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POAP Studio · 2023–2026

POAP Passport

From branded collectible hunts to a configurable phygital experience platform.

  • Platform
  • Configurable systems
  • Backoffice
  • 20+branded deployments
  • 3products in one system
  • V1 · V2launched, in production

The same screen, three brands

The Mantle Passport: a pale collection screen grouped into Sozu Haus and Mantle
The Explore Cannes Passport: a deep blue collection screen grouped into Events and Points of Interest
The Toledo Museum of Art Passport: a black collection screen grouped into TMA and Exhibitions
Same layout, same components, same state language. What changes is the identity and the way each client chose to group its collectibles.
Role
Sole UX/UI Designer
Timeline
2023–2026
Status
V1 and V2 launched
Scope
Information architecture · User flows · Interaction design · UI · White-label system · Backoffice logic · Handoff
01

The problem

Why a reusable system was needed

POAP Studio initially built tailored collectible hunts for individual brands and events. The first Passport front-end started from a detailed product brief and a set of basic wireframes defining the main user-facing sections. I designed that interface and proposed improvements to the initial structure. In parallel, I conceptualised and designed the backoffice from scratch: the product that would let the team configure and build Passport experiences without developing each one as a bespoke implementation. As requirements diversified, that backoffice, the participant platform and a white-label framework became the three pieces this case follows, from a backoffice decision to a system behaviour to a participant outcome.

The challenge was never to make each Passport look different.

It was to stay legible for both participants and administrators while each activation differed in branding, rules, collection structure and rewards.

02

The first build

V1: establishing the participant model

The first version, built through 2023, focused on branded collectible hunts. Participants could join a Passport, discover available collectibles, track progress, unlock benefits and compare progress through leaderboards.

Decision 01

Make the three states readable at a glance, in any brand

The tension

A hunt is only legible if a participant can see the whole set at once: what they hold, what is still within reach, and what has closed. That is what the collection grid is for, and it is where progress gets read. But at grid size there is no room for a label, and every brand supplies its own artwork, so whatever separates the three states has to survive being drawn by somebody else.

What I chose

I gave the states a visual language rather than a label. Collected renders in full colour with a tick. Available renders in colour with a blur, so it reads as something still out of reach. Missed drops to black and white. A brand can inherit that language and get correct states for free, or upload its own image per state when it wants the control. Either way the grid stays readable, and the detail screen behind each item carries the rest: what a collected item unlocked, when and where to get an available one, and why a missed one is closed.

The collection screen with All, Collected, Missed and Available filters
Collection · the state model participants learn first.
A collected item, showing which benefits it unlocked
Collected · and what it unlocked.
An available item with its date, location and a map
Available · when and where to get it.
A missed item explaining that it is no longer available to collect
Missed · a dead end, explained.

Benefits were the reason to collect. The requirement list on the benefit and the redemption moment are the two halves of that promise, so they were designed as a pair, not as separate screens.

The Musée d'Orsay Private Tour benefit, locked, with its rule and the two collectibles it needs, one of them still missing
The same benefit once redeemed: a QR code, the time and entrance to show it at, and a map of the Musée d'Orsay
03

Constraints

What broke as requirements grew

The limitations of V1 came out of running it. Some a brand asked for directly, in the middle of planning an activation. Others we inferred from what had already happened: where participants stopped, what an administrator kept getting wrong, what a client asked us to do by hand because the product could not do it yet. A few were our own, added because we wanted the platform to reach further than the projects in front of us. Most were not.

  • Customisation was insufficient for increasingly diverse brand identities.
  • Collections needed richer internal structure and categories.
  • Benefit logic needed more than simple requirements.
  • Rewards required stock, multiple types and more flexible unlock mechanisms.
  • Some projects required bespoke implementations outside the standard product.
04

Scaling up

V2: scaling configurability

In 2024, V2 turned Passport from a hunt template into a configurable platform. Three things that had been fixed became variables: how a collection is grouped, what a benefit depends on, and what a reward is and how many of it there are.

