CITY KHOJ

Nutri
Buddy

A city-exploration app concept that helps people discover local places based on their mood instead of repeatedly browsing the same popular options.

TYPE: GROUP PROJECT

TYPE: GROUP PROJECT

TIMELINE: 3 MONTHS

TIMELINE: 3 MONTHS

FOCUS: UX RESEARCH & UI DESIGN

FOCUS: UX RESEARCH & UI DESIGN

TOOLS: FIGMA, CHATGPT

TOOLS: FIGMA, CHATGPT

DESIGN PROCESS

DESIGN PROCESS

DESIGN PROCESS

From problem to product.

A simple four-step process kept the project focused.

01 DISCOVER

01 DISCOVER

Understand
Understand

The problem and user behaviour.

The problem and user behaviour.

02 DEFINE

02 DEFINE

Focus
Focus

Turn research into users, journeys and a clear HMW.

Turn research into users, journeys and a clear HMW.

03 DEVELOP

03 DEVELOP

Structure
Structure

Explore ideas, flows and information structure.

Explore ideas, flows and information structure.

04 DELIVER

04 DELIVER

Design & Test
Design & Test

Design, test and improve the experience.

Design, test and improve the experience.

01 DISCOVER

01 DISCOVER

01 DISCOVER

What is CityKhoj ?

Start with the problem, people and existing behaviour.

THE BRIEF

People may know that they want to go out, but not know where to go. The choice changes with the moment: sometimes they want a peaceful place, sometimes something fun, social or different.

DESIGN OPPORTUNITY

Instead of asking users to search by place or category first, CityKhoj starts with the experience they want. Mood becomes the shortcut between “I want to go somewhere” and “this place feels right.”

PRIMARY RESEARCH

01
01

Start with the user’s mood

Start with the user’s mood

02
02

Recommend relevant local places

Recommend relevant local places

03
03

Move quickly from discovery to decision

Move quickly from discovery to decision

RESEARCH INSIGHTS

RESEARCH INSIGHTS

RESEARCH INSIGHTS

The idea behind CityKhoj.

A familiar city can still feel hard to explore.

Discoverability is a problem
Discoverability is a problem

It is difficult to discover unique and lesser-known places in the city.

It is difficult to discover unique and lesser-known places in the city.

Mood affects decisions
Mood affects decisions

Their mood or what they feel like doing influences the places they choose.

Their mood or what they feel like doing influences the places they choose.

Use multiple apps
Use multiple apps

They use 2 or more apps to plan outings (maps, food, reviews, activities).

They use 2 or more apps to plan outings (maps, food, reviews, activities).

INSIGHT
INSIGHT

“Where should I go?” is often easier to answer when we first ask, “What do I feel like doing?”

“Where should I go?” is often easier to answer when we first ask, “What do I feel like doing?”

COMPETITIVE ANALYSIS

COMPETITIVE ANALYSIS

COMPETITIVE ANALYSIS

Understanding the current landscape.

FEATURES
ZOMATO
SWIGGY
BOOK MY SHOW
GOOGLE MAPS
Food & Restaurent Discovery
Food & Restaurent Discovery
Entertainment Discovery
Entertainment Discovery
Places & Navigation
Places & Navigation

02 DEFINE

02 DEFINE

Designing for a local explorer.

Personas make the problem easier to design for.

RIYA | BUSY PARENT

RIYA | BUSY PARENT

RIYA | BUSY PARENT

Explorer
Explorer
Explorer

Discover new local spots based on her mood

Discover new local spots based on her mood

Discover new local spots based on her mood

MEENA | TRADITIONAL CAREGIVER

MEENA | TRADITIONAL CAREGIVER

MEENA | TRADITIONAL CAREGIVER

Love
Love
Love

loves trying local things

loves trying local things

loves trying local things

MEENA | TRADITIONAL CAREGIVER

MEENA | TRADITIONAL CAREGIVER

MEENA | TRADITIONAL CAREGIVER

Peace
Peace
Peace

Have spontaneous plans without heavy searching or scrolling.

Have spontaneous plans without heavy searching or scrolling.

Have spontaneous plans without heavy searching or scrolling.

EMPATHY MAP

EMPATHY MAP

EMPATHY MAP

What users say, think, feel and do.

Helped connect research findings to real emotions and behaviours.

SAYS
SAYS

"I want to find good places to go nearby."
"Too many options confuse me."

"I want to find good places to go nearby."
"Too many options confuse me."

THINKS
THINKS

Which place is best for my mood right now?
I hope the place is worth my time.

Which place is best for my mood right now?
I hope the place is worth my time.

FEELS
FEELS

Excited to discover new and unique places.
Frustrated when information is scattered.

Excited to discover new and unique places.
Frustrated when information is scattered.

DOES
DOES

Searches on Google, Instagram, YouTube.
Checks reviews and asks friends for suggestions.

Searches on Google, Instagram, YouTube.
Checks reviews and asks friends for suggestions.

AS IS JOURNEY

AS IS JOURNEY

AS IS JOURNEY

Find the gap in today's routine.

The problem happens when parents need a quick answer but don't have one.

01

01

Wants to go out
Wants to go out

Has a mood or plan, but no clear place in mind.

Has a mood or plan, but no clear place in mind.

02

02

Opens an app
Opens an app

Starts with familiar platforms or categories.

Starts with familiar platforms or categories.

