EXPERIT | Case Study

An app that offer inexpensive one-day experiences

This app connects users with a wide range of budget-friendly activities and excursions that can be enjoyed within a single day.

Date

Feb - March 2024

Tools

Figma, Moon Design System

Color Palette

App Screen with open sidebar

Project summary


An experiential application that offers inexpensive one-day experiences.

This app connects users with a wide range of budget-friendly activities and excursions that can be enjoyed within a single day. Whether you're looking to explore local attractions, participate in cultural events, or embark on exciting outdoor adventures, our app makes it easy to discover and book memorable experiences without spending a fortune.

Project summary


An experiential application that offers inexpensive one-day experiences.

This app connects users with a wide range of budget-friendly activities and excursions that can be enjoyed within a single day. Whether you're looking to explore local attractions, participate in cultural events, or embark on exciting outdoor adventures, our app makes it easy to discover and book memorable experiences without spending a fortune.

Project summary


An experiential application that offers inexpensive one-day experiences.

This app connects users with a wide range of budget-friendly activities and excursions that can be enjoyed within a single day. Whether you're looking to explore local attractions, participate in cultural events, or embark on exciting outdoor adventures, our app makes it easy to discover and book memorable experiences without spending a fortune.

What we did at the first?


We held a meeting with the stakeholders to determine all the needs, constraints and requests of the business and the overall framework of the project. 

Finally reached these general results from the business request:
- The application should offer cheap and diverse one-day experiences
- For young and teenage users, age group 17-35
- Creating an opportunity to experience expensive activities and entertainment with minimal spending
- Making the youth of the society happier and raising their spirits
- The main goal is not to learn, it is just to get to know and experience a pleasant activity
- Experiencing a heartwarming and at the same time cheap and useful weekend
- Providing two separate applications for Experience Seekers and Experience Providers
- Providing experiences in various fields


The competitive advantage and slogan of this application:
You don't need to spend a lot of time and money to have fun and enjoy your weekend. We can help you to experience your exciting and favorite activities in a short time and at a cheaper cost.

What we did at the first?


We held a meeting with the stakeholders to determine all the needs, constraints and requests of the business and the overall framework of the project. 

Finally reached these general results from the business request:
- The application should offer cheap and diverse one-day experiences
- For young and teenage users, age group 17-35
- Creating an opportunity to experience expensive activities and entertainment with minimal spending
- Making the youth of the society happier and raising their spirits
- The main goal is not to learn, it is just to get to know and experience a pleasant activity
- Experiencing a heartwarming and at the same time cheap and useful weekend
- Providing two separate applications for Experience Seekers and Experience Providers
- Providing experiences in various fields


The competitive advantage and slogan of this application:
You don't need to spend a lot of time and money to have fun and enjoy your weekend. We can help you to experience your exciting and favorite activities in a short time and at a cheaper cost.

What we did at the first?


We held a meeting with the stakeholders to determine all the needs, constraints and requests of the business and the overall framework of the project. 

Finally reached these general results from the business request:
- The application should offer cheap and diverse one-day experiences
- For young and teenage users, age group 17-35
- Creating an opportunity to experience expensive activities and entertainment with minimal spending
- Making the youth of the society happier and raising their spirits
- The main goal is not to learn, it is just to get to know and experience a pleasant activity
- Experiencing a heartwarming and at the same time cheap and useful weekend
- Providing two separate applications for Experience Seekers and Experience Providers
- Providing experiences in various fields


The competitive advantage and slogan of this application:
You don't need to spend a lot of time and money to have fun and enjoy your weekend. We can help you to experience your exciting and favorite activities in a short time and at a cheaper cost.

Metric

Increasing the number of experience participants

Metric

Increasing the number of experience participants

Metric

Increasing the number of experience participants

UX Framework

We used "Design Thinking Framework" for this project, because the real user needs were ill-defined or unknown and we should to understand the human needs involved, reframe the problem in human-centric ways, create numerous ideas in brainstorming sessions and adopt a hands-on approach to prototyping and testing.

UX Framework

We used "Design Thinking Framework" for this project, because the real user needs were ill-defined or unknown and we should to understand the human needs involved, reframe the problem in human-centric ways, create numerous ideas in brainstorming sessions and adopt a hands-on approach to prototyping and testing.

UX Framework

We used "Design Thinking Framework" for this project, because the real user needs were ill-defined or unknown and we should to understand the human needs involved, reframe the problem in human-centric ways, create numerous ideas in brainstorming sessions and adopt a hands-on approach to prototyping and testing.

Empathize

Empathize

Empathize

The method we considered in the empathy phase to collect data was "Interview" because it allowed us to delved deeper into user needs and problems. And while a survey is generally static, interviewers can ask open-ended questions, follow-up questions or clarify what the respondent meant.


