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Cartier · Dec 2025 – Jan 2026

Time Shaper Challenge

Turning a traditional retail sales bingo into a mobile gamification system for Swiss boutique teams.

  • Mobile gamification
  • Luxury retail
  • Rule-heavy systems

The Time Shaper Challenge game board showing levels, points and achievement states
The individual leaderboard showing the participant’s own position and the ranking above them
Role
Sole UX/UI Designer
Timeline
Dec 2025 – Jan 2026
Status
Launched · Switzerland
Scope
Product mechanics · Information architecture · Interaction design · Visual design · Developer handoff
01

Overview

A sales bingo, rebuilt as a system

Cartier had an established sales bingo — a printed sheet used to motivate boutique staff. POAP Studio asked me to rebuild it as a secure, mobile-first system: sales targets translated into achievements, points and levels, feeding individual and team leaderboards and unlocking real rewards. As the sole UX/UI designer, I co-defined the mechanics and rules with the POAP Studio founders, then owned the complete visual and interaction system, while holding a premium, restrained expression consistent with Cartier. It launched within Cartier’s Swiss retail programme in December 2025.

Constraints the design had to hold:

  • Secure access through Cartier SSO.
  • A mobile web experience used by boutique staff on the shop floor.
  • A premium visual tone with restrained brand expression.
  • Parallel individual and team competition.
  • Multiple completion mechanisms and time-based activities.
02

The architecture

From bingo card to engagement system

The key move was to stop treating the programme as a tracker.

I translated the original bingo logic into a system where actions generate achievements, achievements generate points and level completion, and progress unlocks individual or team rewards. The same model also feeds two leaderboards, so staff understand both their personal position and their boutique’s collective performance.

Product model

  1. Activitiesactions, quizzes, timed challenges
  2. Achievementsto do · submitted · completed
  3. Points & levelsindividual, team, bonus
  4. Rewardslocked and unlocked
  5. Leaderboardspersonal and boutique
Home, rules and the guided tour sit alongside this loop: programme context, orientation, and notifications that bring people back.
03

Orientation

Explain the rules before asking anyone to compete

The programme combined sales rules, achievements, rewards, rankings and editorial content. I used a guided tour to introduce the navigation, then made Home the stable reference point for game rules, alerts and Cartier content. That reduced the amount of explanation the game board itself had to carry.

The guided tour introducing the navigation on first use
Guided tour · navigation first.
The Home area with programme content and latest alerts
Home · the stable reference point.
The rules panel listing the programme’s game levels and thresholds
Rules · levels and thresholds, always reachable.
04

Progression

One system, three perspectives

The game board separates shared and personal progression without forcing users to learn a different interface for each mode. The same level-card pattern is reused across All, Team and Individual views, while labels, icons and point values clarify who contributes and who benefits.

One component model · three perspectives

The All view of the game board
All
The Team view of the game board
Team
The Individual view of the game board
Individual
05

States

Making progress and consequence visible

Decision 01

One status language across levels and achievements

The tension

A points system fails the moment a user cannot tell what is done, what remains, and what just changed. With levels, achievements, bonuses and timed activities all in play, four different status vocabularies would have been the natural outcome.

What I chose

I used a single status vocabulary everywhere: to do, done, locked, unlocked. I paired it with progress bars, explicit point values and an immediate success state. Progress, completion and feedback read as one three-step story.

A level screen with a progress bar and a bonus point value
Progress
A completed achievement showing its point value and what it unlocks
Completion
A success modal confirming the achievement and offering a route back into the game
Feedback
06

Incentives

Connecting achievements to rewards

Rewards were separated into team and individual outcomes, with clear locked and unlocked states. Detail pages explained which achievements were required, so a reward never felt detached from the user’s own actions, and the main game board stayed free of every dependency.

Rewards separated into team and individual categories
Team and individual categories
Rewards in locked and unlocked states
Locked and unlocked states
A reward detail page listing the achievements required to unlock it
The achievements this reward depends on

An achievement is completed

A completed achievement showing its point value

The reward it feeds changes state

A reward detail page listing the achievements required to unlock it
The reward page names the achievements it depends on, so completing one is never an abstract point total; it is a visible step towards a specific thing.
07

Competition

Personal rank and boutique rank, side by side

The challenge rewarded personal performance without losing the collaborative objective of the boutique. Two leaderboards showed a participant’s own rank and their team’s position, creating two forms of motivation while keeping one interaction pattern.

The individual leaderboard showing the participant’s own rank
You are #53
The team leaderboard showing the boutique’s position
Your team is #22
08

Breadth

Not every achievement is earned the same way

The system supported timed quizzes, content-based actions and different availability windows, while notifications and profile-level help gave users a way to recover context outside the main progression loop.

A timed quiz entry point with its availability window
Timed quiz entry
A quiz question with single-select answers
Quiz interaction
The notifications list
Notifications
Profile settings with contacts, help and legal
Profile and help
09

Outcome

What launched, and what I can claim

The Time Shaper Challenge launched within Cartier’s Swiss retail programme between December 2025 and January 2026. According to the internal project summary, the experience strengthened focus on sales goals and team dynamics.

Gamification works only when action, progress and reward are legible.

The visual language could feel premium and expressive, but a premium surface cannot replace clear states, legible dependencies and immediate feedback — those had to stay unambiguous underneath it.

End of case

If your product has more rules than screens, we should talk.

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