3 weeks - 1 Designer
The Challenge
Design an app to simplify outdoor gear shopping.
The Why
The project purpose was to create a more seamless, stress-free experience when shopping, so users can feel confident when getting outside on their next escape.
The How
Through user personas and competitive audits, I learned more about who the users were, their frustrations and goals, how they shop currently, and what is available for them. I was then inspired to create a the design. Afterward I completed usability testing and refined the app design.
The Solution
An app that generates personalized checklists and connects users directly to the right products based on adventure activity, location, and timing.
Research
The Users
Casual to intermediate outdoor adventurers aged 25-40, and non-gender specific. They typically enjoy weekend getaways or seasonal trips and often feel unsure about what gear is truly necessary.
Personas created from this to help shape the app’s features and flow. For example, Andy’s frustrations regarding an overwhelming amount of gear options and goal of time-saving while shopping helped guide decisions to ensure experience felt supportive, not overwhelming.
Competitive Audit
A competitive analysis was completed of four outdoor gear platforms to evaluate how each supports users in shopping. This revealed a gap in tools that provide gear recommendations and trip-specific shopping.
Design, Test, Iterate
According to my research, users felt overwhelmed by gear choices and unsure of what was necessary for trips. Their goals were to save time, and feel confident in packing, and avoid forgetting essentials. I then designed a dynamic checklist feature that tailors gear recommendations to meet those needs.
Gear suggestions
& Checklist
Homepage
Usability Testing
The objective was to understand how real users interact with the checklist feature and to identify points of friction with the app flow. I did this by prompting participants to select backpacking as the activity, Colorado as the destination, March as the trip month, and TBD for Park/City. Users then browsed the generated gear checklist, selected a specific product in a size small, added one to cart, and proceeded to checkout and purchase.
Afterwards I reviewed their report forms and additional comments regarding their experience. I found this very helpful and was able to use the feedback to iterate a lot of my design. Users had positive reviews specifically about the checklist feature - one stating, “I like the categories, they help make for easier shopping.”
Example
Report Form
Insights & Refining
Users felt these pages involved too many clicks, making the process feel prolonged
There was mention that instruction was lacking
Users wanted an option to start shopping even if they didn’t have a specific destination in mind
Trip activity/detail pages
Checklist feature & Add to Cart
Users appreciated the checklist feature and liked the organization by category
The checklist helped users feel more prepared but needed clearer instructions on how to interact with it
Users were confused about how to add items to the cart, unsure if the “+” icon worked
Some users saw value in having the list generated for them, describing it as a “fun” and “helpful” feature
High-Fi Prototype
Homepage
Gear suggestions & Checklist
Interact with the prototype
Final Takeaways
Designing the Next Escape app was my first UX project, and it taught me the importance of designing not just for aesthetics, but for clarity, functionality, and specific user needs. From early sketches to high-fidelity prototypes, I learned how to think through user flows, make intentional design decisions, and create a product that supports both shopping and ease.
The usability studies were especially eye-opening and valuable. Receiving feedback on how users interacted with my design helped me uncover pain points I wouldn’t have predicted, such as confusion around adding items to the cart. This taught me that listening to users is one of the most important tools. The experience not only strengthened my ability to refine features based on feedback but also gave me confidence in continuing to build user-centered solutions from the ground up.