Lift average order value on hownot2.com without discounting the catalog.
Climbing and rigging gear is price-sensitive and the margins don't have room for a sitewide sale. So the lever had to be additive: give people a reason to add one more thing, rather than a reason to pay less for what they already wanted.
What I built
Tiered gift thresholds. The app watches the cart subtotal and unlocks a gift at each tier — the first at $150, scaling up to $1,250 for the store's larger rigging orders. Bigger carts unlock better gear.
A progress cue, not a surprise. Shoppers see how close they are to the next tier while they're still shopping, rather than discovering the gift after they've already qualified. The nudge is the actual product here; the gift is just the payoff.
Server-side validation. Eligibility is applied and checked on the backend, running on Render and AWS alongside the store, so a gift can't end up in a cart that hasn't earned it.
Merchandiser control. The team can change thresholds and swap gifts without a developer — which matters, because the right gift changes with the season and with whatever's overstocked.
What changed
I don't have clean before-and-after AOV data on this one, and I'd rather say that than invent a percentage.
What I do have is feedback that arrived unprompted: customers told the store the tiers were motivating, that they'd added an item specifically to reach one, and in several cases that it was part of why they chose HowNOT2 over a competitor. For a store whose customers are enthusiasts, "this made buying gear more fun" is a real result — and it's the one the merch team heard about.
A tiered free-gift app that shows shoppers how close they are to the next reward. Customers told the store unprompted that it was part of why they bought there.