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WAYO

Live MVP Β· Ongoing
WAYO Explore screen WAYO Active Quest screen WAYO Passport screen

About the
Product

WAYO is a mobile-first urban exploration product that helps people discover new places through ready-made quests, explore routes and collect digital stamps as a record of their experiences.

Unlike a concept-only case study, WAYO has been developed into a live MVP. As Co-founder and Product Designer, I continue to develop the product through user feedback, usability testing and post-launch analytics.

Year: 2026

Role: Co-founder &
Product Designer

Location: London, UK

Status: Live MVP Β·
Ongoing

The
Problem

People living in large cities often fall into familiar routines, repeatedly visiting the same places even when they want to explore more. The problem is not a lack of places to discover, but the effort required to find something that feels worth the time.

Planning a new outing is often fragmented across Google Maps, social media, reviews and transport information. Even after choosing a place, the experience can feel passive, with little sense of progress, achievement or reason to continue exploring.

β€œ

How might WAYO reduce the effort of discovering somewhere new while making exploration rewarding enough to repeat?

My Role &
Responsibilities

I co-founded WAYO and lead product design end-to-end β€” from early product strategy and MVP prioritisation to a live product that continues to evolve after launch.

Responsibilities:

  • Product strategy & MVP prioritisation
  • UX research & usability testing
  • Competitive research & positioning
  • Information architecture & user flows
  • Wireframing, prototyping & mobile UI design
  • Accessibility & inclusive UX
  • Design QA & implementation support
  • Launch, analytics & ongoing iteration

User &
Product Challenges

Research revealed four core product challenges that shaped the MVP.

User need

Discover somewhere new without spending ages planning.

WAYO response: Ready-made quests reduce the research and planning required before going out.

User need

Know whether a quest is worth the time before committing.

WAYO response: Visual quest cards and Quest Detail surface duration, distance, difficulty, accessibility and what users will discover.

User need

Find experiences that match practical and accessibility needs.

WAYO response: Filters and accessibility information help users narrow quests before starting.

User need

Feel motivated without competing with other people.

WAYO response: The Passport, stamps and personal progress create achievement without leaderboards.

Product
Goals

  • Reduce planning effort. Help users quickly find ready-made activities.
  • Support confident decisions. Give users useful information before starting a quest.
  • Create motivation to explore. Use progress, stamps and collections.
  • Keep exploration lightweight. Make quests feel achievable, flexible and simple.
  • Build for iteration. Launch a focused MVP and improve it using research and analytics.

UX Research
& Key Insights

Early research combined user interviews and competitor analysis to understand how people currently discover new places, and what would make a quest-based app worth returning to.

Insight 1 β€” Reduce the planning, not the curiosity

Users were open to exploring new places but wanted the planning effort reduced.

Product response: Ready-made nearby quests and quick discovery options.

Insight 2 β€” Decision confidence comes before commitment

Before starting, users wanted to understand duration, distance, difficulty, transport, comfort, safety and what they would discover.

Product response: A detailed Quest screen containing important decision-making information.

Insight 3 β€” Discovery is highly visual

Photos and the visual atmosphere of a location strongly affected whether users wanted to visit.

Product response: Large visual quest cards, concise descriptions and useful tags.

Insight 4 β€” Progress was more motivating than competition

Most participants preferred personal progress over rankings, scores or leaderboards.

Product response: Personal collection and progression instead of competitive mechanics.

Insight 5 β€” Stamps were perceived as memories, not only rewards

Users liked the idea of collecting proof of the places and experiences they completed.

Product response: The Digital Passport became one of WAYO's central features.

Primary
User

The Casual Urban Explorer

WAYO primary user persona research

Age: 18–35

Context: Lives in or regularly explores London

Goals: Discover interesting places, make spontaneous plans and explore without spending too much time planning

Frustrations: Too much research and uncertainty about whether somewhere is worth visiting

Motivation: Personal experiences, memories and visible progress rather than competition

From Insights
to Structure

Each recurring insight was translated directly into a part of the product, so the structure reflects what research actually surfaced rather than a list of features.

