Escapade

Escapade

Escapade

Transforming Bucket Lists into Bold, Community-Driven Adventures

Transforming Bucket Lists into Bold, Community-Driven Adventures

Transforming Bucket Lists into Bold, Community-Driven Adventures

Project Brief

A mobile app that turns bucket list dreams into reality through social accountability and gamified progress tracking.

timeline

24 hours (WeHack 2023)

ROLE

UI/UX Designer

TEAM

1 Designer + 3 Developers

tools

Figma

Overview

People dream of adventures but struggle to act on them due to decision paralysis, lack of accountability, and difficulty coordinating with friends. Escapade combines curated discovery, friend challenges, and gamification to transform bucket lists from passive notes into interactive, community-powered journeys.

Impact at a Glance

🏆

1st Place Winner WeHack 2023: General Design Challenge

59

Teams competed in the hackathon

59

Teams competed in the hackathon

5

Core screens designed with 15+ wireframe variations

5

Core screens designed with 15+ wireframe variations

THE CHALLENGE

How might we combine curated discovery with social accountability to transform "someday" into "today"?

Our research revealed that people don't lack bucket list ideas—they lack the push to act on them. We needed to design an experience that reduces decision paralysis while creating social pressure that transforms procrastination into action, all within a 24-hour hackathon constraint.

THE CHALLENGE

How might we combine curated discovery with social accountability to transform "someday" into "today"?

Our research revealed that people don't lack bucket list ideas—they lack the push to act on them. We needed to design an experience that reduces decision paralysis while creating social pressure that transforms procrastination into action, all within a 24-hour hackathon constraint.

Leaderboard

Challenge

My List

Feed

Discovery

Design Process

We followed the Double Diamond framework to structure our 24-hour sprint:

DISCOVER

Research & Discovery

Secondary Research

Understanding the Problem

We began by exploring why people often dream of adventure but rarely pursue it. Secondary research revealed common patterns:

91%

Have Bucket Lists

Most Americans have created bucket lists, but many struggle to act on them without external motivation.

Stanford Medicine, 2016

35%

Declining Social Engagement

Since the pandemic, Americans say socializing and going out have become less important, showing a decline in spontaneous social engagement.

Pew Research, 2020

41%

Top Bucket List Priority

Getting healthier or losing weight is the #1 bucket list item, showing people prioritize self-improvement goals but often need accountability to achieve them.

YouGov, 2021

24-Hour Hackathon

Research Constraints

With limited time, we conducted structured internal team discussions (n=4) to quickly validate these patterns. While not a substitute for extensive user research, these discussions confirmed our hypothesis: people need both inspiration AND accountability to turn bucket list dreams into reality.

With more time, we would:

  • Conduct external user interviews (n=8-10) and usability testing

  • Survey 100+ users to quantify pain points statistically

Meet Emily: Our Primary Persona

We created Emily to represent our core user: ambitious professionals who crave adventure but struggle with decision paralysis and lack of follow-through. Emily became our north star throughout the design process—every decision was filtered through her needs.

competitive Analysis

What's Missing from Current Solutions

After reviewing three bucket-list apps, we found that most tools focus on saving ideas, not helping users act on them.

After reviewing three bucket-list apps, we found that most tools focus on saving ideas, not helping users act on them.

Research Synthesis

Key Insights

Our research pointed to one core behavior gap: people do not lack ideas for things they want to try, but they often lack the motivation, accountability, and clear next step to act on them. This shaped our MVP around three behaviors: discovering activities quickly, challenging friends for accountability, and tracking progress to maintain momentum.

DEFINE

Solution Strategy

To turn insight into action, we focused the MVP around three core behaviors:

1

Curated Discovery

Help users find ideas without feeling overwhelmed.

1

Curated Discovery

Help users find ideas without feeling overwhelmed.

2

Friend Challenges

Create lightweight accountability through simple accept/decline interactions.

3

Progress Tracking

Use visible progress and achievements to sustain motivation.

3

Progress Tracking

Use visible progress and achievements to sustain motivation.

develop

Ideation & Design

With only 24 hours, we moved quickly from insights to sketches, exploring multiple approaches to balance feature richness with execution feasibility.

