Psngr is a startup based in Netherlands. The Psngr app logs car and bike trips and then generates periodic reports for reimbursement or tax-deduction. I've applied for a Product Design job, and this was the assignment that followed and executed in a weekend.



Our flagship app - Psngr - uses a subscription business model:

1. The user downloads the free app from the AppStore
2. The user has 40 free trips to log per month. The number of free trips appears on the top left.
3. When running out of free trips, or when tapping the free-trip counter, the "Home/Upgrade" prompt
appears on the home screen.
4. Tapping "Upgrade" opens the "Psngr Pro" upgrade page.


Design a new "Home/Upgrade" prompt and "Psngr Pro" page
that will be more appealing to customers.


• Use Psngr Brand identity
• Target audience: typically male 30-50 years old, driving for a living.
• Timing / Trigger - is the prompt shown because the user is running out of free trips, or because the
user explicitily tapped on the "Free trips counter".
• Explore and provide examples apps that you feel provide an outstanging UX for In-App purchasing.


1. Screen mockups of the home screen (upgrade prompt) and "Psngr Pro" upgrade screen
2. Nice to have: more than one screen size
3. Nice to have: examples of apps from your research​​​​​​​


Because of strict Apple Guidelines the iAP process is straightforward in every app: step1 - choose
an option, step2 - confirm with Touch ID/Password, and you’re done! So, to create a great iAP UX,
we should think beyond the usual flow and focus on how to integrate iAP seamlessly into the
user’s needs without creating the feeling of a paywall.

First, let’s have a look at some examples of a well-designed in App Purchase. I’ve used the
following apps in my research: 30DayFitness, Bear, Castro, Dropbox, Evernote, Monument Valley, MUBI,
Pocket, Strongly, Timepage, Tinder and TVShowTime.

Here are some of them that I found particularly interesting. 

Mindnode + Sketch + UserFlows plugin


Nowadays, more and more apps move to a subscription-based business model, which means that inAppPurchases are becoming more popular. Mobile games have had them for a long time, but for usual apps this is something new. Although most of them have the same flow, this proves that there’s still room for experimentation and discovering new ways to adhere to user’s needs and making a good profit at the same time. I hope this exercise is as useful to you as it was for me. I’m sure if I had more time, I could’ve come up with even abetter solution, or at least experiment with a different UI. But, this is it for now.

You may also like

Back to Top