Paper Carpenter Created a Tap to Pay Game for Visa Family Day with qiksense

Published: 29 September 2026

Case Study

Paper Carpenter Created a Tap to Pay Game for Visa Family Day with qiksense


Visa Family Day 2026 was an internal celebration at Visa's Singapore office, where employees brought their families and children for a day of activities and food.

Families collected a chop in their activity booklet at each station, one of the task-based challenges that move people through an event. For its client Visa, event agency Paper Carpenter created one of those stations, The Great Shopping Rush, a tap and pay game. Visa wanted the station to do more than entertain. It needed to show children how paying with a tap works, in a way they would understand.

The station needed to:

  • Be fun and easy for children of different ages
  • Explain contactless payment through doing rather than telling
  • Use familiar things, a phone and a smartwatch, to pay
  • Fit into the Family Day booklet as a quick station
  • Let parents and children play in turn and compare times

The challenge was to turn tap to pay into a game children could play, understand and remember.

Children playing the Visa Family Day shopping game, with a boy memorising the list, two girls tapping items and a girl paying with the Visa phone prop

To achieve this, Paper Carpenter designed and built the station, including cardboard phone and smartwatch props, and used the qiksense platform as the software behind it. The qiksense team supplied the screen, the NFC cards inside the props and the card reader, so children could pay with a tap at the end of a memory shopping game.

Memory Pick game screens for Visa Family Day, with the start screen, the shopping list to memorise and the supermarket shelf, built on qiksense

Engage Module: Memory Pick

The Memory Pick game started with a shopping list. Players had 10 seconds to memorise the items and quantities before the list disappeared. After a 3, 2, 1 countdown, a supermarket shelf filled with products, and players tapped the right items in the right quantities before the 60-second clock ran out.

Every wrong tap cost 5 seconds, so children had to remember carefully rather than tap everything on the shelf.

A Visa smartwatch prop tapped on the NFC card reader at the Visa Family Day station, with the qiksense game on screen

Tap to Pay with an NFC Prop

Completing the list opened the checkout screen with one instruction, "Tap to pay!" Instead of pressing a button on the screen, children tapped one of Paper Carpenter's cardboard phones or smartwatches on the card reader beside the screen. Each prop carried an NFC card, so the tap completed the checkout and the screen changed to "Payment Successful" with the time taken.

This was the most important moment of the station. Children held the phone or the watch the way an adult would at a shop counter, and saw that a single tap paid for the whole basket. The same idea is available to any campaign through the Tap NFC Card experience in qiksense.

The experience followed a simple journey:

  • Press start
  • Memorise the shopping list in 10 seconds
  • Tap the right items and quantities on the shelf
  • Avoid wrong items, which cost 5 seconds each
  • Tap the phone or watch prop on the card reader to pay
  • See Payment Successful and the time taken
Mother and daughter at the Payment Successful screen of the Visa Family Day tap to pay game built on qiksense

Reward Module: Payment Successful

The final screen confirmed the payment and showed the player's time, which doubled as their score. Players who ran out of time saw "Payment Declined" instead and could play again.

Using qiksense, Paper Carpenter turned contactless payment into a hands-on game for Visa's youngest guests, with the NFC tap as the moment everything came together.

Learning Tap to Pay by Doing

Children did not read about contactless payment. They completed a shopping mission and paid for it themselves with a phone or a watch, the same way they see adults pay every day.

A Family Activity with a Friendly Race

Because every checkout showed the time taken, parents and children could play in turn and see who shopped fastest.

A Station That Fit the Day

The game ran on its own at the kiosk and each round took under two minutes, so families could collect their chop and move on to the next activity.

From memory games and quizzes to NFC props and physical buttons, qiksense helps organisations turn a message into something people can try with their own hands. Connect physical props to branded games, run them at events and family days, and see how people take part through one flexible platform. Contact us or explore the qiksense Library to find the right experience for your next interactive campaign.

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