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

From problem to product.
A simple four-step process kept the project focused.
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
The idea behind CityKhoj.
A familiar city can still feel hard to explore.
Understanding the current landscape.
FEATURES
ZOMATO
SWIGGY
BOOK MY SHOW
GOOGLE MAPS
Designing for a local explorer.
Personas make the problem easier to design for.



What users say, think, feel and do.
Helped connect research findings to real emotions and behaviours.
Find the gap in today's routine.
The problem happens when parents need a quick answer but don't have one.
Explore before choosing.
Different formats were considered against the user's everyday needs.
Design a better daily loop.
The new experience moves from uncertainty to action.
One clear route
The main flow stays short so parents can finish it without unnecessary steps.

Organise around real tasks.
Four main areas keep the app easy to navigate.

Structure before styling.
Wireframes were used to check hierarchy before adding visual details.

Friendly, energetic and local.
Visual choices support the same goal: less stress and faster understanding.
Turn the structure into screens.
These screens represent the core roles described in the project


Test, listen, improve.
The project tested the meal-logging and recipe flow with 5–6 parents, for around 20–30 minutes per session.
Change: Use lighter, calmer screens.
Change: Explain recommendations and connect them to an action.
Connect tips and alerts to a useful action.
Design changes after testing.
Testing is only useful when feedback changes the design.
Darker screens and less supporting detail made some information.
Use softer backgrounds, clearer cards and more context.


Turn the structure into screens.
These screens represent the core roles described in the project


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.
















