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

Designed Escapade, a social-powered bucket list app created in a 24-hour hackathon, to help users break out of routine, explore new experiences, and stay accountable through community challenges—earning first place in WeHack's General Design Challenge for its intuitive UX and innovative engagement model.

Designed Escapade, a social-powered bucket list app created in a 24-hour hackathon, to help users break out of routine, explore new experiences, and stay accountable through community challenges—earning first place in WeHack's General Design Challenge for its intuitive UX and innovative engagement model.

Timeline:

Timeline:

Timeline:

24 hours (WeHack 2023)

24 hours (WeHack 2023)

24 hours (WeHack 2023)

My Role:

My Role:

My Role:

UI/UX Designer

UI/UX Designer

UI/UX Designer

Team:

Team:

Team:

1 Designer, 3 Developers

1 Designer, 3 Developers

1 Designer, 3 Developers

Tools:

Tools:

Tools:

Figma

Figma

Figma

Escapade at a Glance

THE PROBLEM

People dream of adventures but struggle to act on them due to:

  • Decision paralysis from too many options

  • Lack of accountability and motivation

  • Difficulty coordinating with friends

THE SOLUTION

Escapade combines three elements missing from existing bucket list apps:

🔍 Curated discovery (reduces overwhelm)

👥 Friend challenges (creates accountability)

🎮 Gamification (sustains motivation)

MY CONTRIBUTIONS

  • Led end-to-end design: research, persona development, wireframing

  • Designed 5 core screens with 15+ wireframe variations

  • Collaborated with 3 developers to balance ambition with constraints

  • Defined key interaction patterns and information architecture

WHY IT WON

Judges recognized:

  • Intuitive, accessible UI design

  • Innovative "Challenge a Friend" engagement model

  • Successfully transformed bucket lists into community-powered journeys

Design Process

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

DISCOVER

DISCOVER

DISCOVER

Research & Discovery

Secondary Research

Secondary Research

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

91%

Have Bucket Lists

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

Stanford Medicine, 2016

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

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

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

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

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

24-Hour Hackathon

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

Based on our research insights and team discussions, 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.

Research Synthesis

Research Synthesis

Research Synthesis

Key Insights

From our research, we identified three critical insights that shaped Escapade's design strategy

💡

Inspiration Without Action

People don't lack ideas—they lack the push to act on them. Decision paralysis and procrastination prevent bucket list dreams from becoming reality.

💡

Inspiration Without Action

People don't lack ideas—they lack the push to act on them. Decision paralysis and procrastination prevent bucket list dreams from becoming reality.

💡

Inspiration Without Action

People don't lack ideas—they lack the push to act on them. Decision paralysis and procrastination prevent bucket list dreams from becoming reality.

🤝

Social Accountability Drives Commitment

Users are more likely to follow through when friends are involved. Social pressure transforms "someday" into "this weekend."

🤝

Social Accountability Drives Commitment

Users are more likely to follow through when friends are involved. Social pressure transforms "someday" into "this weekend."

🤝

Social Accountability Drives Commitment

Users are more likely to follow through when friends are involved. Social pressure transforms "someday" into "this weekend."

📸

Visual Proof Creates Momentum

Seeing progress through photos and achievements builds positive feedback loops, motivating users to continue their adventure streak.

📸

Visual Proof Creates Momentum

Seeing progress through photos and achievements builds positive feedback loops, motivating users to continue their adventure streak.

📸

Visual Proof Creates Momentum

Seeing progress through photos and achievements builds positive feedback loops, motivating users to continue their adventure streak.

competitive Analysis

competitive Analysis

competitive Analysis

What's Missing from Current Solutions

We analyzed 3 leading bucket list apps to identify market gaps

We analyzed 3 leading bucket list apps to identify market gaps

Key Opportunity

Bridge the Gap Between Discovery and Action

No existing app combines curated discovery with social accountability. Escapade bridges this gap by turning personal growth into a social, gamified experience—transforming "someday" into "today."

