregular communications. A centralized messaging platform was needed to evolve the entire email communication process and improve consistency for both EG employees and its users, which would in turn provide more value to the business and its valued customers.

Example of inconsistent email templates
Goal

Build a Universal Messaging Platform (UMP) to: 1. ensure users receive concise, consistent information they can trust as accurate and relevant to their needs, 2. create a company-wide system that accommodates all email communication needs within EG, and 3. implement an email design system with modules + templates to enable fast self-service creation, cross-brand consistency, and smarter upsell/promotion opportunities.

The desired outcome was to begin deploying all email categories (inspirational, search and shop triggers, transactional, itineraries, etc.) from the UMP.

users / audience

As this Universal Messaging Platform project covered both creating an internal company system and the associated external user system for email communication, there were two user groups - the backend and frontend users.

  • The backend users would be designers (both UX and visual/mockup teams), as well as segment marketing + data team stakeholders who create all email requests. Together, these teams would use UMP as the foundation to deploy all email communications.
  • The front end users would be customers - the travelers. They would receive all emails (marketing, transactional, etc.) from this platform and would benefit from the consistency of a centralized communication system.
scope + constraints

The original project scope was to build a new centralized platform and then “lift and shift” (transfer) batches of existing email communications. Design updates were requested to evolve the system over time, but weren’t the focus of the first phase.

There were a few main constraints:

  • The timeline was short (targeted 6 months)
  • Teams involved were spread across many global time zones
  • There were major branding refreshes in the works for the 3 main brands
  • The project was scoped in amidst the company reorg, posing challenges such as knowledge gaps from team restructurings and siloed workstreams
  • The new platform we'd been advised to to build on was not fully understood from a design or data engineering standpoint

Put simply, the project scope was severely underestimated, and as the gaps appeared, the scope expanded and evolved. It was clear a “lift and shift” tactic wasn’t feasible and would create future issues. The decentralized, inconsistent nature of the current system lacked clear design solutions for many use cases. We needed a holistic understanding so as not to rebuild/transfer unneeded, outdated, or illogical designs.

These challenges were not initially addressed by Senior Leadership teams, likely because it was not fully clear what a large undertaking this project would be. The desire to combine many moving parts, systems, and teams was great in theory, but perhaps more easily said than done in the midst of a simultaneous reorg and rebrand of flagship EG brands.

Within a large business leveraging thousands of emails and data links that would take time to untangle and reduce, a very clear and thoughtful plan was needed. This unfortunately was not 100% the case for this project, causing much of the scope, timeline, and direction to continuously shift over the year.

process
Stage 1 : Research + Define

To fully understand EG’s email categories, I partnered with 2 UX Designers to gather + audit live link examples. We compiled findings into a library, broken down into key modules to understand content types and design structure. We also looked at user flows to learn how travelers interacted with communications.

Grid of email modules from research audit

We got insight into which structures and modules worked for different use cases. We saw that many emails within the same category looked completely different from each other. This was due to how they were generated, when the templates were created, lack of long-term content management, etc. We also found that many of the more data-heavy emails, specifically transactional emails, were too data-heavy to comply with email best practices. The information architecture was dense and complicated, and we noted update opportunities (e.g. using progressive disclosure to link out from an email rather than visually overwhelming the user with info).

Example of two similar emails that are inconsistent

This presented a challenge, since Senior Leadership stressed that a full redesign was not in scope. Since it didn't make sense to transfer obvious flaws, patterns, and designs to a new system where they’d need to be addressed later and might be further built upon, we tried to update pieces in an effective way without huge structural changes. Understanding not everyone was clear on what needed updating, we continued to advocate for our UX team’s ideas and the fact that updating the design system was vital to the success of the project.

Stage 2 : Documentation, Ideation, Wireframing

To further document and evaluate current modules, we created a more comprehensive library to house our work-in-progress Email Design System. Our goal was to translate existing designs into this library using base components from EG’s overarching design system, making it scalable across all of EG’s brands for consistency and simplicity.

We adjusted modules to improve function and usability. We created wireframes + lo-fi mocks of email categories so we could view modules within templates. With Product’s help, we ensured the UX was both visually and logically consistent across channels. We learned that due to EG’s reorg, many teams were siloed and had little insight into other teams; we realized the importance of increased cross-functional communication so the user’s journey would be designed and function as a cohesive experience.

Example of an unbranded email templateExample of an unbranded email template
Stage 3 : Build

With our library in a good place, we worked with the Engineering/Dev teams to build the UMP on the suggested WYSIWYG (What You See Is What You Get) platform. We worked through many info gaps between the Design and Dev teams - Dev didn’t have a full understanding of how modules would be used and how data was pulled in, and they did not have data threads set up for many instances. It became apparent that the platform wasn’t as customizable as we’d been told, and was therefore unable to support our needs.

This drove a pivot in platforms; we worked with the Engineering/Dev teams to transition everything we’d worked on thus far to a new Salesforce platform. We then conducted extensive UAT to ensure everything was coded accurately and was rendering correctly in both Light + Dark modes. Since we were on a short timeline, and since and the amount of research/design restructuring required vs. the actual project scope did not align, we were under pressure to quickly complete this phase.

Graphic of UAT feedback

During the previous stages, we learned some modules were used consistently across all email categories, while others were only used for specific use cases. We decided the more infrequently-used modules could be completed in Phase 2 in order to allow the Dev team to focus on transferring and building the most relevant library pieces.

