ANJALI SHARMA | PRODUCT DESIGNER
NIGHTLIFE
UX Design student project
Adobe Creative Suite, Proto.io, lo-fidelity & hi-fidelity
wire-frames, UX/UI design
Persona example

Flowchart showing user's journey

Initial sketches of app screens



Lo-fidelity (left) & hi-fidelity (right) mockups




GOAL
Design a mobile app concept that helps users navigate common nightlife challenges before and during a night out. The goal was to create an experience that addressed both planning needs and in-the-moment decision-making, rather than solving only one part of the problem. This required understanding where users experienced friction and prioritizing the features that would provide the most immediate value. The project focused on turning a broad idea into a more structured end-to-end user experience.
MY ROLE
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Owned the project end to end as the sole designer and concept creator
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Conducted interviews and questionnaires to better understand user behaviors and pain points.
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Mapped user journeys and created wireframes to define the app’s core experience.
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Designed high-fidelity screens and built an interactive prototype for testing.
INQUIRE
The project began with a broad prompt, but I needed to define what kind of nightlife problems were actually worth solving. I started by clarifying the user situations the app could support, both before going out and while already in motion. This helped establish the project as a problem-solving exercise rather than just a UI concept. The inquiry phase gave the work direction by identifying where the experience needed to be most useful.
RESEARCH
I began by looking at existing nightlife-related apps to understand what they offered and where they fell short. I then conducted interviews and questionnaires to gather input from potential users and better understand their frustrations, habits, and expectations. These insights helped me narrow the target audience and identify the most meaningful user needs to prioritize. From there, I created personas to translate research findings into clearer design direction.
DEFINE
Once I had a clearer view of user needs, I mapped the user journey and focused first on the happy path. This helped me identify which needs were essential to the core experience and which could be treated as secondary enhancements. I then translated those priorities into multiple rounds of low-fidelity wireframes to explore screen structure and flow. The definition phase helped shape the app into a more intentional product concept instead of a loose collection of ideas.
DESIGN
The design phase focused on turning the core flow into a cohesive mobile experience supported by high-fidelity screens. I explored visual directions while making sure the interface still communicated the app’s functions clearly. The final mockups included annotations to explain how major features and interactions would work in context. This phase helped connect research, flow, and interface decisions into a more complete product story.
DEVELOPMENT
To test the concept, I built an interactive prototype in Proto.io that simulated the app’s key flows and features. I first reviewed the prototype myself and then asked friends and family to test it and share feedback. This helped validate that the concept felt useful and understandable in practice, even at a prototype stage. The testing phase reinforced the potential of the idea and highlighted how the product could continue to evolve.