How might we help travelers break routines and explore new experiences without overwhelm using AI-assisted research and prototyping? In this collaborative Travel App project, the goal was to design a user-centered experience that translates research into an intuitive and engaging app. Following the Double Diamond framework of Design Thinking:
Discover, Define, Develop, Deliver. The work began with user research to understand traveler behaviors, motivations, and pain points, which informed the creation of user personas and the problem statement.
Concepts were then developed into wireframes, user flows, and information architecture, forming the basis for high-fidelity prototypes that guide exploration and support personalized, meaningful travel experiences.
PROBLEM STATEMENT
A user who travels abroad needs personalized options and suggestions to customize their trip in order to have unique travel experiences.
DISCOVER
PRIMARY RESEARCH
At the start of our research, we interviewed four users to understand their experiences with travel apps. We asked what makes them feel insecure, why their travel desires often go unfulfilled, and why advertising sometimes feels misleading. These conversations revealed key frustrations and unmet needs.
Users mentioned a lack of transparency and limited personalization, noting that available options often did not match their actual travel goals. They also wanted more community interaction, showing a chance to make travel experiences more connected and meaningful.
Based on this, the app could provide customized suggestions, highlight local activities, and let travelers share experiences within a community. This approach supports unique and satisfying travel experiences and guides the next phase of the project.
SECONDARY RESEARCH
After the interviews, we looked at the broader travel market. The global industry was valued at 512.5 billion dollars in 2023 and is projected to reach 1.26 trillion by 2032. Apps like Hopper saw downloads drop from 18.7 million to 4.5 million in 2024, while revenue growth suggested users were looking for more meaningful experiences. Travelers want to break routines and discover unexpected experiences, but too many options can be overwhelming.
We also analyzed competitors such as Hopper, Booking, Skyscanner, and Wanderlog. Users reported issues like poor support, lack of trust, incomplete features, and glitches. This showed clear opportunities to improve the Travel App by focusing on personalization, transparency, satisfaction, and stronger features. Together with the interviews, this research forms the foundation for our design hypothesis.
HYPOTHESIS
If a travel app provides personalized suggestions and customizable options for trips, then users traveling abroad will have more unique and satisfying travel experiences.
DEFINE
HMW & USER STORY
From the problem statement, several "How Might We" questions were developed to guide the design process: How might we surprise users with unique travel experiences they wouldn't find themselves? From this, our User Story begins to form: As a student with a flexible but repetitive daily routine, I want to be able to find unexpected adventures and discover new places.
USER FLOW
WHAT I LEARNED
This project showed me that UX design is not just about making an app look nice, but about understanding users first. By conducting user research, analyzing behaviors, and defining personas and needs, we were able to create a clear, intuitive, and user-centered experience.
Iteratively designing with flows, journeys, and wireframes taught me that effective UX comes from insight-driven decisions and thoughtful structure, guiding users naturally through the app rather than relying on visuals alone.