⏱️ Design Constraints

24-hour timeline meant rapid iteration with limited user testing. We prioritized core features that directly addressed our research insights while staying technically feasible for our 3-person dev team.

Discovery Screen Exploration

Emily's Pain Point

From our persona research

I want to try new things, but I don't know where to start. Scrolling endless lists makes me more overwhelmed, not inspired.

Emily's Pain Point

From our persona research

I want to try new things, but I don't know where to start. Scrolling endless lists makes me more overwhelmed, not inspired.

List-Based Discovery

✗ too overwhelming

Variation A

Card-Based Browse

✗ more visual, but still unstructured

Variation B

Search + Category Tiles

✓ selected because it supported both purposeful search and casual browsing

✓ Selected

Challenge Screen Exploration

Emily's Pain Point

From our persona research

My friends suggest things all the time, but I feel awkward declining. I need a quick, low-pressure way to say yes or no without overthinking it.

Emily's Pain Point

From our persona research

My friends suggest things all the time, but I feel awkward declining. I need a quick, low-pressure way to say yes or no without overthinking it.

All Challenges at Once

✗ created too much decision pressure

Variation A

Conversational Format

✗ felt too formal and high-pressure

Variation B

Swipe Single Card

✓ selected because it made each commitment feel lightweight, focused, and easy to respond to

✓ Selected

Complete User Flow

After locking in the discovery pattern, I designed the remaining screens to create a cohesive journey from exploration to achievement.

1

Leaderboard

Leaderboard

2

Challenge Friends

Challenge Friends

3

My Adventures

My Adventures

4

Feed

Feed

5

Discovery

Discovery

deliver

Final Designs

With wireframes validated by the team, I moved into high-fidelity design, focusing on three core features that directly addressed our research insights.

Feature 1

Curated Discovery

Category tiles and search work together to reduce decision paralysis. Emily can browse by theme when exploring or search directly when she knows what she wants.

Search Bar

Quick access for goal-driven discovery when users know what they want

Category Tiles

Visual themes organize adventures into manageable, browsable options

Featured Adventures

Curated suggestions spark inspiration without overwhelming choice

Feature 2

Social Challenges

The swipe-based challenge system was our breakthrough. It makes commitments feel casual and judgment-free—transforming social pressure into positive accountability.

Swipe left to decline, swipe right to accept, or tap buttons for explicit choice

Feature 3

Progress & Motivation

Gamification elements sustain engagement. Users track their bucket list progress and see how they compare to friends through leaderboards—creating healthy competition.

My Adventures

Personal dashboard shows in-progress and completed adventures with visual progress tracking

Leaderboard

Friend rankings and achievement streaks foster friendly competition and motivation

Complete Experience Flow

🏆

Escapade won 1st Place in the WeHack General Design Challenge, standing out among 59 teams for its UI/UX, product concept, and storytelling.

reflection

Reflections & Learnings

Designing Escapade in 24 hours taught me how to make intentional trade-offs. Instead of building a complex trip-planning system, we focused on the highest-impact flow: discover an activity, challenge a friend, and track progress. To help developers move quickly, I kept the design system lean, reused components, and prioritized the custom swipe interaction as the core experience. With more time, I would validate whether swiping feels meaningful enough for a real commitment, or if users treat it too casually. I would also explore how to balance social accountability with user control, ensuring Escapade motivates action without creating unhealthy pressure or comparison.

Thank you for exploring my work. If you have any questions,

ideas, or projects in mind, don’t hesitate to get in touch. I’d love to bring your vision to life.

Yvonne Hsiao

(“shyow”)

@2026. All rights reserved

Thank you for exploring my work. If you have any questions, ideas, or projects in mind, don’t hesitate to get in touch. I’d love to bring your vision to life.

Yvonne Hsiao

(“shyow”)

@2026. All rights reserved

Thank you for exploring my work. If you have any questions, ideas, or projects in mind, don’t hesitate to get in touch. I’d love to bring your vision to life.

Yvonne Hsiao

(“shyow”)

@2026. All rights reserved