CityKhoj App

Nutri
Buddy

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

Timeline: 4 weeks

Tools: Figma, ChatGPT

Focus: UX Research & UI Design

DESIGN PROCESS

DESIGN PROCESS

DESIGN PROCESS

From problem to product.

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 ?

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.”

RESEARCH INSIGHTS

RESEARCH INSIGHTS

RESEARCH INSIGHTS

The idea behind CityKhoj.

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
City Khoj
Food & Restaurant Discovery
Entertainment Discovery
Places & Navigation

02 DEFINE

02 DEFINE

Designing for a local explorer.

Aishwarya

Aishwarya

Aishwarya

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

Sharda

Sharda

Sharda

Love
Love
Love

loves trying local things

loves trying local things

loves trying local things

Siddharth

Siddharth

Siddharth

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.

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.

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.

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.

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

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.

04 DELIVER

04 DELIVER

Structure before styling.

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?

LOW FIDELITY USER INTERFACE

LOW FIDELITY USER INTERFACE

LOW FIDELITY USER INTERFACE

Turn the structure into screens.

USABILITY TESTING

USABILITY TESTING

USABILITY TESTING

Test, listen, improve.

TEST GOALS
TEST GOALS
  • Can users discover places easily?

  • Are trails and maps easy to navigate?

  • Is place information clear and useful?

FEEDBACK 01

FEEDBACK 01

Navigation felt confusing.
Navigation felt confusing.

Change: Simplify map navigation and trail directions.

FEEDBACK 02

FEEDBACK 02

More local context was needed.
More local context was needed.

Change: Add clearer place details, cultural stories and nearby recommendations.

POST FEEDBACK

POST FEEDBACK

POST FEEDBACK

Design changes after testing.

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.