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Bradcoin·MSc project·Mobile·Fintech

A campus rewards app featured in The Telegraph

Bradcoin is a campus rewards concept for the University of Bradford: students earn tokens for verified participation in clubs and societies and spend them with campus vendors. I led the project, designed the mobile app and wrote the whitepaper. The work was featured in The Telegraph and is used by the university as a benchmark for future fintech students.

Role
Project lead & product designer
Timeline
MSc Financial Technology, University of Bradford
Team
4: Nathaniel (lead, app, whitepaper), Ribin (logo, app), Ali (research), Sarah (regulation, privacy, ethics)
Platform
Mobile app + token system

Case study

Student participation and rewards

A society directory and mission cards that show students exactly what to do and what they'll earn.

  1. Before: voluntary participation
    1. 1Find club through campus channels
    2. 2Choose to join or attend
    3. 3Participate in activity
    4. 4No redeemable reward

    Fig. 1 Only 6% took part

    Student-union data showed about 6% of students joined extracurricular activities.

  2. Student participation and rewards: Start with names students know

    Fig. 2 Start with names students know

    Discovery begins with a searchable directory of real societies, not an abstract rewards menu.

  3. Student participation and rewards: Make the reward concrete

    Fig. 3 Make the reward concrete

    Each society lists specific missions, like joining, inviting or taking part, each with a visible token reward.

  4. Fig. 4 Earned, not promised

    Tokens are credited only after participation is verified, and pending rewards look different from ones ready to spend.

  5. After: earn through verified activity
    1. 1Register and link wallet
    2. 2Find society in Mining
    3. 3Choose and complete activity
    4. 4Verify participation
    5. 5Allocate Bradcoin reward

    Fig. 5 The new flow

    Register, find a society, complete an activity, get verified, receive Bradcoin.

  6. Fig. 6 Led end to end

    I led a team of four, designed the app and wrote the whitepaper.

Read the full write-up

Problem

Student-union statistics showed only about 6% of students took part in extracurricular activities. Low participation limited the reach of clubs and societies, and students' chances to build skills through campus life.

The design had to make activities and their incentives understandable, while making sure rewards depended on verified participation. Discovery alone wouldn't complete the earning journey.

Hypothesis

If students can discover societies, see specific activities and understand the rewards attached, they'll be more likely to take part.

Linking tokens to verified activity makes the incentive traceable, and campus redemption gives it a practical purpose. The hypothesis is about participation and continued engagement — not speculative interest in a token.

Goals

  • —Increase extracurricular participation and connect campus involvement to rewards students can use.
  • —Project-level ambition: raise participation from about 6% to 50%.

Measured by: Society-discovery task completion, progression from viewing a mission to verified participation, and successful reward allocation — with repeat participation tracked separately.

What I did

  1. 01We used student feedback and engagement analysis to shape the activity and reward model. Ali ran and analysed surveys supporting the mining tasks and feasibility.
  2. 02I designed the mobile interface around society discovery and mission selection, connecting the visible earning experience to the registration, verification and token-allocation workflow.
  3. 03The team refined the mining model and app flow together through brainstorming, testing, re-testing and reviewing each other's work.

My role

I led the project, designed and developed the mobile app interface and wrote the full whitepaper — connecting the product narrative and system workflow with the student-facing experience.

Ribin designed the logo and co-developed the app. Ali led student research and engagement analysis. Sarah reviewed regulatory, privacy and ethical considerations.

Solution

A searchable society directory leads to a page of activities for each society. Mission cards pair specific actions with visible token rewards — registering as a member, inviting someone, joining a campaign.

Rewards are allocated after participation is verified, and the interface shows available activities and potential rewards before students choose what to do.

Key decisions

  1. 01Start discovery from recognisable society names and a search box.
  2. 02Show missions as individual cards with an action and a reward value.
  3. 03Tie reward eligibility to verification, and show “awaiting verification” separately from tokens ready to spend, so choosing a mission never looks like an instant credit.

Trade-offs

  • —A general “get involved” appeal communicates value but leaves the reward vague. Activity-specific missions make actions and incentives explicit.
  • —Incentives can encourage reward collection rather than real participation. Verification handles eligibility; repeat attendance and meaningful involvement are what to examine for long-term value.

Validation plan

  1. 01Survey interest and team testing gave evidence for the concept — not yet post-launch participation growth.
  2. 02Feature validation: students find a society, identify an activity and its reward, and explain what must happen before tokens are credited. Interrupted handoffs, pending verification and rejected participation are tested as separate scenarios.

Outcome and next steps

Delivered the mobile interface, whitepaper, activity-based reward model and a workflow linking participation to token allocation. The project was featured in The Telegraph and adopted by the university as a teaching benchmark.

The 6% baseline and 50% objective describe the intended change; claiming it would need verified participation data after implementation.

The earning experience had to explain both what students could do and how that activity became a reward. Discovery and mission cards handled the first part; verification and allocation the second.

Next, I'd make the transition between those stages explicit — especially when students leave the app to do an activity and come back before the reward is ready.

Results

featured for its UI/UX design
TelegraphTelegraphfeatured for its UI/UX design
participation ambition
6% → 50%6% → 50%participation ambition
for future fintech cohorts
BenchmarkBenchmarkfor future fintech cohorts

Bradcoin was featured in The Telegraph for its design, and the University of Bradford now uses it as a benchmark for future fintech students.

Want the full story? Ask me for a walkthrough.

“His work on the Bradcoin project provided foundational proof of concept for the university's hands-on learning initiatives. The architecture of his project is exceptionally strong, and we are utilizing it as an active development resource and benchmark for future fintech students.”

Sherena HuangProfessor, University of Bradford

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