Pockigo

UX/UI Case Study Desktop Website

Pockigo Website

Pockigo helps independent travelers discover, organize, and personalize their trips — without relying on traditional tours.

Role
Product Designer
UX/UI Designer
Platform
Desktop Website
Timeline
8 weeks
Tools
Figma
FigJam
Method
Double diamond
Pockigo Website — Primary Hero Screen

02 — What is Pockigo?

What is Pockigo?

Pockigo is a travel planning product built for independent travelers who want a ready-to-use itinerary without the research overhead.

This case study focuses on the desktop website experience — from discovery to a personalized itinerary.

Desktop Website

Designing the end-to-end planning experience, from landing page to a personalized itinerary.

Mobile App

Covered separately as its own case study.

03 — Overview

Overview

The project began as a team effort, from research through to the first high-fidelity designs. I then led the redesign independently, taking the V1 screens through a full second pass across the homepage, planning flow, and itinerary page, resulting in the V2 designs and clickable prototype documented here.

04 — Business Needs & Design Goals

Business needs & Design goals

The project started with five clear business needs. Each was paired with a design goal to keep decisions anchored in real user value.

Business needs Design goals
Provide a personalized itinerary based on destination, date, trip duration, and the user's interests. Filters that narrow results by destination, dates, and interests, so the itinerary feels curated, not overwhelming.
Allow the user to modify the itinerary with ease. Inline editing that lets users swap, remove, or reorder activities without leaving the itinerary view.
Offer an interactive map view. A map that stays in sync with the itinerary; tapping a pin shows activity details without a full page transition.
Allow the user to share the itinerary with their travel buddy. A one-tap share flow that sends a clean, readable itinerary — no account required for the travel buddy to view it.
Users can access their past, active, and upcoming plans at any time. A dashboard that separates past, active, and upcoming trips at a glance — no digging or searching required.

05 — Design Method

How I approached the problem

The project followed the double diamond — diverging to understand the problem space, then converging on the right solution.

01

Discover

User interviews
Affinity diagram
Competitive analysis

02

Define

Persona
Card sorting
IA + site map

03

Develop

Wireframes
Usability test
Moodboard

04

Deliver

UI kit
Hi-fi screens
Final prototype

06 — Discover

Understanding how people plan trips

Research began with user interviews to surface real behaviors and frustrations, followed by competitive and comparative analysis to map the existing landscape and identify opportunities.

User Interviews

20 interviews, 30–45 min each

We recruited independent travelers who had planned at least one trip abroad in the past year. Sessions were semi-structured, focusing on their planning process, tools they use, and moments of confusion or frustration.

Affinity diagram — interview clusters
Affinity Diagram

Common user needs and pain points

"I have tabs open for Google Maps, a travel blog, my notes app, and three booking sites — and I still feel like I'm missing something."

— Participant 3, solo traveler

Comparative Analysis

We examined some of the most popular travel planning platforms, compared their features side by side, and analyzed how closely they align with what we're building.

Comparative analysis table

Competitive Analysis

We identified Tripadvisor, GetYourGuide, and Tripographer as our main competitors and analyzed their weaknesses:

Competitive analysis table

Key outcomes

Tripadvisor — Missing "Get Itinerary" button, limiting quick access to plans.

GetYourGuide — Low task efficiency and no direct itinerary access.

Tripographer — Poor navigation, limited category variety, and weak activity readability.

By studying these pain points, we ensured Pockigo avoids the same issues. We also drew from their strongest features to create a user flow that is intuitive, efficient, and easy to follow for our target audience.

07 — Define

Shaping the design direction

With the research synthesized, we moved on to structuring who we're designing for, how content should be organized, and what the full site structure looks like.

User Persona

The Self-Directed Planner

Based on our research, we defined a primary persona to keep design decisions grounded in real user needs throughout the project.

Information Architecture

The challenge

We developed the site's Information Architecture based on the research and competitive analysis we had done. However, we faced challenges when naming the categories — our goal was to make them clear and easy for users to understand.

To solve this, we conducted a card sorting exercise with 6 participants. Using activities in Granada as our reference, we used card sorting to identify and refine the most suitable category labels.

