Trive

Group Planning and Journaling Social app

Challenge

Design a social media app that systematically help groups plans and record their trips

Roles

Product Founder

UI/UX Designer

Personal Takeaways

Create intuitive and efficient user flows that reduce friction and make planning feel effortless

Drive users to post, interact and contribute actively within the app


Timeline

1 Month

Responsbilities

user research

Interface and interaction design

Prototyping

Tools

Figma

Project background

As college students, we love going on trips with friends, but we realized one big problem: Planning trips with a group is so chaotic! Communicating back and forth and coordinating everyone’s ideas is hard.

Trive aims to optimize the group trip experience through combining spot recommendations with idea organization. It provides a collaborative board that streamlines the group decision making process, collecting and sorting ideas and provide an intuitive, centralized space where ideas are well organized and easily accessible.

Discovering and diving into the problem

The problem: ‘We can never make it out of the group chat!’

People told us that group planning is always super chaotic and too much effort.  But what exactly makes it so hard?

We conducted user surveys of 50+ and competitor analyses to dive into the problem:

User Research

Pain point 1: There’s too much travel info out there, and organizing everyone’s ideas is a mess

Planning group trips involves endlessly searching for good places to go, then coordinating and organizing people's ideas. Users struggle to figure out what is the best route to take, and the best way to divide their trip.

Pain Point 2: Detailed Planning is too much effort

While there are many apps out there offering detailed travel planning function, college students are too lazy to fill in every detail of the places we are going, time, number of people etc.

Pain Point 3: Hard to keep track of places visited and the memories made

Post trip, users want an easy way to save and access the places they’ve been and document their group memories

Reviews from competitors

Can’t organize and sort potential ideas

No place to save trip details and memories

Lack of planning platform

Limited in creating location list

Finding Summary

we found that

  1. Idea organization

  2. Finding places to go

  3. Trip details documenting and accessing

are the top 3 demand when it comes to group trips

Ideation

Developing Strategies

To solve these three problems—and make the product both sustainable and business-worthy—we reimagined the planning app as a social platform. This approach helps tackle the pain points while creating opportunities for ongoing engagement and growth.

By turning the app into a social platform, we create a product loop: users find authentic spots and routes suggestions directly within their network, collaborate through a centralized planning hub, and document their trip through quick reviews or posts. These posts are then recycled into their network as future planning references for others and themselves.

This approach help make every part of a group trip easier while transforming the app from a one-time planning tool into a dynamic, community-powered product that grows with each trip.

With the flow in mind, I laid out the product logic and user journey flow:

Thinking through each stage of group planning that users struggle, I divided the app into 5 main parts.

  1. Ideation: Users discover authentic spot suggestions through the Explore and Friends pages

  2. Planning: Under Trips, users create collaborative trip boards where ideas are put in one central place

  3. Organization: Under the Planning page, ideas can be sorted by category, location, or other filters to quickly understand group interest and plan efficiently

  4. Documentation: After the trip, users can easily revisit trip details, rate their expeirence, and upload photos under Profile

  5. Sharing: Posted trips will appear on the Explore and Friends pages, creating a continuous cycle of inspiration within the network

Wire framing & Iterative design

My wireframes helped the team test their vision and quickly identify underlying issues with game logistics.

Low fidelity

After knowing that it would be a friends driven

Iterative design

Before

After

Example: After testing, we identified inefficiency within the planner system.

As a solution, I transformed the planner into a Dashboard, enabling new features such as quickly accessing old puzzles and improved clarity to differentiate puzzles and office hours through icons and additional information.

Setting design guidelines

Having estbalished clear understanding of the characteristic and personality of each island, the character designer and I worked together to deliver a style guide to align visual visions across the art team and the rest of the team. This enables the team to work simultaneously on different parts of the visuals.

Multiple aspects were considered:

From the player's perspective: we selected a style suited for college students.

From the team's perspective: We factored in the narrative context, time limits, and artistic style differences.

All visual elements were considered to complement and work together as a whole.

Solution & Outcomes

Strategizing game interaction system-The notebook hub

I created a notebook system that acts as a central hub facilitating game navigation, boosting user motivation and ensuring cohesive story telling, tailored for specific functions for each chapter.

Chapter 1&2 notebook system-Game introduction (Sound On!)

The notebook in chapter 1 & 2 acts as a platform that allows users to set up their profile, fostering a sense of personalization & facilitate Chapter transition.

Chapter 3 & 4- Puzzle Solving and Exploration

When island exploration, puzzle solving and collaboration are the emphasis, the notebook turns into a central tool box that enables quick access to the puzzles & friends.

The Notebook as a system:

  • Improves player navigation accessibility: Acts as a central place where players can easily navigate between specific puzzle games, connect with friends, track progress and more.

  • A flexible concept that allows further iteration if a new function is needed later on

  • Easy to follow-A concept highly familiar with students which can facilitate their ease of understanding the system

Conceptually, a storytelling tool that enhance gameplay immersivity :

  • A notebook seamlessly merges with the academic setting and chapters format and context, emphasizing UChicago's spirit.

  • Giving students their own notebook personalizes the experience and enhances their sense of belonging.


The sticker system-boosting player motivation and engagement

As part of the notebook, I designed a sticker systems that acts as both a progress tracker and motivation trigger to encourage continuous game play and puzzle completion.

The sticker system targets the player’s curiosity by displaying the silhouette of the sticker, making continued game play more rewarding.

Display of progress boosts completionist drive, enhances puzzle solving motive.

This was proven effective as we saw continuous collection of stickers across all users and from direct player feedback we’ve received

Designing the narrative interface

Another essential part of my role in the project is designing visually attractive and cohesive interface and elements across the game, including logos, icons and web interface layouts.

The interface is purposely tailored to achieve these goals:

  • Optimized for a horizontal, laptop web-based layout flexible that accompanies for most screen sizes

  • Balanced visual hierarchy that highlights the background art without letting it overshadow key content

  • Text containers designed for reading area optimized for 50-100 words, ensuring readability and user engagement.

  • Coherent and vibrant visual designs that ensures user engagement and immersive storytelling

Optimizing text box layout

Referencing similar text based game like Disco Elysium and testing, I found the optimized text layout.

The majority background is covered up and the text becomes less readable

The background can be seen but the text box is not suitable for longer texts

Outcome

More optimized background and text balance and clear readability for the desired word count

After standardizing the basic layout, I designed high-fidelity narrative interfaces reflecting each island's distinct characteristics, following design guidelines shown earlier.

For Chapters 1 and 2 for instance, I incorporated notebook-inspired elements like ink splashes and bookmarks to reinforce the narrative of the island’s academic and notebook theme.

Interface highlights

I designed and optimized the narrative and puzzle interfaces to align with the game illustrators' style, while reflecting each island's unique characteristics and narrative.

Coral Island-The Arts

Tidal Island-The Social Sciences

Artificial Island-The Math and Sciences

Oceanic Island-The Humanities

Beyond interface designs, I also illustrated a series of art and puzzle assets: