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Wander
Project Summary and Role

For a UX Design semester-long course at the University of Southern California, I designed a mobile app that generates a route to a mysterious local destination based on the filters the user has set. Wander aims to provide a personalized and spontaneous travel experience while immersing users fully in their destination. I was one of 4 designers who brought Wander to life from concept to delivery. I conducted user testing, created sketches, low and mid fidelity screens, prototypes, final screens, and developed the visual identity

SKILLS
UI/UX Design
UX Research/Testing
Prototyping
Product Thinking
TOOLS
Figma
Qualtrics
DURATION
12 weeks
TEAM

Project Type

Completed at USC in a Designing for User Experience class. The product idea originated from one member in my group. All of us actively contributed to shaping the app's purpose and participated in its development.

If You're A Frequent Traveler...

You might experience lack of spontaneity, lack of immersion, and limited exploration.

Issues Arise At Touristy Spots...

In an analysis of 50,000 user-generated TripAdvisor posts in 2019, researchers identified 6 key terms that were most important to tourists’ travel satisfaction:

Staff and Service
Wait Times
Safety and Security
Facility Upkeep
Time Value of Money
Visitor Expectation

Negative reviews that included these problems showed that overtourism at popular destinations worsened tourist experiences, making them less likely to revisit these sites.

Problem

Travelers feel unfulfilled with the traditional tourist attractions, and are unsatisfied with the issues that arise due to those overcrowded destinations

The Opportunity

How can we help travelers who feel dissatisfied or overwhelmed with traditional travel planning, find ways to pack their trip with activities beyond tourist attractions and inject spontaneity to their travels.

Preview

Set your Location Preferences

Users can apply filters to specify the type of locations they are interested in. These filters determine the criteria for generating the mysterious locations that Wander will recommend to the users.

Enter Wander Mode and Explore

When users can click the Wander button in the home page, the app will generate a route to a mysterious location and help the user explore a local site. The location generated will take into account any location filters that the user has enabled.

Record your Favorite Places and Invite Friends

Users can store and organize their favorite destination by creating folders. These folders can be shared with friends, even if they don't have the app.

Discovery and Research

Competitive Analysis And The Gaps

There was little to no competition for what we were trying to build. There are apps that help users navigate a location they've never gone to before. Besides their ability to add some personalization, none of them have features that we envisioned for Wander.

Personas

We wanted to design for extremes so that Wander catered to users with a wide range of preferences, needs, and travel styles. We created these personas to guide our app design and think about the features that we wanted.

Freya the spontaneous traveler is the user that would most likely use our product as someone that’s naturally spontaneous. We also wanted to consider how Wander could serve users who aren't as spontaneous and free-spirited as Freya.

Wireframing

Brainstorming The App Design

User Story Map

Together, we brainstormed key features for Wander. I wanted to design a travel diary for users like Freya who value recording things and sharing on social media. I also recognized that users would benefit from some level of customization, particularly with choosing location types to personalize user's experience.

3 Main Features

  1. Finding mysterious places to visit
  2. Personalization: setting location preferences
  3. Storing memories

Activity 1 (Travel Mode)

We created a Travel Mode features intended to provide more anxious users that have overplanning tendencies with a little more structure in the beginning, allowing them to feel like they have a little more control over where they were going.

In Travel Mode, the user specifies their desired end destination, and while they are en route, the app sends them notifications about nearby mysterious spots they might be interested in exploring.

Activity 2 (Wander Mode)

Wander Mode catered to users that want to be spontaneous. We planned for these two modes to be the main features of Wander.

Iterations and More Feedback

4 Major Improvements to the Design of Wander

After various iterations and testings of our designs.

First Major Improvement

I began to doubt Travel Mode's alignment with the app's overarching objectives. We recognized the conflicting nature of having both Wander Mode (which promotes spontaneity and discovery) and Travel Mode (which caters to more planning-oriented users). We were also trying to solve for an issue that wasn't really there.

Removal of Travel Mode

  • Travel Mode meant to help more anxious travelers feel comfortable.

  • Users have less of a need for reassurance and more of a need for inspiration.

  • Having both Travel and Wander Modes was contradicting to the app’s purpose.

Interviewing

After interviewing, 30+ people, they shared that they have used a navigation app to go somewhere new, despite the fact that most of them were not spontaneous travelers. This feedback helped us realize that people have less of a need for reassurance and more of a need for inspiration, which is what our app’s main aim was.

We discarded Travel Mode and pivoted towards providing inspiration through Wander Mode.

Second Major Improvement

Refining Wander Mode

  • Wander Mode was originally designed to make anonymous suggestions throughout the day.

  • Arbitrary notifications might disrupt daily activities and annoy users.

  • Give users more autonomy over when they want to explore: press Wander button and begins journey.

Third Major Improvement

I didn’t like the direction we were going in because the appeal of Wander was that it provides a unique service for travelers. The original Home Screen felt too "Uber-like." I insed designed a more comprehensive home screen page that displayed all the main features of the app. Filter preferences at the top, Travel Journal, and the Wander button at the bottom.