Card sorting results
Site map

Site Map

Mapping the experience

With the categories defined, we structured the full site map — outlining the page hierarchy and how users would navigate between discovery, planning, and their itinerary.

08 — Develop

From rough ideas to tested flows

With the structure defined, I moved into wireframing and visual exploration — testing early with users and establishing the design direction before high-fidelity work began.

Testing & Iterating

Wireframes were tested with participants across two rounds. Each screen below reflects changes made in response to what users struggled with.

Homepage

Clearer navigation, clearer purpose

Moved the search bar to a dedicated "Explore Activities" page, renamed "Plan" to "Itinerary" for clarity, and introduced a "How does it work?" section to guide users through the process.

Homepage iteration

Homepage — Footer & QR

Guiding users to the full experience

Redesigned the recommended journey cards for clarity, moved the QR code to a prominent "Get the full experience in the app" block, and reduced the footer to a clean, minimal strip.

Homepage footer and QR iteration

Category Page

All subcategories at a glance

Usability tests revealed that clicking into each category to see subcategories was frustrating. We redesigned it as a scrollable list showing all subcategories at once, and added a 10-item selection limit.

Category page iteration

Itinerary Page

More content, less clutter

Removed the cover image to fit more content, split "Booked" into its own tab, replaced unclear metro/bus icons with travel-time indicators between activities, and proposed suggested times and tracking.

Itinerary page iteration

Activity Card

Key info, instantly scannable

Moved opening hours to the activity details section and replaced text labels with icons — key information became more prominent while the card felt lighter and more scannable.

Activity card iteration

Map

Know where you are, and what's next

Replaced generic pins with category-specific icons and added sequence numbers to each location, making it instantly clear what each stop is and the order in which to visit.

Map iteration

Moodboard

Setting the visual tone

Before building the UI, we established the visual direction — tone, color, typography, and imagery style — to guide every decision that followed.

Moodboard

09 — Deliver

From vision to final design

Four deliverables that brought everything together — a design system, high-fidelity screens, a final round of validation, and a clickable prototype.

UI Kit

Building a consistent system

Before designing the final screens, we built a UI kit — defining the component library, spacing rules, typography scale, and colour tokens that would keep every screen consistent.

Usability Test

One final round of validation

We ran a final usability test on the high-fidelity prototype with 5 participants, validating the key flows and surfacing last-minute refinements before handoff.

Final Prototype

A clickable end-to-end experience

The final Figma prototype covers the full user journey — from landing page through destination discovery, activity selection, and itinerary management.

Open prototype ↗

10 — Reflection

What I took away

Eight weeks of designing for a space I personally love taught me as much about scoping as it did about UX.

What I learned

Planning tools fail travelers not because they lack features — but because they don't account for how messy and non-linear the planning process actually is. Designing for that messiness required resisting my instinct to tidy everything into a clean flow.

What I'd do differently

I'd scope the IA earlier and test it with a card sort before committing to navigation structure. The second round of wireframe testing revealed structural issues I could have caught two weeks sooner.

Sign-in timing: I'd reconsider when we ask users to sign in. Right now the gate appears immediately after the plan is generated, before the user has seen it. Showing a couple of stops first and gating the rest might work better, because the product gets a chance to prove itself before asking for an account.

What worked

Starting with real traveler interviews before sketching a single screen grounded every design decision in something observable. When trade-offs came up, I had a user to think with — not just design principles to apply.

Simplifying the planning flow: Moving from a 6-step wizard to a single form was the right call. Having everything on one screen, with a live preview updating as you fill it in, made the experience feel fast and honest about what the product actually does. Users can see the output forming before they commit to submitting.

More options, less signal: The V1 flow had 15 interest categories. In practice, most users selected 10 or more, which told us almost nothing about their preferences. Replacing the long list with just pace and a few top-level areas gave the generator something it could actually use. Simpler inputs, better output.

Next steps

The web product is solid, but the real use case for an itinerary is day-of, on your phone, while you're walking between stops. That's the next piece of work — and a separate case study.

"This is exactly what I wished existed when I planned my trip to Japan."

— Participant 5, usability test round 2