UX DESIGN · 2026

Wander

The walk is the point.

ROLE

Designer on a team of two. Co-owned research, synthesis, concept, and UI in Figma across the full 48 hours.

Wander case study

THE GAP

Google Maps optimises for fastest, Strava for performance. 28 of 34 people surveyed said they walk to clear their head, but none called it intentional. It happens in spite of the tools.

WHY PEOPLE ALREADY WALK

A 15-person survey on walking and mid-walk phone habits, backed by attention restoration theory (Kaplan, 1995) and Stanford's work on walking and creative cognition (Oppezzo & Schwartz, 2014). People already walk to decompress; the tools get in the way.

Walking already works

A 15-person survey backed by attention restoration theory and Stanford's work on walking and creative cognition. People already walk to decompress; the tools get in the way.

  • 15-person survey
  • 28 of 34 walk to clear their head
  • Kaplan, 1995
  • Oppezzo & Schwartz, 2014

THE DECISION

How do you build an app whose job is to get you off the app? Two moments to serve, time with no destination and a destination with no rush, both needing the same reset.

An app whose job is to get you off the app

Two moments to serve — time with no destination, and a destination with no rush — both needing the same reset.

  • Prompt reveal
  • Active walk
  • End screen
  • Lock screen widget

PROTOTYPING BOTH MODES

Visual direction from Cosmos, wireframes in Figma, AI to build the prototype fast, then back to Figma for the final creatives.

THE BUILD

A prototype covering both modes, the prompt reveal, the active walk and the end screen. Once you start walking it drops to a lock screen widget: prompt and distance, no steps, no streaks.

WHAT STUCK

Building something that works by getting out of the way runs against every instinct in product design. Next I'd sharpen the route logic behind both modes.

Cornell UX Design Club Design-a-thonMobile UXFigma
Next case studyLoomLearn