Different Home Page Design

User research with our initial wireframes revealed that Wander felt reminiscent of existing navigation applications such as Google Maps and Waze.

I removed the navigation in the home screen entirely because all key features of the app fit on the home page. I also wanted to draw attention towards the primary feature of the app, the Wander button. The nav bar reppears when the user explores other areas of the platform.

Fourth Major Improvement

We thought gamifying Wander would make it more fun for users, as it wasn't just a navigation app. However, user interviewees expressed various concerns so we removed the use of augmented reality.

Removal of AR During Wander Mode

  • Augmented reality feature can drain battery life

  • AR made it feel like there were two realities

  • Staring at phone would be too distracting (similar to PokemonGo)

Designing A New Map

  • We decided to change the map and drew inspiration from Candy Crush. Instead of displaying the entire surrounding area, we wanted to conceal it, to make it quest-like.

  • The map still serves the same purpose as navigational apps like Google Maps by providing the route to the end location, ensuring users have the necessary guidance to reach their destination.

  • We included ETA and distance indicators because user testing informed us that those were essential to any navigation feature.

Visual Design

Design System

Screen design

For our background screen, Luc and I created a linear gradient that transitions from a lighter purple at the top and darker purple at the bottom. The intention behind this gradient was to convey a sense of depth and allude to the idea that there is more to discover below, similar to the vastness of the ocean. This aligns with the exploration aspect of Wander, as it symbolizes the hidden and unknown elements waiting to be explored.

Additionally, for the home screen, we incorporated blurry waves as a design element. This choice was inspired by the concept of oceans, further emphasizing the idea of exploration. It adds a dynamic and immersive touch that visually connects to the theme of Wander and enhances the overall user experience.

Finally, we heavily incorporated a blurred background effect for modal popups to evoke feelings of mystery, curiosity, and exploration.

Color Palette

Purple represents exploration and mystery, aligning with the exploratory nature of Wander. It has long been linked to the realm of mystery and intrigue and evokes a sense of depth and allure. This color helped to create a captivating visual identity for the app.

Typography

We used Major Third as a scalar for all of our fonts starting with Paragraph as the base case. To reduce eye-strain, Wander uses #212427 or “Old Print” to reduce the level of contrast between the white backgrounds and our darkest colors. Finally, we used Display sparingly! It is meant for large impact labels.

Components

Icons

How Wander Works

Preferences

Filter the types of locations that Wander will recommend. By allowing users to customize their preferences, the app provides a level of personalization, ensuring that the recommended destinations align with the users' interests. This enhances the user experience because the generated locations become more relevant and appealing to them.

Pin filters that they interact with the most to their home page. This enhances user convenience because users can conveniently enable or disable their preferred filters with ease and without having to navigate to different screens.

Wander Mode

Map that displays the route to the destination, with a moving indicator showing the user's current location. The design incorporates gamification elements, making it quest-like and creating suspense and excitement by keeping the surrounding area on the map unrevealed.

Users will see a picture that represents where they were led to
upon reaching a destination. They can then add this location, a special note, and a rating to their travel journal.

Travel Journal

Record their trips in a travel journal. Users can create folders to categorize different trips and add their Wander destinations to these folders. By clicking on a specific folder, the user is taken to a carousel that displays all the places they visited during that particular trip, allowing them to reminisce about their past adventures.

Users can view detailed information about each location they visited by clicking the cards in the carousel, and add photos to remember their trip. Users can also share their trips with friends, both within and outside of the app.

Additional App Feature

Troubleshooting

Users can easily exit a Wander "quest." When a user clicks to leave a quest, they are prompted to provide a reason for leaving. Depending on the reason, they are directed to the preferences widget where they can make changes or adjustments.

This approach promotes user satisfaction and helps the app continually enhance its features and functionality to better cater to users' needs.

Profile

To incorporate a social aspect to provide users with a sense of community, users have the ability to follow their friends within the Wander app.

Users can also earn travel badges, virtual rewards that users can unlock based on specific travel-related accomplishments. Users can feel a sense of accomplishment and progression within the app, adding an element of gamification to their travel experiences.

User Impact

We want to give travelers inspiration for local places they can visit to avoid the issues that come with overcrowded popular destinations. We also want to inject spontaneity to their itinerary and help users find the hidden gems that will help them truly get to know their destination.

Reflection

What I learned

Never allow visual design to get in the way of the user
Visual design should support clear communication, intuitive navigation, andefficient task completion for the user. Gamifying an app needs to be done withextra caution because it can easily hinder the usability of a product.
User testing and feedback ensures the product doesn't stray fromits purpose
Incorporating user testing and feedback as an iterative process helps maintainfocus on meeting user needs and ensuring the product remains effective, user-centered and true to its purpose.

What I'd Improve

Expand filters
Expand on location filters to include things like location distance, location price, and user's diet restrictions, and taking into account places that require reservations.
Keeps users in the app
Add a more detailed description of the location once a user arrives at their destination. I don't want users exiting Wander to research where they are.

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