PATH

MOBILE APPLICATION CASE STUDY

Research
Info Architecture
Low-Fidelity
Building Brand
Final Design
LINK TO PROTOTYPE

completion:

role:

prompt:

user:

applications:

April 2026 (4 months)

UX UI Design / Brand Development / Visuals / Interaction / Research

Design an app for a camping supply brand to advertise and sell its products

Outdoor Enthusiast (Amateur & Experienced)

Figma (Design & Make), Twinmotion

Completion: April 2026 (4 months)

Role: UX UI Design / Brand Development / Visuals / Interaction / Research

Prompt: Design an app for a camping supply brand to advertise and sell its products

User: Outdoor Enthusiast (Amateur & Experienced)

Tools: Figma (Design & Make), Twinmotion

USER FLOW - PROFILE PURCHASE

Introduction

PATH is a mobile outdoor retail application designed to make exploration more accessible, informed, and connected. This case study documents the full design process in addressing the issue:

Outdoor retail platforms fail to personalize the shopping experience in a way that helps users feel informed and confident in their gear choices.

Goals

The four goals established at the outset of this project served as the north star for the purpose of the application. The high-fidelity prototype demonstrates how each goal was addressed:

  1. Create a guided purchasing experience that helps users make informed outdoor gear decisions

  2. Develop a visual system that establishes a consistent UI language

  3. Design an intuitive architecture that is understood by all user types

  4. Support ongoing engagement tools that extend beyond one-time transactions 

Research & Discovery

This project was developed using a goal-directed design approach grounded in persona development and user research. The research focused on identifying gaps in how users gather information, evaluate options, and interact with tools.

PACIFIC CREST TRAIL DAYS 2025 - CASCADE LOCKS, OREGON

Methodology

In-person interviews were conducted at Pacific Crest Trail Days in Oregon, an event that brought together both amateur and experienced outdoor enthusiasts:

  • Amateur users struggled with understanding what items were necessary and how to choose between options,

  • Experienced users sought more precise, customizable information to align products with their specific preferences. 

User Pain Points

Overwhelming Research

Users struggle to identify what gear is necessary and must spend significant time researching across fragmented sources, creating confusion and delaying decision making. 

Lack of Alignment

Users find it difficult to determine whether a product is suitable for their specific trip conditions, skill level or environment due to generic product information.

Fragmented Information

Users rely on multiple sources to understand outdoor activity gear requirements, creating a disconnected experience that increases effort and reduces confidence.

Inefficient Navigation

Users encounter difficulty navigating platforms due to weak filtering systems, poor mobile optimization, and incomplete product information, limiting their ability to compare and select gear effectively.

User Personas

User pain points identified through user research were synthesized into three distinct personas to represent key behavioral patterns, clarify user goals, and ground decision making context within the design process.

Competitive Analysis

To identify gaps in the current outdoor retail market, I audited five platforms: REI Co-op, Backcountry, Public Lands, OutdoorGearLab, and Amazon. Each was evaluated on user experience, accessibility, navigation, and brand identity.

Key Needs Lacking

  • Personalized and adaptive shopping experience

  • Guided purchasing for varying skill levels and physical needs

  • Consistent brand identity across the full user journey

Key Differences Observed

  • Accessible Filtering vs. Overwhelming Product Volume

  • Guided Purchasing vs. Self Directed Navigation

  • Consistent Brand Identity vs. Fragmented Visual Experience

  • Personalized Recommendations vs. Generic Product Listings

COMPETITIVE ANALYSIS STUDY - REI APP

Key Needs Met

  • Responsive mobile experience

  • Basic product filtering and categorization

  • Image based accessibility support

A sitemap was constructed to establish the overall structure and navigation of the app. This foundation then informed the user flows in conjunction with the user personas, mapping how each user moves through the application to achieve their goals.