β€œI don't want to spend ages planning.”

β†’ Explore β€” ready-made quests

β€œIs this worth visiting?”

β†’ Quest Detail β€” important decision-making information

β€œHow do I complete it?”

β†’ Active Quest / Map

β€œI want to keep this for later.”

β†’ Saved

β€œI want to see what I've achieved.”

β†’ Passport & Stamps

β€œI prefer personal progress over competition.”

β†’ Profile β€” personal collection

Information
Architecture

The core loop β€” Discover β†’ Decide β†’ Explore β†’ Complete β†’ Collect β€” sits behind four main navigation tabs: Explore, Saved, Passport and Profile.

WAYO information architecture and sitemap

Core
User Flow

WAYO core user flow

The primary flow follows Explore β†’ Quest Detail β†’ Active Quest / Map β†’ Quest Complete β†’ Stamp Earned β†’ Passport, taking a user from browsing to a completed, collected memory.

Final Product
(UI)

Each screen answers a specific question a user has before, during or after a quest: What should I expect? Is this worth my time? Where am I now? What have I achieved?

Explore

Reducing the effort of finding somewhere new

The Explore screen surfaces ready-made quests instead of asking users to research a route themselves. Filters for difficulty, duration, distance and accessibility let people narrow choices without leaving the app.

WAYO Explore screen WAYO filters screen
Quest Detail

Helping users decide before they commit

Research showed that distance, time, difficulty and accessibility directly affect whether someone starts a quest. The Quest Detail screen surfaces this information clearly before the "Start quest" step.

WAYO Quest Detail screen showing distance, time, difficulty and accessibility information WAYO route details showing what you'll discover and stop-by-stop route
Active Quest

Turning discovery into action

Once a quest starts, the map view tracks progress against the route and stops, so users always know what's next, how much is left, and when a quest is complete.

WAYO Active Quest and map screen WAYO quest completion checklist
Passport

Progress without competition

The Passport turns completed quests into a personal collection of stamps, reinforcing progress through memory rather than rankings or leaderboards.

WAYO Passport screen WAYO locked and unlocked stamps

From Design
to Live Product

WAYO did not stop at a Figma prototype. The MVP was developed and deployed as a working mobile-first product, allowing the experience to be tested beyond controlled usability sessions.

Launching the product introduced another feedback layer: I can now compare design assumptions with real user behaviour and use that evidence to guide future iterations.

TRY LIVE PRODUCT

Post-launch
Analytics

Amplitude is connected to the live product to help understand how users interact with WAYO after launch. This creates a feedback loop between research, design decisions and actual product behaviour.

Discovery

Which quests attract attention?

Activation

Do users move from viewing a quest to starting it?

Feature usage

Are filters, Saved and other discovery tools being used?

Completion

Where do users continue or leave the quest flow?

What's
Next

WAYO is a live MVP and the next stage focuses on making the exploration experience more complete and scalable.

Real-time GPS & navigation

Improve live location tracking and route guidance so users can follow quests more confidently while walking.

More quests

Expand the quest library across London and gradually cover more neighbourhoods and types of experiences.

Richer visual content

Add more location and quest photography so users can better understand the atmosphere and value of an experience before starting.

User accounts

Introduce authentication with Google and Apple so users can securely keep their saved quests, completed quests, stamps and progress across devices.

What I Learned

WAYO changed the way I think about product design because the work did not end when the final screens were created.

Research changed the hierarchy of the product: practical decision-making information became more important than adding more game mechanics, while personal progress proved more relevant than competitive features.

Launching the product also added a new feedback layer. Design decisions can now be compared with real user behaviour through analytics, helping prioritise future iterations using evidence rather than assumptions.

Research β†’ Prioritisation β†’ Design β†’ Launch β†’ Measurement β†’ Iteration

Let's create
something
meaningful!