Wandr.

People love taking road trips because they are budget-friendly, less schedule-oriented, and leave room for those wonderfully un-planned moments.

Wandr. plays into this by finding you those spontaneous roadside stops that make road trips special. The group-planning and in-car entertainment features help you beat that car ride boredom and make planning your next trip simple.
COLLABORATORS
Chi Quach (UX Design)
Madeline Bay (UX Design)

MENTOR
McLean Donnelly︎︎︎

MY ROLE
UX Researcher
UI Designer
Visual Design Lead
ATOMIC DESIGN

Design System

In order to keep our user interface consistent, we designed a system of components and guidelines. Below is a sample of these guidelines.

We designed an interface that focuses on functionality, clarity, and providing space for visuals.
USER INTERFACE

Key Screens

We designed a high-fidelity prototype in Figma, and used After Effects to imagine how motion and UI could interact to amplify those key moments in the app.
ACCESSIBILITY AUDIT

Design for Everyone

While designing our user interface, we regularly tested it to ensure it met accessbility standards.
DESIGN

Icon Design

In order to bring the user interface together, an icon suite was designed. We repeatedly stress-tested the icons’ ability to be read at multiple scales, ensuring scalability and clarity.
VISUAL IDENTITY

Brand Expression

We imagined how the visual identity could be expressed in various promotional channels.

The visual identity focuses on the personalization, randomness, and commaderie you get from Wandr. It uses UI directly from the app to connect the messaging to the product. In addition, ‘destination-specific’ icons were expanded from the original suite to tell a story about all the quirky places and things you can see.
UX RESEARCH

Finding Insights

We conducted 6 user interviews, secondary research, segmentation research, and built a customer journey map to gather insights before beginning the design phase. The insights from these processes helped us make specific design choices. 
INSIGHT 1:
50 foot junkyard sculptures.

One main insight we collected was that people loved road trips for their spontaneous, unplanned stops.

INSIGHT 2:
The driving part sucks.

Our interviewees expressed that despised the boredom that is experienced during those extended driving times.


INSIGHT 3:
Design preferences.

Segmentation research showed us our target audience prefers visual formats, functionality, and easy navigation.



DESIGN PROCESS

Lo-Fi to High-Fi

Using UX processes and techniques, we went from rough sketches to high fidelity prototypes using usability testing, user-flow maps, and sketching.