Information Architecture

APPLICATION SITE MAP - FIRST ITERATION

User Journey - Ashley Tran

Goal: Buy the right camping gear for a weekend trip with her kids

Ashley's journey highlights the importance of a guided and intuitive experience for users who are new to outdoor shopping. By relying on suggestions and information provided by her shopping platform, she is able to make a confident and informed purchase.

USER JOURNEY MAP - ASHLEY TRAN

Low-Fidelity Insight & Iteration

Paper wireframes were developed to translate those journeys into early screen structures. This phase focused on layout and hierarchy.

Storyboard

Prior to developing wireframes, a storyboard was created for each persona to convey real world app usage.

UX DESIGN STORYBOARD - ASHLEY TRAN

Paper Wireframe

Paper wireframes were sketched to establish each user journey. These wireframes were then translated into the first iteration of the main navigation to begin forming the structure and design language of the application.

USER FLOW WIREFRAME - ASHLEY TRAN

Digital Wireframe - Figma

From pen to pixel, paper wireframes were translated into low-fidelity wireframes through Figma. Function begins to be defined by form as the application takes shape and is formatted for a mobile device.

FIGMA - WORKFLOW FOR ASHLEY TRAN (WIREFRAME TO PROTOTYPE)

Digital Wireframe - Figma

Low-Fidelity

Each low-fidelity wireframe was directly informed by its corresponding user persona. Ashley's flow prioritizes guided onboarding, curated bundle discovery, and a simplified checkout. This process was repeated for each persona to iterate the application by various user types.

From pen to pixel, paper wireframes were translated into low-fidelity wireframes through Figma. Function begins to be defined by form as the application takes shape and is formatted for a mobile device.

USER FLOW LOW-FIDELITY WIREFRAME - ASHLEY TRAN

Wireframe to Prototype

User flows were consolidated into three distinct interaction paths: Purchase, Profile, and Info. These paths represent how different users move through the core navigation, translating the wireframes into a connected prototype ready for testing and iteration.

LOW-FIDELITY PROTOTYPE - PURCHASE, PROFILE, INFO

Insights & Iteration

An unmoderated usability study was conducted with five participants ranging from beginner to experienced outdoor enthusiasts. Participants completed a series of prompts through the app on their mobile devices, followed by a System Usability Scale survey to measure ease of use and overall satisfaction. The findings revealed four key insights that required design iteration.

Replace the Feed

Users did not want another social media experience. They wanted purposeful information and community knowledge.

Redefine the Journal

The journal feature felt redundant alongside native phone note applications. Users expected every section of the app to serve a distinct purpose.

Purposeful Need

Participants pushed back on features that lacked clear utility. Each navigation point needed to justify its presence.

Digital to Tactile

Users wanted the app to feel like a trusted outdoor resource. The experience needed to carry the same purposeful utility as the gear it was designed to help them find.

Building the Brand

Once a low-fidelity prototype had been created, it was time to define the brand concept that would drive the functionality forward into high-fidelity.

CONCEPT COLLAGE - ADVENTURE’S PATH

Concept: Adventure’s Path

The concept draws direct inspiration from the user journey itself, translating the experience of outdoor exploration into a visual design language. Grounded in the heritage of vintage outdoor aesthetics, the concept pays homage to the gear, cartography, and visual culture of past explorers, bridging that timeless spirit into the context of a modern digital experience.

PATH is designed to feel like it belongs in your pack alongside your other gear: familiar, trusted, and built to last.

Design System

Branding elements were unified to create the design system for the user interface of the application, harnessing elements of nature, vintage gear culture, and tactile experience. This system informs the application's structure and the user's interaction, embodying the guiding principle of making the digital feel physical.

Concept Realized - Twinmotion

The Adventurer's Path concept was brought to life through a series of fully realized campsite environments built in Twinmotion. Drawn from vintage outdoor photography and the visual culture of past explorers, each environment translates that analog inspiration into an immersive digital experience. These animated campsites appear throughout the app as backdrops to bundled gear, inviting users to visualize themselves in each setting and shop for gear in the context of where they actually plan to use it.

