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Project Overview
Building on the insights from the research phase, this second part of the Happy Camper project focused on turning ideas into tangible design solutions. The goal was to transform the needs identified in Part 1 into wireframes, interactive prototypes, and tested designs that could bring value to real users planning camping trips.
My Role
I led the design and development of the product concept, working end-to-end from early sketches to high-fidelity prototypes. My responsibilities included:
Designing low-fidelity wireframes to explore layouts and navigation.
Building high-fidelity wireframes in Figma.
Developing the app’s branding and visual identity, inspired by simplicity, trust, and adventure.
Creating interactive prototypes to simulate real user flows.
Conducting usability testing, analyzing feedback, and iterating on designs.
Design Process
1. Wireframing
I began by sketching low-fidelity wireframes to quickly test different layouts for core tasks like browsing campsites, saving trips, and coordinating with friends. These wireframes provided a foundation for exploring navigation flow and task efficiency.
2. Prototyping
From wireframes, I built high-fidelity prototypes in Figma. The clickable prototypes allowed me to test realistic interactions and demonstrate how users would navigate features like campsite search, trip planning, and group coordination.
3. Usability Testing
I conducted testing sessions with potential users to observe how easily they could complete tasks. Feedback revealed small but critical issues — for example, confusion about navigation labels and where to find trip details. Iterations simplified flows and clarified labeling to reduce friction.
4. Branding & Visual Identity
I developed a visual system that reflected the outdoors while staying clean and approachable. Colors, icons, and typography were chosen to communicate reliability, friendliness, and a sense of exploration.
From Sketch to Screen
Low-fidelity prototype: an early look at functionality and user flow. Used for quick feedback before investing in higher-fidelity design.
High-fidelity prototype: translated tested wireframes into a polished design, aligning aesthetics with the product’s goals of trust, adventure, and simplicity.
Case Study Slide Deck
Reflections
This was my first design and prototyping project, and much of it was about learning by doing. I gained hands-on experience in wireframing, prototyping, and user testing, and saw firsthand how iteration is key to building usable products.
What I learned:
Iteration improves everything. Even small tweaks from usability testing had a big impact on clarity.
Branding matters. Aligning colors and typography with the product’s spirit (trust + adventure) made the app feel cohesive and user centered.
Users see differently than designers — what felt obvious to me wasn’t always obvious to test participants.
What I would do differently next time:
Explore more divergent design concepts before settling on one direction.
Incorporate A/B testing to compare multiple navigation patterns.
Develop a stronger design system earlier, so future iterations would be more consistent and scalable.
Build in more accessibility considerations from the start, including usability testing with people with disabilities to ensure the product works for all users.
Overall, Part 2 taught me that UX design is a balance between creativity, structure, and listening to users. Even as a beginner, I saw how research-driven insights could transform into a real product experience through thoughtful design.