#StudyCase

evertrip

This project is an app in development that I designed end-to-end. I will show you how I simplified travel planning to increase plans completion using behavioral design.

SectorTravel · Lifestyle · Mobile
ChallengeOverload, disconnection, forgetfulness
RolProduct Designer (End-to-End)
Duration2 month

 

About the product

Evertrip is a gamified travel planner developed in React Native for iOS and Android. Our north star metric is Mission completion. We designed and tested the MVP in three months, it’s now in development.

The main challenge was Designing an experience to increase completion with limited resources.

Developers

Months

My Role

Product Designer – Strategy, UX/UI, and Behavioral Design

  • End-to-end product design
  • Built the design system
  • Led Product decisions with two junior developers

Problem

Information overload prevents travelers from completing travel plans, resulting in low engagement and community stagnation.

Objetive

Current behavior

Jumping between multiple apps 
→ Planning overload

Desired behavior

Exploring in our app 
→ Completing missions easily

I defined our objetive in a question: How we reduce planning overload to increase plans completion?

Research Insights

To achive our objetive I did a research. I used primary research (6 interviews and 85 surveys) and complemented it with secondary research (Literature, reports…).
I used Google Forms and Fireflies for data collection, with Chat GPT assisting the analysis.

User persona

Our User Persons is Carlos a 28-year-old freelance programmer who valorate flexible planning.

Pains:

  • Information overload
  • Difficulty finding plans
  • Limited time

Motivations

  • Information overload
  • Difficulty finding plans
  • Limited time

User Contexts

I analized the main user contexts for this case:

Temporal

The duration of the activities is important for organising them

Environmental

Proximity matters; central locations explored first

Social

Trip type (couple, family, friends, solo) shapes interests

Emotional

Complete a travel plan makes travellers feel accomplished

Economic

Need transparency about costs

Capacity

User need clear guidance to reduce uncertainty

Benchmarking

I decided to do a benchmarking to learn from competitors to make our product better:

CompetitorTake advantage ofAvoid
AirbnbClean interfaceNo social or collaborative planning
PolarstepsTrip trackingLow personalization
TripAdvisorLarge database of activitiesInformation overload

Behavioral Frameworks

Now let’s look at the solution and how we used behavioral frameworks to design the mission flow. I used two main frameworks to create an habit:

TO STAR & COMPLETE

Fogg Model

Supports micro-behaviours like start and complete mission

  • Motivation aligned
  • Ability simplified
  • Clear Prompt at the right moment

TO REPEAT

Hook Model

Creates a habit loop during the trip

  • Trigger to start
  • Simple action
  • Small reward
  • Habit reinforcement

Design decisions

The design system is founded on a modern, minimalist style, consistently prioritizing accessibility and optimal usability within dynamic travel environments.

Mapping

Mapping the planification process, we identified three key points across different screens:

Explore mission

Screen: Trip details

Objective: Users find missions that fits their needs easily

During the Exploration stage, the design focuses on quickly answering users’ key questions by providing a clear trip options

Select mission

Screen: Mission details

Objective: Users check that mission fits their needs quickly

I based the design on the Fogg Behavior Model to guide the user toward completing a specific action.

Complete mission

Screen: Complete flow

Objective: Users complete the mission successfully

At this point, the main focus is on supporting quick, confident decisions with low cognitive load.

Impact

Test septup: Prototype tested via Screen-Sharing Videocalls by 10 users

Test result: SUCCESS
The ‘Mission’ concept is engaging.

%

Completion Rate (9/10)

Avg. Time to Complete