Reimagining travel that optimizes for spontaneity and exploration

{product design} {1st place} {case study}

Overview

Timeline

36 hours

Role

Product designer

Storyteller

Team

Sydney Bernal

Ibrahim Ma

Reymart Gutierrez

Tools

Figma

In this 36 hour designathon, we were given a unique prompt: How might we address homogeneity in digital spaces to make experiences feel more unique, engaging, and exploratory? Inspired by our collective passion for travel we decided to look deeper into the travel space.

So... what’s wrong with travel?

Through 3 user interviews and secondary research, we found a common story.

And they are not alone.

90% of North Americans have fallen for tourist traps at least once in the past 2 years.

Key insight:

Users want to be spontaneous, discover hidden gems and local spots. They want to support locals while making realistic travel plans.

However, current tools do not have the combination of spontaneity, local knowledge and ease of planning.

Therefore, we set out to create a product that

Encouraged spontaneity and exploration

Is flexible and accommodates user needs

Highlights hidden gems

Easy, fast, and adaptable to changes

Introducing… Wander

Wander surfaces authentic, local travel recommendation to help spontaneous travelers experience and explore places worth remembering.

Trip planning

Set your location, pick your radius, and let Wander curate a day of places worth visiting.

Don't like what we found?

Change it! Wander finds a new place in the same activity category or you can change the category and add a place of your own.

In-app navigation

Your stops are mapped with walking distances and times so you always know what's next.

Local discovery

Discover places near you worth visiting as you are on the go.

Community reviews

User-submitted experiences and photos make discovery more trustworthy over time.

How does Wander work?

Behind Wander is a lot of content sourcing

Scraping travel blogs, regional travel sites, community boards etc.

Social signal filtering via keywords with low engagement threshholds

User submitted reviews, moderated for spam before uploading

The main design challenge

How can we give users meaningful control over their preferences while still leaving room for spontaneous discovery?

To answer that question, we first asked

What does spontaneity even look like?

Why we liked the roulette concept

It really embodied the spirit of spontaneity without needing extensive user input creating a unique and engaging experience.

Refining the concept

Instead of having users have to spin for every activity, we allow users to generate a whole day in one go. Then users can chose to keep, discard or change the activity. They can also add activities of their choice.

Why we liked the hotspot idea

We liked that it allowed for on-the-go discovery, supplementing trip planning. It responds to where you are in real time and allows you to see what is near you.

Why a combination?

Either feature on its own limits how you can travel.

Not every traveler plans beforehand and not every great moment can be planned. Wander supports both, for when you want to map out your day in advance, and real time discovery when you're already exploring.

On the other hand…

What should users have control over?

Given the time constraint, we had to be selective over what features users have input and control over.

We examined each user concern by asking: Does this user control make discovery better or add friction? We deprioritized features that required a lot of user input and features that can be handled through Wander’s internal curation such as crowds and safety.

What remained were 4 controls that shape the discovery experience: location, distance, adventure level, and how a day gets built.

Reflections

01

Considering technical feasability

During judging, we were prompted to think about how data is collected and the challenges it will pose. These has allowed me to take a step back and empathize with development and consider the backend architecture. This has since been integrated into every design decision I make.

02

Small problems also matter

Initially, we really struggled with ideation because we thought our problem wasn’t important enough. (we spent 7 hours...) However we learnt that annoyances and frustrations are also valid user pain points! Problems don’t have be be life altering to matter.

Lastly, grateful to the best team and really incredible judges! Learnt a lot and had so much fun !