The result was a fully built collection of the most commonly used modules that we could leverage for deployment of the first batch of emails from the UMP.

Graphic of design system and modules
Stage 4 : Implementation

We were asked to create, build, and deploy our first set of communications from what we now called simply UMP. This phase was scoped to cover transactional emails (itinerary confirmations, refund messaging, etc.) that were less creative and more data-heavy, in order to get a read on the new system and its ability to accommodate varied content + data.

However, during UMP’s development, other teams were creating “One Key” - a singular rewards program between the three major EG brands. This was a main company reorg goal - to make it clear that EG owned all three companies and to allow travelers to benefit across brands. In short, the project scope changed again and One Key was now scoped to be the first series launching from UMP.

I was chosen as Lead Designer for this first implementation phase - I led and oversaw the creation of One Key Beta Launch’s design system structure, UX patterns, and design. This phase was scoped for 6 months (from design to deployment) but due to the sheer volume of email communications, branding implications, and designs/content demands, the launch was pushed out two months to allow for resolving the growing pains of implementing a brand new design system + platform.

Stage 5 : Content + Design

I worked closely on content development + branding with Photography, Head of Brand, and Copywriters/Legal. There was not a main Project Manager coordinating all of the contributing teams, so much of the information gathering was up to my direct team. We worked hard to fill info gaps and educate others on new processes.

Leveraging the Email Design System we'd built, I created and implemented a structured design system + module library to be used specifically for One Key so that loyalty emails were consistent and creative, and so that other designers would have a system to use going forward. I created hifi mocks for emails, facilitated reviews and explained design decisions, and communicated with the Dev + Production teams as needed regarding updates.

Example of a design system library created

Many learnings surfaced, some being points that my UX team had identified in the first stages regarding taking a holistic approach, redesigning modules that had logic opportunities, and apprehensions around designing an entire system without the concrete content and data details that it would later contain.

For the Beta series to accommodate the requested content, we needed to heavily rely on information architecture and content development. Many collaborating stakeholders were SVPs, Directors, and even the President of EG Brands. Everyone was new to UMP and was viewing this phase as a time to ask for everything and anything they’d been wanting in emails.

From a design perspective, we were trying to lean into consistency, simplicity, and best practices that hadn’t been previously implemented. Many stakeholders were hesitant to accept changes and argued in favor of the information/designs they'd proposed, so I had to make many efficiency decisions and constantly defend our design system + strategy. I continuously communicated to everyone involved that we needed to think of this as a larger system building on itself and that each email should be viewed as part of a cohesive, consistent system rather than a one-off creation. We needed clearer design patterns to enable learnability, usability, and consistency - a large piece that was missing from the current user experience.

Mockups of consistent templates used for different brands
Stage 6 : Handoff, Documentation, Onboarding

After a few very busy months working on everything from icon sizing to module formatting to best processes for receiving feedback, we completed the first batch of 15 One Key Beta Launch communications.

I worked closely with another designer and my manager to hand off production files and to walk the Dev team through everything necessary for production. We conducted extensive UAT work once the emails were built to ensure all was done accurately.

After handoff, I worked on:

  • Creating large documentation resources (templates, modules with content + branding, processes, etc.)
  • Compiling multiple libraries for designers and beyond to reference
  • Onboarding my entire department into UMP and demonstrating how to leverage it for different project types going forward
  • Managing + consistently updating the existing design system/libraries we’d created over the last year
  • Mentoring others on a daily basis who needed to learn these processes

There was an immense amount of information provided, learned, and created during this project, and we needed resources for people on all teams to reference and understand the goals and implications of UMP.

Mockups of the One Key loyalty program user flow when joining
Outcome

After many iterations, we achieved our goal of building a well-performing, large-scale centralized communication system that is now scalable across EG brands and can be leveraged by any team needing to deploy an email.

High-level outcomes:

  • We had a strong, functioning foundation in place and could now gather data, continue optimizing the journey, and iterate on our system.
  • A substantial amount of information was documented relating to design and development, available to be utilized as the next phases of UMP progressed.
  • We designed and launched (July 6, 2023) an educational onboarding series for the EG's first cross-brand loyalty program, One Key. This also marked the first batch of emails deployed from UMP.

Observed outcomes (during Phase 2 UMP implementation for One Key General Audience launch and "business-as-usual" projects)

  • Visual designers using UMP on a daily basis to simplify their processes
  • Project Managers shortening project timelines due to the efficiencies created by the UMP system
  • A clear timeline decrease in design to dev handoffs, which proved our goal of increasing efficiency and self-service design successful
Learnings

We uncovered many details of how users experience EG brand communications, their journey from travel inspiration to post-trip, and how to create a more simplified, easy-to-use experience. In a larger sense, we learned that company-wide projects can be a massive undertaking and there’s never a foolproof way to go about things - factors change, so adaptability is key. We also learned that effective collaboration, streamlining processes, and leveraging people’s strengths during crunch-time in order to break things up and meet deadlines are all highly powerful tools.

Personal Learnings

This project was complex in almost every aspect, and it was a huge personal learning experience in regards to new and existing skills.

I learned how to scale my logic and visual design knowledge across multiple intricate systems. This taught me to be vigilant in my documentation, both for myself and for cross-team consistency. I strengthened my collaboration skills and ability to find information sources when they weren’t readily available. Once found, I circulated information to others, ensuring everyone had the same understanding. I mentored many coworkers on processes, branding, Figma, and design systems. I also did many high-visibility review cycles and improved my ability to defend my design decisions.

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