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04 / Retail · Mobile

Designing a digital
companion for a
physical space.

Loyalty system, in-app services and a home screen built for episodic visits — turning millions of anonymous footfall visits into a measurable relationship. 2.4× retention uplift, 34% service adoption, 79% scan completion.

Role Lead Product Designer
Client NorteShopping
Platform iOS · Android
Scope Loyalty · In-app services · Home

NorteShopping receives millions of visits every year. Before this project, none of those visits left a persistent digital trace — no signal of who came, what they did, or whether they'd return.

The mall knew its footfall. It didn't know its visitors. Every retention effort reset to zero after each visit.

Sole designer alongside a PM and a small engineering team — high autonomy, no design review layer.

Three decisions shaped the product:

/ 01

Defending the home screen

Positioning the home screen against commercial pressure for promotional content.

/ 02

Structuring loyalty for episodic users

Structuring a loyalty system that works for users who visit once a month.

/ 03

Removing a sponsored feature

Removing a sponsored roadmap item that didn't justify its complexity.

Three patterns emerged consistently from visitor interviews and behavioural data.

Intent-driven sessions

Users open the app with a specific goal, usually already inside the mall. Median session: under 90 seconds.

Invisible loyalty

The moment reward mechanics required explanation, engagement dropped. Effort exceeded perceived value.

Episodic baseline

Most users return infrequently with no memory of prior sessions. Flows that penalised absence were broken by design.

Operating filter

If a task needed more than a few steps, simplify it. If a feature needed explanation, it wasn't ready.

The product needed to support multiple user intentions without exposing that complexity to users. Reducing scope wasn't the answer; organising it structurally was.

Benchmarking clarified where the product had a genuine advantage: connecting physical behaviour to digital value through reusable service patterns. Everything outside that space was a distraction.

One cut required defending directly. A location-based notification system had named stakeholder sponsorship. The argument wasn't technical — it was product: expected lift didn't justify complexity, and the freed capacity would compound into better outcomes on flows users were already using.

✕ Cut from roadmap
Location-based push notifications

Named stakeholder sponsorship. Expected lift didn't justify complexity. Freed capacity reinvested in flows users already used.

Presenting that case to someone who had backed the feature isn't comfortable. The argument has to be airtight. It came off the roadmap.

Loyalty as infrastructure, not as a feature.

A flat earn-and-redeem mechanic has no way to drive the second action. Levels do — and the second action is what compounds into retention.

Ganha · Loyalty

Receipt scanning,
levels and rewards.

Ganha — receipt scanning, progress tracking, levels, rewards — was built as infrastructure, not a feature.

There was pressure to flatten it: earn points, redeem rewards. The pushback was data-driven: users who completed a second scan within 30 days returned at dramatically higher long-term rates. A flat system had no mechanism to drive that second action. Levels did.

Scan completion reached 79%, up from 58%, after removing ambiguous error states.

Home · Orientation

Orientation,
not a showcase.

The business wanted the hero area for campaigns. The data said otherwise.

Median time-to-first-tap was under four seconds. The most common first action: navigation to a specific store or service. Promotional content wasn't just ignored — it was friction on the critical path.

The argument to stakeholders was a conversion one: anything delaying time-to-value was costing engagement, not adding it.

The home became structured around state — what the user has done, where they are in Ganha, what makes sense now. Campaigns got a dedicated module. The critical path stayed clear.

Services · Reusable pattern

A pattern designed
to scale.

Every service — stroller rental, parking, cabin booking — follows the same logic: discovery → selection → scheduling → confirmation.

Five services launched at go-live. Three more added post-launch, each requiring less time than the last. By six months, in-app completions represented 34% of total service requests across the top three offerings.

We shipped confident the mechanical risks were solved. What we underestimated was surface area.

First-scan activation came in below projection — not because the flow was broken, but because Ganha was invisible until users were already deep in the app. The fix wasn't a redesign. It was placement.

The lesson

Finished didn't mean functional. It meant findable.

That distinction reshaped how subsequent features were evaluated.

Designing for episodic use
wasn't a constraint.

It was the design. Users returning after four-week gaps completed their first task at nearly the same rate as weekly visitors.

2.4× Retention uplift

60-day return rate for users with at least one level advancement.

34% Service adoption

Share of total service requests completed in-app, top three offerings, six months in.

79% Scan completion

Up from 58% after removing ambiguous error states in the receipt flow.

8 / 5 Services shipped

Five launched at go-live, three more added post-launch on the same pattern.

/ 01

Episodic users are the design.

If most users return infrequently with no memory of prior sessions, any flow that penalises absence is broken on day one. Designing for the four-week gap turned a constraint into the product's structure.

/ 02

Loyalty needs a second-action engine.

Flat earn-and-redeem mechanics have no way to drive the next step. Levels did — and the second scan within 30 days was the leading indicator of long-term return.

/ 03

Cutting scope is a product argument, not a technical one.

Removing a sponsored feature meant building the case that freed capacity would compound into better outcomes elsewhere. Uncomfortable, but the only way to defend a focused roadmap.

/ 04

Findable beats finished.

A flow that works but lives three taps deep is a flow that doesn't exist. Activation is a placement problem more often than a design one.