Key Opportunity

Bridge the Gap Between Discovery and Action

No existing app combines curated discovery with social accountability. Escapade bridges this gap by turning personal growth into a social, gamified experience—transforming "someday" into "today."

Key Opportunity

Bridge the Gap Between Discovery and Action

No existing app combines curated discovery with social accountability. Escapade bridges this gap by turning personal growth into a social, gamified experience—transforming "someday" into "today."

DEFINE

DEFINE

DEFINE

From Insights to Action

Our research revealed a clear opportunity: people don't lack bucket list ideas—they lack the push to act on them.

Design Challenge

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

Design Challenge

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

Design Challenge

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

Our Solution Approach

1

Curated Discovery

Search + category tiles reduce overwhelm by organizing adventures into digestible, browsable options.

1

Curated Discovery

Search + category tiles reduce overwhelm by organizing adventures into digestible, browsable options.

1

Curated Discovery

Search + category tiles reduce overwhelm by organizing adventures into digestible, browsable options.

2

Friend Challenges

Swipe-based challenge invitations create social accountability while keeping commitments casual and judgment-free.

2

Friend Challenges

Swipe-based challenge invitations create social accountability while keeping commitments casual and judgment-free.

2

Friend Challenges

Swipe-based challenge invitations create social accountability while keeping commitments casual and judgment-free.

3

Progress Tracking

Leaderboards and visual progress sustain motivation by celebrating completed adventures and building momentum.

3

Progress Tracking

Leaderboards and visual progress sustain motivation by celebrating completed adventures and building momentum.

3

Progress Tracking

Leaderboards and visual progress sustain motivation by celebrating completed adventures and building momentum.

develop

develop

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.

⏱️ 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.

⏱️ 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

Our persona Emily's biggest pain point was decision paralysis. I explored three different approaches to help her discover adventures without feeling overwhelmed.

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.

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

✗ Endless scrolling increases overwhelm

✗ No clear entry point or structure

✗ Lacks visual hierarchy

Variation A

Card-Based Browse

✗ Cards reduce visual density

✗ Still lacks clear categorization

✗ Decision paralysis remains

Variation B

Search + Category Tiles

✓ Clear paths reduce decision paralysis

✓ Search enables quick goal-driven discovery

✓ Categories organize exploration

✓ Categories organize exploration

✓ Selected

Search + Category Tiles

✓ Clear paths reduce decision paralysis

✓ Search enables quick goal-driven discovery

✓ Categories organize exploration

✓ Categories organize exploration

✓ Selected

Search + Category Tiles

✓ Clear paths reduce decision paralysis

✓ Search enables quick goal-driven discovery

✓ Categories organize exploration

✓ Categories organize exploration

✓ Selected

Team Discussion

"We realized Emily's behavior isn't linear—sometimes she's purposeful ('I want to learn Spanish'), other times she's exploring ('What sounds fun?'). The interface needed to flex between both modes, not force one approach."

Team Discussion

"We realized Emily's behavior isn't linear—sometimes she's purposeful ('I want to learn Spanish'), other times she's exploring ('What sounds fun?'). The interface needed to flex between both modes, not force one approach."

Team Discussion

"We realized Emily's behavior isn't linear—sometimes she's purposeful ('I want to learn Spanish'), other times she's exploring ('What sounds fun?'). The interface needed to flex between both modes, not force one approach."

Why We Chose Variation C

Category Tiles Directly Address Emily's Problem

→ Addresses both decisive moments (search) AND exploratory moods (tiles)

→ Search respects time; tiles inspire curiosity—flexibility without forcing one approach

→ Reduces decision paralysis while maintaining serendipitous discovery

Why We Chose Variation C

Category Tiles Directly Address Emily's Problem

→ Addresses both decisive moments (search) AND exploratory moods (tiles)

→ Search respects time; tiles inspire curiosity—flexibility without forcing one approach

→ Reduces decision paralysis while maintaining serendipitous discovery

Why We Chose Variation C

Category Tiles Directly Address Emily's Problem

→ Addresses both decisive moments (search) AND exploratory moods (tiles)

→ Search respects time; tiles inspire curiosity—flexibility without forcing one approach

→ Reduces decision paralysis while maintaining serendipitous discovery

Challenge Screen Exploration

Next, we addressed Emily's fear of social pressure. She wanted accountability but worried about judgment when declining challenges or making commitments.

