WanderWise: Adventure Rewards.
Wanderwise is designed to turn local exploration into an exciting, personalized adventure. With an emphasis on meaningful incentives and connection, the app encourages users to get out, discover, and engage with the world around them in fun and rewarding ways.
Problem to be solved
Urban exploration often feels overwhelming for people who want to try new things but don’t know where to start or feel bogged down by endless online lists and generic recommendations. How can we create an experience that makes discovering local activities fun, accessible, and motivating?
Concept
The initial idea for Wanderwise was to build an app that empowers users with a high degree of choice. Inspired by the joy of serendipitous discovery, the app's core interaction revolves around "activity cards"—bite-sized, curated recommendations for local experiences that users can swipe through, save, or dismiss.
Wireframe Highlights:
Activity Cards: Each card offers a short, enticing summary with visuals, allowing for quick decisions.
Categories & Filters: Users can tailor their discovery journey based on mood, time commitment, and interests.
Adventure Suggestions: Daily or weekly themed prompts to nudge users toward unique activities.
The Pivot
Through reflection, I realized that while the concept of cards and choices seemed promising, the app lacked a compelling incentive for users to explore in real life. It became clear that WanderWise needed more than just a way to present information—it required an element of connection that encouraged curiosity and adventure, leading me to create a companion to enhance the user's experience.
Designing Fenwick, the Owl-Fox Hybrid
To address this, I introduced Fenwick, a mascot designed to motivate and guide users.
Character Concept: Fenwick is a hybrid of an owl (wisdom) and a fox (adventure), embodying curiosity and playful exploration.
Purpose: Fenwick interacts with users to suggest new experiences, celebrate milestones, and offer encouragement when they’re feeling indecisive. This is reflected in the final designs as well: each week, users receive a timed challenge to complete an exploration activity, with Fenwick offering rewards such as new accessories, clothing, and even furniture to personalize his appearance and environment as their world of discoveries grows.
Design Process:
Initial sketches focused on balancing approachability and quirkiness.
Iterative refinements ensured Fenwick felt like a trusted companion rather than a distraction.
Some early versions of Fenwick that were created using Visual Electric and KREA.
Final Designs
Start-up Screens
These screens introduce users to Wanderwise, setting the tone for an engaging and guided experience.
First-Run
Designed to quickly explain the core principles of Wanderwise while remaining optional for users eager to jump in.
Activity & Reward Screens
These screens reinforce motivation and celebrate user accomplishments.
Activity Card: The core interaction, presenting users with an adventure tailored to their preferences.
Congrats Screen - 'You Did It!': A celebratory overlay rewarding users with a new accessory or item for Fenwick upon challenge completion.
Reflection
Designing WanderWise showed the value of balancing instinct with experimentation to clarify the product’s purpose and strengthen its connection with users. Initially focused on maximizing choice, the pivot to introduce Fenwick demonstrated how adding an emotional connection can enhance the user experience and create a sense of purpose.
Next Steps: I plan to further test the mascot's impact on user engagement by introducing weekly exploration challenges, animate Fenwick's movements, and develop gamification elements such as unlocking accessories for Fenwick as rewards to deepen the sense of adventure.