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UX design · Case study

Sqwell

Outdoor exploration web app with gamification and park discovery

Sqwell hero

Overview

Timeline
February – May 2024
My Role
UX/UI Designer, Graphic Designer, and Developer
Tools
Adobe Photoshop, Illustrator, Figma, Next.js
Skills
User Research, Wireframing, Prototyping, Usability Testing, Development

The Problem

Many individuals and families want to spend more time outdoors but struggle to discover nearby parks or find experiences that feel engaging and motivating. Increased screen time and limited awareness of local outdoor spaces often result in missed opportunities for physical activity, exploration, and community connection.

The challenge was to design an interactive experience that makes discovering and engaging with outdoor spaces easy, enjoyable, and motivating for users of different ages and abilities.

Research & Discovery

Research shows that access to nearby green spaces supports physical health, mental wellbeing, and community connection. Yet many people are unaware of the outdoor spaces available to them, or lack the motivation to explore them regularly.

To ground the product in real user needs, the team created three user personas representing different age groups and usage contexts, then built a content inventory to identify essential features and information early. The guiding idea was to frame outdoor exploration as a playful experience rather than a task.

Introducing Sqwell

Sqwell is an interactive web app, built by a three-person student team, that helps individuals and families rediscover the outdoors through fun, engaging experiences. The platform lets users locate nearby parks, explore local plants and neighbourhoods, and take part in gamified activities that make outdoor exploration rewarding.

An interactive map lets users filter parks by distance, while scavenger hunts and point-based leaderboards encourage repeat use and friendly competition. Accessibility and engagement were central: vibrant earthy tones and Sqwee, the squirrel mascot, create a welcoming atmosphere for users of all ages.

Design & Iteration

Low-fidelity wireframes defined structure and core user flows, followed by a style guide that established consistent visual patterns inspired by nature. Mid-fidelity wireframes refined layout and interactions, and high-fidelity prototypes introduced polished visuals and interactive elements.

Usability Testing and Iteration

Usability testing highlighted areas where navigation, map interactions, and game mechanics could be clearer. Based on this feedback, the design was iterated to improve clarity, reduce friction, and better support user goals. Once validated, the final designs were implemented in code, keeping the developed product close to the intended experience.

Visual Design and Engagement

Sqwell's visual design uses vibrant, earthy colours to evoke nature and playfulness while remaining accessible and readable. Sqwee, the squirrel mascot, serves as a friendly guide throughout, making the app approachable for younger users and families. Gamification elements like scavenger hunts and leaderboards motivate exploration without overwhelming users.

Key Learnings

Together, these reinforced the importance of designing experiences that are both engaging and intuitive.

What I'd Do Next

To keep evolving Sqwell, I would focus on validating long-term engagement and expanding accessibility.