The MetaMask rewards list: two unlocked rewards with stock counters at 273 of 400 and 27 of 130, and a locked head scarf marked sold out

Decision 02

Make requirement logic readable instead of hiding it

The tension

Benefits could now depend on any combination of collectibles: all of them, some of them, or at least one. Expressing that in an interface usually turns into either a hidden rule or an unreadable formula.

What I chose

I put the rule on the benefit itself, as a checklist the participant can verify item by item. The sentence above the list states the logic in plain language, and each row carries its own state. One pattern renders every combination the backoffice can produce. V3 later added mandatory items, a rule that pins specific collectibles instead of counting them, and the checklist did not have to be redesigned to take it: the mandatory one gets a badge of its own and a plus sign separates it from the ones being counted.

A benefit that needs at least three of four collectibles, shown unlocked with all four held
at least 3 · unlocked
A benefit that needs all five collectibles, shown locked with three of them held
all of them · locked, two short
A benefit that needs one specific collectible plus at least three others, shown locked because the specific one is missing
one required plus any 3 · locked · added in V3

The V2 collection: each collectible inside a card with a written state banner and a date, two per row
V2 · a container around every collectible
The V3 collection: the collectibles larger and on their own, three per row, state carried by colour and blur
V3 · the frame gone, the artwork bigger
Harpie in V2, Mantle in V3. Two different clients, because most Passports were built for one event and did not outlive a version change, so what is being compared here is the density and not the palette.
05

The core of the system

Configuration → behaviour → participant outcome

The backoffice and the participant product are not two sets of screens. An administrative decision creates a system behaviour, which produces a participant state. Designing that chain is the actual work.

System model

  1. Organisationwho owns it
  2. Projectone experience
  3. Setup & brandingreusable variables
  4. Collectibleseligibility, timing
  5. Benefitsunlock logic
  6. Participantstate and progress

Administrator chooses the unlock logic

Participant gets a checklist

The same rule rendered for the participant: one named collectible, then at least three of the rest
Left: the administrator picks Some of them, types 3, and ticks that some are mandatory. Right: the same rule as the participant reads it, one named collectible and then at least three of the rest. The interface never shows a formula.
Backoffice configurationSystem behaviourParticipant outcome
Branding, fonts and mediaReusable visual variables and assetsA Passport that reads as the client’s own product.
Collectible, category and availabilityPlacement, state and timing rulesCollected, available or missed.
Benefit requirementsAll / some / at least one; mandatory itemsA locked or unlocked reward with visible progress.
Inventory and redemptionLimited stock and redemption statusAvailability, urgency and claim state.
Location or collection methodPermission, validation and error handlingThe right claim flow, and its edge cases.
Every white-label variable in one panel: logos, background and text colours, icon and highlight colours, button styles, and the font, chosen from Google Fonts or uploaded as a custom file.

Decision 03

Make collecting feel like receiving something, not filing a form

The tension

Underneath, claiming a collectible is a transaction: identify the person, check they are eligible, write a record. Every literal version of that flow looks like a form, and a form is the wrong feeling for something a brand is handing you at an event you chose to attend. The audience made it harder. Most people collecting had never held a digital collectible before, and a flow that confused them did not get a second attempt.

What I chose

I built the claim as a reveal rather than a submission. The collectible is the largest thing on the screen before anything is asked of the participant, the request for an email or a wallet comes only once they want it, and the language stays on what they are getting rather than on the machinery behind it. The same flow carries every collection method underneath, so a brand can change how eligibility is checked without the participant meeting a different product.

The claim page as specified, with every brand-supplied slot marked
As specified · the slots a brand fills
The same claim page as the Digital Collectible of Paris 2025
The same page, for Paris 2025
The last step of the configuration model: an editor that puts the preview beside the controls, so a client never has to imagine the consequence of a setting. POAP Studio specified it and never built it, which is why the preview here is empty. It was not discarded work. When Experience needed a backoffice, engineering built it on this editor's visual framework, which is where chapter 07 picks up.
06

Edge cases

Where the happy path runs out

Collecting an item means claiming it, and every claim runs through the same flow: prove you are allowed to have this, then hand it over. Location verification is the version worth showing, because almost none of it is the happy path. It has to explain why the browser is about to ask for a permission, handle the asynchronous check, and give a useful answer in every way it can fail.