Concept Realized - Twinmotion

The Adventurer's Path concept was brought to life through a series of fully realized campsite environments built in Twinmotion. These animated campsites appear throughout the app as backdrops to bundled gear, inviting users to visualize themselves in each setting and shop for gear in the context of where they actually plan to use it.

Arctic Explorer

Built for the most demanding conditions, this environment places users in a remote alpine campsite surrounded by snow covered peaks and frozen terrain. This setting guides users toward cold weather essentials.

Desert Wayfarer

Desert Wayfarer

Built for the heat and solitude of open desert terrain, this environment places users among sun baked canyons and sheer rock faces made for climbing. This setting guides users toward the essentials of desert exploration.

Built for the heat and solitude of open desert terrain, this environment places users among sun baked canyons and sheer rock faces made for climbing. This setting guides users toward the essentials of desert exploration.

Wilderness Guide

Designed for the depth and solitude of old growth forest, this environment places users among towering pines and rocky terrain. This setting guides users toward the essentials of backcountry wilderness.

Wilderness Guide

Designed for the depth and solitude of old growth forest, this environment places users among towering pines and rocky terrain. This setting guides users toward the essentials of backcountry wilderness.

Coastal Adventurer

Designed for those drawn to the water's edge, this environment places users on a remote shoreline campsite complete with kayak and open coastal terrain. This setting guides users toward water ready essentials

Coastal Adventurer

Designed for those drawn to the water's edge, this environment places users on a remote shoreline campsite complete with kayak and open coastal terrain. This setting guides users toward water ready essentials

Arctic Explorer

Built for the most demanding conditions, this environment places users in a remote alpine campsite surrounded by snow covered peaks and frozen terrain. This setting guides users toward cold weather essentials

Brand and form merge to create the final product of the design process, a high-fidelity prototype informed by user flows and journeys. The interactive model utilizes the user persona of Ashley Tran to convey the multitude of paths a user can take to make their informed gear purchase.

Final Design

Final Design

Brand and form merge to create the final product of the design process, a high-fidelity prototype informed by user flows and journeys. The interactive model utilizes the user persona of Ashley Tran to convey the multitude of paths a user can take to make their informed gear purchase.

Goals

The four goals established at the outset of this project served as the north star for the purpose and need of the application. The high-fidelity prototype demonstrates how each goal was addressed:

  1. Create a guided purchasing experience that helps users make informed outdoor gear decisions

  2. Develop a visual system that establishes a consistent UI language

  3. Design an intuitive architecture that is understood by all user types

  4. Support ongoing engagement tools that extend beyond one-time transactions

USER FLOW - PROFILE PURCHASE

USER FLOW - GUIDE PURCHASE

Goal 1: Guided Experience

Guided recommendations and contextual information support users at every stage of their decision-making, ensuring every purchase is backed by knowledge rather than guesswork.

MAIN NAVIGATION

Goal 2: Cohesive Sytem

The interaction system utilizes color, contrast, and form to establish a consistent visual language across every screen and navigation state. The language of the PATH brand is carried throughout the design while also helping guide users on their journey through the application. 

DIVERSE INTERACTION METHODS

Goal 3: Intuitive Architecture

The information architecture communicates hierarchy through deliberate visual cues. Buttons utilize drop shadows and color weight to distinguish primary actions, while pop-up menus overlay the interface to surface priority content. The design encourages multiple interaction methods through swiping and tapping, allowing for greater universal autonomy across all user types.

ENGAGEMENT - GOALS & GEAR

Goal 4: Ongoing Engagement

PATH extends beyond the transaction through two core profile features. Goals connects to the user's health apps, translating activity data into personalized challenges and rewards. Gear serves as a living hub for all purchased items, a reliable resource whether packing for a trip or troubleshooting in the field.

Figma Prototype

To see the prototype in action, select the button below for the Figma based High-Fidelity Prototype of Path Outdoor

LINK TO PROTOTYPE
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