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.

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

✗ List of multiple challenges creates decision paralysis

✗ Overwhelming when friends send many invites

✗ Forces comparison between options instead of individual consideration

Variation A

Conversational Format

✗ Chat-style feels personal and familiar

✗ Takes too many taps to respond

✗ Feels formal and high-pressure, like declining a direct message

Variation B

Swipe Single Card

✓ One card at a time removes comparison anxiety

✓ Swipe left/right feels casual and judgment-free

✓ Quick interaction reduces friction to saying "yes"

✓ Tap buttons offer alternative for users who prefer explicit choices

✓ Selected

Team Discussion

"We debated whether swipe interactions might feel too casual for meaningful commitments. But we realized the goal IS to lower the barrier—we want Emily to say yes more often, and that starts with removing friction and social anxiety."

Team Discussion

"We debated whether swipe interactions might feel too casual for meaningful commitments. But we realized the goal IS to lower the barrier—we want Emily to say yes more often, and that starts with removing friction and social anxiety."

Team Discussion

"We debated whether swipe interactions might feel too casual for meaningful commitments. But we realized the goal IS to lower the barrier—we want Emily to say yes more often, and that starts with removing friction and social anxiety."

Why We Chose Variation C

Single-Card Swipes Make Commitments Feel Casual

→ Single-card focus eliminates list-view decision paralysis

→ Swipe or tap options let users choose their preferred interaction

→ Feels casual and judgment-free, unlike formal messaging formats

→ Quick responses keep commitments lightweight, encouraging frequent engagement

Why We Chose Variation C

Single-Card Swipes Make Commitments Feel Casual

→ Single-card focus eliminates list-view decision paralysis

→ Swipe or tap options let users choose their preferred interaction

→ Feels casual and judgment-free, unlike formal messaging formats

→ Quick responses keep commitments lightweight, encouraging frequent engagement

Why We Chose Variation C

Single-Card Swipes Make Commitments Feel Casual

→ Single-card focus eliminates list-view decision paralysis

→ Swipe or tap options let users choose their preferred interaction

→ Feels casual and judgment-free, unlike formal messaging formats

→ Quick responses keep commitments lightweight, encouraging frequent engagement

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

2

Challenge Friends

3

My Adventures

4

Feed

5

Discovery

deliver

deliver

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

Feature 1

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

Feature 2

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

Feature 3

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

🏆

WeHack 2024 — General Design Challenge

Escapade's intuitive UX and innovative engagement model successfully transformed bucket lists from passive notes into interactive, community-powered journeys.

Competition

59 Teams

Award

1st Place Winner

Judge Recognition

Outstanding UI/UX, Innovation & Storytelling

reflection

reflection

reflection

Reflections & Learnings

This 24-hour sprint taught me valuable lessons about rapid decision-making, strategic prioritization, and designing under constraints. Here's what I took away:

What Worked

→ User-centered approach kept decisions focused

→ Swipe mechanic resonated with judges and users

→ Team collaboration balanced ambition with feasibility

📚

What Worked

→ Constraints force creative problem-solving

→ Good research accelerates design decisions

→ Innovation often comes from simplifying, not adding

Next Steps

→ User testing to validate swipe interaction patterns

→ Accessibility audit for inclusive design

→ A/B test leaderboard impact on motivation

→ Explore AI-powered adventure recommendations

Open to Chat!

Got feedback, ideas, or just want to connect?
I’m always up for a good conversation —

Let’s talk

Open to Chat!

Got feedback, ideas, or just want to connect?
I’m always up for a good conversation —

Let’s talk

Open to Chat!

Got feedback, ideas, or just want to connect?
I’m always up for a good conversation —

Let’s talk