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02 · Featured case study

Haven

UX Research · Product Design · Information Architecture

A travel app for overwhelmed travellers, Haven reduces uncertainty in unfamiliar places with AR navigation, an offline toolkit, and calm, anxiety-aware interfaces.

Haven title slide showing two iPhone mockups of the app's sign-up screen and personalised home screen

01

Context

Designed for overwhelmed travellers, Haven reduces uncertainty and simplifies unfamiliar environments using smart, supportive technology.

Project
Haven: UC Irvine Designathon
Role
UX Researcher & Product Designer
Team
Aasritha, Deep, Maddie, Mugdha
Tools
Figma, FigJam, Google Forms
Platform
iOS mobile app
Responsibilities
User interviews, survey design, synthesis, affinity mapping, persona, feature definition, wireframes, hi-fi screens
Prompt
Design for a space where technology is evolving or hard to use, make the future less overwhelming and more human
Scope
4–5 features prototyped, research-heavy

02

Problem framing

The Designathon brief asked teams to pick a space where technology is evolving or difficult to use, identify a real user problem around confusion, inaccessibility, or complexity, and design a bold, intuitive solution using any modality, AI, voice, gesture, haptics, or AR.

We mapped candidate users and spaces before committing, then chose travel: a context where people are already stressed, tools are fragmented, and the cost of confusion is immediate. The framing we settled on was helping travellers navigate an unfamiliar destination, whether they have ADHD, poor planning skills, social anxiety, or simply no local knowledge.

FigJam board with the Designathon prompt, possible user groups, confusing spaces, and eight project ideas
Prompt unpacking, candidate user groups, and idea generation in FigJam

03

Research

Research ran in two tracks: semi-structured interviews with travellers and a survey distributed for breadth. We also audited existing tools to understand what travellers already patch together.

Interviews
7 traveller interviews
Survey
Google Form responses on planning, anxiety, and tools
Secondary
Competitive audit of AR and travel apps
Synthesis
Affinity diagram → seven insight clusters
Research board with survey questions covering demographics, overwhelm ratings, planning style, ADHD and anxiety, and preliminary research notes on World Around Me
Survey instrument and preliminary research on existing AR travel tools

04

Insights

Clustering the raw notes produced seven themes. Each one became a constraint on the product rather than a feature request.

  • Trip planning & route optimisation, Google Maps follows the order the itinerary was typed in, not the optimal real-time path; walking distances are inaccurate because step counts assume region-specific averages
  • Tech preferences & interaction methods, users prefer phone scanning and voice assistants over VR; voice enables hands-free use while driving or walking
  • Language & communication barriers, translation is needed most in stores, cafés, and conversations; users are anxious about talking to strangers and afraid of unknowingly disrespecting local culture
  • Food & essential discovery, finding food that matches dietary needs and locating restrooms are recurring friction points
  • Nature, adventure & safety, users travel to historical landmarks and nature spots, and want alerts for wildlife, dangerous paths, and slippery areas, plus rest zones during hikes
  • Offline use & trust backups, offline maps are essential with a user-set radius; when technology fails, users ask trustworthy-looking locals
  • Design & accessibility preferences, calming colours (dark mode, cream, earth tones) and a low-distraction UI for anxious or neurodivergent travellers
Affinity diagram grouping research notes into seven labelled clusters
Affinity diagram, seven clusters that framed every later decision

05

Persona

Alia M., 26, a PhD student in San Jose, curious, cautious, and socially anxious. She needs offline access in patchy areas, struggles with pronunciation, avoids asking locals for help, and finds Google Maps unclear in complex areas. She currently stitches together Google Maps and Google Translate.

Persona slide for Alia M., 26, a PhD student in San Jose, listing pain points, goals, and current tools
Primary persona, the anxiety-aware travel case Haven is designed around

06

Competitive analysis

We compared Haven against World Around Me, TripLingo, VoiceMap, and Chronos. AR existed in the market and translation existed in the market, but no product combined a full offline toolkit, cultural etiquette guidance, contextual AI reminders, and a calm, neurodivergent-friendly interface.

Competitive analysis matrix comparing Haven with World Around Me, TripLingo, VoiceMap, and Chronos across AR, offline tools, cultural etiquette, accessibility, AI reminders, safety, and calming UX
Feature matrix, the gap sat in offline depth, etiquette, and calm UX

07

Key decisions & architecture

Features were grouped into three tabs so that everything a traveller might reach for under stress sits one tap away.

  • My Places, saved destinations with per-place emergency contacts (police, embassy, hospitals), rest spots, AR navigation, saved translations, currency, scans, and safety alerts
  • Tool Box, AR translate with voice, downloadable offline languages, scanner, and an offline currency converter
  • Planner, hour-by-hour itinerary, an AI travel assistant that reminds you of plans, surfaces tips such as last-train times, and tracks travel patterns for recommendations
Feature list board next to a three-tab feature planning board splitting features into My Places, Tool Box, and Planner
From a flat feature list to a three-tab information architecture

08

Wireframes

Low-fidelity frames tested the tab structure before any visual design: home, translator, scanner, currency converter, safety lists, and the itinerary planner. A "Home, simplified" variant explored a reduced-stimulus layout for anxious users.

09

Screens

Onboarding screens: value propositions, sign up and create account, name entry, traveller type selection, and accessibility category selection
Onboarding, traveller type and accessibility categories tailor the AI assist
Map screens: standard map view with place card and an AR street view with directional prompt, ETA, photo spot, child safe zone, and an AI rest-stop recommendation
Maps, traditional and AR navigation with rest-stop and safety prompts
Scanner flow: capture, scanning, scan complete, and an AR overlay card explaining the Shinkansen with overview, history, and how-to tabs
Scanner, capture to AR overlay with local context and how-to guidance
Translator screens: text entry with voice input and history, a translated phrase card with audio, and camera translation of a Japanese street sign
Translator, typed, spoken, and camera translation with offline language download

10

Presentation

The final deck framed Haven for the Designathon panel: the traveller problem, the research behind it, and each feature demonstrated in context.

Presentation slide titled Maps describing interactive traditional and AR navigation with personalised suggestions and rest stop alerts
Deck excerpt, how the map feature was presented

11

Reflection

  • Accessibility first: traveller type and accessibility categories are collected during onboarding so the interface adapts rather than assuming a default user
  • Offline is a feature, not a fallback: maps, languages, and conversion rates all download by user-set radius
  • Calm over dense: mood toggle, quiet mode, and earth-tone palette came directly from research on anxious and neurodivergent travellers

The strongest lesson was how much the affinity diagram did. Seven clusters replaced a long list of feature ideas, and every later argument about scope could be settled by asking which cluster a feature served. Working to a hackathon timeline also forced early agreement on the three-tab structure, once that held, screens could be split across four designers without drifting.

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