Our Segment:
young people aged 17 to 35 years old who had the experience of participating in one-day programs and activities through friends or groups on Telegram, Instagram, etc.

We interviewed about 18 people and entered the interview answers into a table based on a certain structure. We also included the comments of users of similar Iranian sites such as ‘Actik’ along with the answers obtained from the interviews so that we can understand the challenges, frustrations and opinions of a wider range of users.

The method we considered in the empathy phase to collect data was "Interview" because it allowed us to delved deeper into user needs and problems. And while a survey is generally static, interviewers can ask open-ended questions, follow-up questions or clarify what the respondent meant.


Our Segment:
young people aged 17 to 35 years old who had the experience of participating in one-day programs and activities through friends or groups on Telegram, Instagram, etc.

We interviewed about 18 people and entered the interview answers into a table based on a certain structure. We also included the comments of users of similar Iranian sites such as ‘Actik’ along with the answers obtained from the interviews so that we can understand the challenges, frustrations and opinions of a wider range of users.

Define

Define

Define

Affinity diagram

We used affinity diagram method to organize a large number of obtained data into their natural relationships.

Affinity diagram

We used affinity diagram method to organize a large number of obtained data into their natural relationships.

Affinity diagram

We used affinity diagram method to organize a large number of obtained data into their natural relationships.

Pain Points:


The USER NEEDS TO:

- Ensure the content of the experience is useful.

- Have access to affordable experiences.

- Interact with experienced, responsible, and supportive mentors or course organizers.

- Receive support and assistance before registration, during the experience, and after it.

- Trust the mentor or course organizer to feel secure.

- Have opportunities for teamwork, communication, and networking.

- Attend with a companion to feel trust, confidence, and camaraderie.

- Receive good service and use quality equipment.

- Get precise information about the venue, available facilities, and required equipment.

- Receive sufficient information about the schedule and detailed timing of the program.

- Access comments and feedback from previous participants to build trust.

Pain Points:


The USER NEEDS TO:

- Ensure the content of the experience is useful.

- Have access to affordable experiences.

- Interact with experienced, responsible, and supportive mentors or course organizers.

- Receive support and assistance before registration, during the experience, and after it.

- Trust the mentor or course organizer to feel secure.

- Have opportunities for teamwork, communication, and networking.

- Attend with a companion to feel trust, confidence, and camaraderie.

- Receive good service and use quality equipment.

- Get precise information about the venue, available facilities, and required equipment.

- Receive sufficient information about the schedule and detailed timing of the program.

- Access comments and feedback from previous participants to build trust.

Pain Points:


The USER NEEDS TO:

- Ensure the content of the experience is useful.

- Have access to affordable experiences.

- Interact with experienced, responsible, and supportive mentors or course organizers.

- Receive support and assistance before registration, during the experience, and after it.

- Trust the mentor or course organizer to feel secure.

- Have opportunities for teamwork, communication, and networking.

- Attend with a companion to feel trust, confidence, and camaraderie.

- Receive good service and use quality equipment.

- Get precise information about the venue, available facilities, and required equipment.

- Receive sufficient information about the schedule and detailed timing of the program.

- Access comments and feedback from previous participants to build trust.

Ideation

Ideation

Ideation

Brain Storm:


We did ideation for each of the pain points separately and finally, we voted on these obtained ideas.

Brain Storm:


We did ideation for each of the pain points separately and finally, we voted on these obtained ideas.

Brain Storm:

We did ideation for each of the pain points separately and finally, we voted on these obtained ideas.

Benchmark:


Analysis and study features of competitors' websites was another thing we did at this stage in order to collect the best and most useful ideas.

The content presented in most of these websites was related to booking a tour, but our goal in our own project is to provide a variety of experiences and activities and one-day tours.

Benchmark:


Analysis and study features of competitors' websites was another thing we did at this stage in order to collect the best and most useful ideas.

The content presented in most of these websites was related to booking a tour, but our goal in our own project is to provide a variety of experiences and activities and one-day tours.

Benchmark:


Analysis and study features of competitors' websites was another thing we did at this stage in order to collect the best and most useful ideas.

The content presented in most of these websites was related to booking a tour, but our goal in our own project is to provide a variety of experiences and activities and one-day tours.

User Flow Diagram:


After benchmarking and collecting the best ideas, we reached a final user flow to buy an experience from our project.

User Flow Diagram:
After benchmarking and collecting the best ideas, we reached a final user flow to buy an experience from our project.

Wireframing

Wireframing

Wireframing

User Flow Diagram:


After benchmarking and collecting the best ideas, we reached a final user flow to buy an experience from our project.

Prototyping

Prototyping

Prototyping

Explanation of all the features added in the pages:

Explanation of all the features added in the pages:

Test

Test

Test

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