03

03

Scrolls options
Scrolls options

Sees many places that may not match the vibe.

Sees many places that may not match the vibe.

04

04

Keeps checking
Keeps checking

Moves between options looks for something better.

Moves between options looks for something better.

05

05

Settles
Settles

Often falls back to an easy, familiar choice.

Often falls back to an easy, familiar choice.

HOW MIGHT WE?
HOW MIGHT WE?

How might we help people discover local places that match their mood with less searching?

How might we help people discover local places that match their mood with less searching?

03 DEVELOP

03 DEVELOP

Explore before choosing.

Different formats were considered against the user's everyday needs.

GAME
GAME

Engaging, but may not be useful every day.

Engaging, but may not be useful every day.

APP
APP

Accessible and trackable during daily routines.

Accessible and trackable during daily routines.

POSTER OR ADS
POSTER OR ADS

Good for awareness, but not ongoing support.

Good for awareness, but not ongoing support.

BOOK
BOOK

Informative, but less convenient during busy routines.

Informative, but less convenient during busy routines.

CHOSEN DIRECTION
CHOSEN DIRECTION

An app gives parents guidance that is available when they actually need it.

An app gives parents guidance that is available when they actually need it.

TO BE JOURNEY

TO BE JOURNEY

Design a better daily loop.

The new experience moves from uncertainty to action.

01

01

Open CityKhoj
Open CityKhoj

No place name needed to begin.

No place name needed to begin.

02

02

Choose a mood
Choose a mood

Use the current vibe as the cue.

Use the current vibe as the cue.

03

03

See matching places
See matching places

Explore local options suited to the mood.

Explore local options suited to the mood.

04

04

Open a place
Open a place

Understand the recommendation before deciding.

Understand the recommendation before deciding.

05

05

Make a plan
Make a plan

Choose without endless browsing.

Choose without endless browsing.

TASK FLOW

TASK FLOW

One clear route

The main flow stays short so parents can finish it without unnecessary steps.

DESIGN REASON
DESIGN REASON

Keep the main task linear. Parents should not have to open multiple menus to log one meal.

Keep the main task linear. Parents should not have to open multiple menus to log one meal.

INFORMATION ARCHITECTURE

INFORMATION ARCHITECTURE

Organise around real tasks.

Four main areas keep the app easy to navigate.

04 DELIVER

04 DELIVER

Structure before styling.

Wireframes were used to check hierarchy before adding visual details.

WHAT I CHECKED
WHAT I CHECKED

Can users see the main action? Is important information grouped together? Can the screen be understood quickly?

Can users see the main action? Is important information grouped together? Can the screen be understood quickly?

STYLE GUIDE

STYLE GUIDE

STYLE GUIDE

Friendly, energetic and local.

Visual choices support the same goal: less stress and faster understanding.

Visual Direction
Visual Direction

Soft colours, clear type, rounded cards and generous spacing keep the experience calm and easy to scan.

Soft colours, clear type, rounded cards and generous spacing keep the experience calm and easy to scan.

TYPOGRAPHY AND LAYOUT
TYPOGRAPHY AND LAYOUT

Why:

Why:

Colours
Colours
SPACING AND CARDS
SPACING AND CARDS

LOW FIDELITY USER INTERFACE

LOW FIDELITY USER INTERFACE

LOW FIDELITY USER INTERFACE

Turn the structure into screens.

These screens represent the core roles described in the project

USABILITY TESTING

USABILITY TESTING

USABILITY TESTING

Test, listen, improve.

The project tested the meal-logging and recipe flow with 5–6 parents, for around 20–30 minutes per session.

TEST GOALS
TEST GOALS
  • Can parents log a meal without confusion?

  • Are tips and suggestions clear?

  • Do alerts and setup make sense?

  • Can parents log a meal without confusion?

  • Are tips and suggestions clear?

  • Do alerts and setup make sense?

FEEDBACK 01

FEEDBACK 01

Colours felt too dark.
Colours felt too dark.

Change: Use lighter, calmer screens.

FEEDBACK 02

FEEDBACK 02

More detail was needed.
More detail was needed.

Change: Explain recommendations and connect them to an action.

FEEDBACK 03

FEEDBACK 03

Make the next action obvious.
Make the next action obvious.

Connect tips and alerts to a useful action.

POST FEEDBACK

POST FEEDBACK

POST FEEDBACK

Design changes after testing.

Testing is only useful when feedback changes the design.

BEFORE

BEFORE

Heavy visual treatment
Heavy visual treatment

Darker screens and less supporting detail made some information.

AFTER

AFTER

Lighter + more explanatory
Lighter + more explanatory

Use softer backgrounds, clearer cards and more context.

HIGH FIDELITY USER INTERFACE

HIGH FIDELITY USER INTERFACE

HIGH FIDELITY USER INTERFACE

Turn the structure into screens.

These screens represent the core roles described in the project

TAKEAWAY

TAKEAWAY

TAKEAWAY

Less guesswork. More confidence.

NutriBuddy turns a stressful nutrition decision into a simpler daily routine. The final direction focuses on one simple idea: give parents clear, meal-by-meal guidance without overwhelming them with information.

Mitali Yeole

UI UX Designer

UX Researcher

UI Designer

Mitali Yeole

UI UX Designer

UX Researcher

UI Designer

Mitali Yeole

UI UX Designer

UX Researcher

UI Designer