Location check in the claim flow: rationale, native browser permission, checking state, success, out-of-range, permission denied and verification failure. Scroll the board sideways.
07

Unification

Experience: unifying Passport and minting journeys

By 2026, Passport and the standalone Minting Journeys, POAP Studio’s name for a claim flow sold on its own, had become deeply interdependent but were still configured through separate tools. I designed the information architecture and low-fidelity flows for a unified product called Experience, combining claim pages, collections, benefits, branding and distribution into a single administrative model.

The rules underneath it were genuinely complicated: what a benefit depends on, which collectible belongs to which collection, who is allowed to change what, and how far a client should be able to bend any of it. Modelling that was not the hard part. The hard part was that three completely different people would have to use the same model.

One activation, both products: the Passport above, the standalone claim flow below. Same system underneath, two separate tools to configure them. That is the surface Experience had to merge. Scroll the board sideways.

Product model

  1. Minting Journey
  2. Passport
  3. Shared configuration
  4. Experienceone project, one model

Decision 04

Show each role only the complexity it can carry

The tension

Experience had to serve three audiences with almost nothing in common. We ran the platform ourselves and knew every rule in it. The brand's senior people had to make decisions across a whole campaign without knowing the system underneath. And the person who actually sat down to build the experience was often the most junior employee on the team, with no technical background at all. An interface that satisfied us would have been unusable for them. One that was safe for them would have made the platform useless to us.

What I chose

I made complexity conditional on the role instead of flattening it for everyone. SuperAdmin, which was us, sees the whole model. Admin gets the decisions that span a campaign, with real flexibility to set rules, but without the internals that only matter to whoever operates the platform. Editor gets the filling in: which collectibles exist, the copy, the branding. Nothing is taken away at the lower levels, it simply is not that role's problem, so anyone with the knowledge to go deeper can still reach the furthest level of customisation.

Organisations
Projects
Project set-up
08

Evidence

Selected outcomes

These are outcomes from individual implementations, not one aggregate metric. Participants, collectors and redemptions are not interchangeable, so each figure stays attached to its own experience. They are four of more than twenty deployments, a sample rather than a total.

Administrators did not have to wait for someone like me to tell them whether an activation had worked. I designed the metrics view that came with every project, so the people running a Passport could read their own numbers and export them.

The project metrics view: total users, active users and conversion rate, a visitors chart over six months, and tabs for collectibles claimed, collection activity and benefits
The measurement layer as designed: totals, an activity curve, a breakdown per collectible and per benefit, and a CSV export. The figures shown are placeholder content from the specification, not a real activation.
200
new users in one day
Harpie @ EthCC 2024 · Passport V2
580+
participants and 700+ benefit redemptions
MetaMask · Find the Fox · Passport V2
600+
collectors across Arbitrum experiences
Arbitrum · Passport V2
65%
of attendees visited at least two stations
World of Women Gala · Passport V1

Figures come from the project evidence supplied by POAP Studio and are attributed individually. Where a metric definition is uncertain it is validated before publication rather than rounded up.

Across selected implementations, Passport supported product onboarding, event participation, city exploration and community engagement. There have been more than 20 direct deployments, including MetaMask, Cannes, Mantle, Merge Madrid, Mercedes-Benz Consulting, Arbitrum, Toledo Art Museum, BASF, Shell, Linea, ENS, Bayer, VIVA Technology and WWF.

09

Reflection

What I would carry forward

Scalable UX needs more than reusable components.

As the platform grew in complexity, I learned that it also requires clear ownership, documentation, design governance and regular implementation reviews to preserve interaction consistency as the system evolves.

That is why the customisation guidelines exist: a written contract with clients about images, fonts and colours, so the system stays coherent when someone else configures it.

A page from the Passport customisation guidelines marking the brand logo and full-bleed image slots on the welcome screen
A page from the Passport customisation guidelines specifying the 9:16 header image and the 500x500 collectible image, with the collection screen's category structure

End of case

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

Next case · 02 · CartierTime Shaper ChallengeBusiness rules translated into actions, achievements, points, rewards and two leaderboards.