Wandana website

UX / UI design
Project type
UX / UI design
Group project
Sue He : Lead UI / UX design and prototyping
Alicia Suharly: UI design and Personas
Magnus Muir: Lead UX research, Personas

Project overview

Wandana aims to provide a unique online platform for outdoor enthusiasts, bridging the gap between overly informative sites and those lacking purpose. It seeks to offer an aesthetic and elegant experience focusing on nature, equipment, and community. While acknowledging existing resources for trail information and community engagement, Wandana's goal is to appeal to users desiring an emotional connection with content, alongside functional utility. The platform will feature editorial insights, stories, and news presented in a minimalist, mobile-first design with a photojournalistic aesthetic, inspired by the Victorian bush color palette. Community discussion and event planning will also be key features, promoting a sense of belonging and coalescence among users.

What is Wandana?

Wandana is an aboriginal word which means See Far Away.

Wandana is a bespoke platform for those who love to explore. Here they can engage with stories, insights and resources in a more refined and intentional manner as a refreshing alternative to the congested and rudimentary platforms that promote an avarice for hiking.

Problem statements

  • Hiking culture is historically about excess and conquest
  • New generation of hikers are more conscious and intentional about the products they consume and the space they occupy
  • Hiking enthusiast platforms carry a dated understanding and design philosophy that is dissonant to what younger users desire

Solution

Creating a platform that helped users to explore and connect with nature in Victoria and the rest of Australia.  

Project Goals

  • To provide a platform for explorers that redefines how outdoor lifestyle is presented.
  • To harmonise the elements of apparel, exploration and narrative within the hiking community.
  • To create an experience based interaction rather than an information based one

User Goals

  • An emotionally fulfilling experience that invites them to not only engage with resources, but create contemplation.
  • Community engagement that generates a coalescent sense of belonging, rather than a congested collection of discussions.
  • An insightful and editorial approach to outdoor products.

Target Users

  • Primary Users: Experienced hikers of a new generation with a conscious approach to the lifestyle
  • Secondary Users: Aspiring younger hikers who want to explore the lifestyle

Initial research

Editorial

  • Gallery  aesthetic presentation
  • Subjective and insightful information
  • Lacks the comprehension of encapsulating the breadth of the users lifestyle
  • Minimal interface doesn't attempt to create rich information based design.

Informational

  • Resource heavy and informative
  • Objective information to give users knowledge based summaries
  • Crowded interface that bombards user
  • Lacks the emotional components that motivate users to engage

User Persona

User Journey

User Flow

Wireframe

Mobile

Desktop

Colour Scheme

Mobile Prototype

Desktop Prototype

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