WorkCase study 02 / 03

Product design · UX strategy · Mobile app

Building Challenger's
student experience

Bringing education pricing, student workshops and useful tech content together in one focused mobile platform.

Role
Lead Designer
Employer
Challenger Technologies
Platform
iOS & Android
Scope
UX & branding
Screens from the Challenger Education mobile app showing its student shopping experience
A dedicated mobile experience for student shopping, learning and rewards

Students needed more than a smaller version of Challenger's retail app.

Challenger wanted to grow its presence in the education sector with a mobile product tailored to students and schools, separate from its main retail platform.

The opportunity was to combine exclusive student pricing, workshops and useful tech content without creating an experience that felt cluttered, transactional or difficult to navigate.

My role

As lead designer, I shaped the product experience and branding, balancing student needs, commercial goals and engineering constraints across shopping, events, content and rewards.

Commerce, learning and loyalty needed to work together without overwhelming students.

The app had to support several distinct jobs: help students find affordable technology, make purchases confidently, discover useful workshops and keep returning between transactions.

Problem statement

How might we combine student shopping, learning and rewards in one mobile experience while keeping each journey simple and relevant?
01

Many needs

Shopping, event registration and content discovery had to coexist in one product.

02

Young audience

The interface needed to feel familiar, lightweight and approachable for students.

03

Beyond purchase

The experience needed to create value even when students were not buying.

The experience was organised around three clear reasons for students to engage.

Rather than treating commerce, education and rewards as competing features, the product connected them through student goals: save on technology, learn something useful and earn value over time.

Goal 01Shop with confidence
Goal 02Learn and discover
Goal 03Build ongoing value

What the product needed to achieve

  1. 1

    Make student pricing easy to access. Exclusive products and offers needed a familiar shopping journey with minimal friction.

  2. 2

    Give students a reason to return. Workshops and practical tech content needed to provide value beyond a purchase.

  3. 3

    Connect activity to rewards. Purchases, event attendance and referrals needed to reinforce a single, understandable membership experience.

Each core journey was designed around a specific student need.

The information architecture separated shopping, learning and account management while using points and rewards to connect them into one coherent experience.

01

Student need

Students needed access to exclusive education pricing without a complicated buying process.

Design decision

Use familiar e-commerce patterns and simplify checkout into clear, progressive steps.

What changed

Students could browse products, choose delivery details and review their purchase confidently.

02

Student need

A product catalogue alone would give students little reason to return between purchases.

Design decision

Bring workshops, practical tech content and rewards into the same student experience.

What changed

The app supported learning and regular engagement alongside commerce.

03

Student need

Shopping, events, points and account management could become overwhelming when treated as separate systems.

Design decision

Organise the product around distinct student goals, with a central profile connecting progress and rewards.

What changed

Students could understand what to do next while keeping their activity and benefits in one place.

Challenger Education app screens presenting the student-focused mobile experience
The app combines familiar shopping patterns with education-focused content and engagement.

Key features across the experience

01

Education pricing

Students could discover exclusive prices on relevant devices and tech products.

02

Simplified checkout

Payment, delivery and order review were presented as clear, familiar steps.

03

Events & workshops

Students could explore free events and register directly in the app.

04

TechZone

Curated articles, product reviews and practical tips encouraged ongoing discovery.

05

Points & rewards

Purchases and event attendance contributed to rewards, gifts and discounts.

06

Profile & referrals

Membership progress, event history, support and Refer & Earn lived together.

Four connected journeys made the platform useful beyond a single transaction.

The experience balanced immediate shopping needs with practical learning and longer-term loyalty, giving students several clear ways to engage with the platform.

Journey 01

Browse products and complete checkout

Student pricing
Journey 02

Discover and register for workshops

In-app booking
Journey 03

Read articles and explore tech tips

TechZone
Journey 04

Track points, rewards and referrals

Central profile

The platform attracted students and generated measurable results within 30 days.

1,525student sign-ups in the first 30 days

The launch demonstrated demand for a dedicated student platform that combined education pricing with workshops, practical content and rewards.

1,525

New user sign-ups in the first 30 days after launch.

$14,200

Total sales generated during the first 30 days.

83

Workshop registrations during the same launch period.