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FoundationsProject 01

CAMPO

National park camping discovery & booking

Five CAMPO mobile app screens showing map, trip matching, home, campsite details, and filters
Role
Product Designer
Timeline
2 week sprint
Type
UX/UI case study — mobile
Tools
Figma
Team
Fellow student

CAMPO began during my UX/UI education at Wyncode Academy (2020). It's a foundational case study — the artifacts show how I research, structure information and make interface decisions.

Overview

What this was, and why

CAMPO was created to help people plan an entire trip in a few clicks. Places to stay and surrounding activities could be booked in one experience, reducing the stress of moving between separate services.

The concept also included inspiration and practical resources, including reading material and essentials lists, for trips across the 62 U.S. National Parks.

The problem

People interested in camping can be overwhelmed by scouting and booking activities, campgrounds, lodging, and travel across multiple websites and apps.

Process

Process

A six-stage framework kept the product moving from research through launch while leaving room to test and revise.

  1. 01

    Learn

    Social listening, competitive audit, surveys, and data capture

  2. 02

    Define

    Personas, journey session, MVP, and user flow

  3. 03

    Design

    Translate the direction into an interface

  4. 04

    Experiment

    Evaluate ideas and alternatives

  5. 05

    Iterate

    Revise the experience through feedback

  6. 06

    Launch

    Prepare the product for release

Learn

Learn

During the Learn phase, we conducted desk and field research to unpack the brief, understand the needs of both the user and the business, and identify the core problems the product needed to solve. The research included social listening, competitive analysis, and survey and data collection. All findings below are from the original CAMPO project (2020), not current market data.

Market research — the claim

  • 48 million households go camping every year, and 21% of those campers are first-timers.
  • People find comfort in knowing their needs are met while away from home — guides, checklists, and downloadable content, all in one place.
  • Research from Kampgrounds of America found that more than 50% of campers said cellular or Wi-Fi access impacted how much they were able to camp — access to technology generated 6+ additional camper nights on average, a rate that had doubled since 2018.

Market research — the problem

  • People may be willing to go camping but become overwhelmed by the amount of research and booking required across multiple websites.
  • Travel planning requires navigating several different sources for campgrounds, lodging, activities, and transportation, creating unnecessary friction in booking.
  • Limited or unreliable cell service discourages first-time and less experienced campers — many also need connectivity because they work remotely rather than fully disconnecting.

Notable survey results

64

People completed the survey, answering questions left open by online research

CAMPO survey (2020)

40%

of respondents were Level 1 (beginner) campers

CAMPO survey (2020)

50%

were interested in renting camping gear — and 50% identified as semi-campers

CAMPO survey (2020)

60%

said they camp to reconnect with nature

CAMPO survey (2020)

75%

said they were uncomfortable with insects

CAMPO survey (2020)

$129

average spend per night camping; 3 in 5 preferred a campsite vacation, and barbecue was the most popular camp food

CAMPO survey (2020)

Define

Who we designed for

The Define phase identified the goals, objectives, and strategy for the experience. We translated the research into two likely user types, mapped their journey, prioritized the MVP, and defined the product flow.

  1. 01

    Personas

  2. 02

    User Journey Session

  3. 03

    MVP

  4. 04

    User Flow

Personas

Two comfort levels, one shared need for confidence

Mickey and Stefani were created through a combination of survey results and public data. Their different comfort levels helped clarify which needs the product had to support.

Persona 01

Stefani Kahle

Age
29
Role
Yoga Instructor
Status
Single
Location
Seattle, WA
CreativeActiveFree SpiritFriendly

Stefani is an active woman living in the Seattle area. She loves teaching yoga, meditating, and spending time outdoors. She doesn't get enough time to explore America's parks and wants to travel in and outside state lines to experience safe social distancing with friends and family.

I love the outdoors but I can be quite a diva when it comes to accommodations. Comfort is key.

Goals

  • Open a second yoga studio.
  • Incorporate yoga retreats in parks.
  • Learn more about how nature supports mental health.
  • Help more people feel comfortable in nature.

Needs

  • Educational guidance and trip packages.
  • More confidence and comfort in nature.
  • Luxury accommodations.
  • Time for friends, family, and relaxation.

Pain points

  • Boring and unclear checkout processes.
  • Limited knowledge of camping gear.
  • Doesn't know which parks are available.
  • Hates bugs.

Camping profile

Experience
Particular about comfort
Preparation
Needs structure and guidance
Persona 02

Mickey Munster

Age
24
Role
Wine Taster
Status
Single
Location
Miami, FL
CreativeIndependentAdventurousLoving

Mickey is a world-renowned wine taster who loves spending time with his 4-year-old daughter, Jessenia. He has little camping experience and considers himself a semi-camper. He wants an affordable adventure where they can reconnect with nature, with a comfortable place to sleep at night.

I love to go on adventures with my daughter. I want to keep her open minded.

Goals

  • Explore what United States National Parks have to offer with his 4-year-old daughter.

Needs

  • Ability to rent gear.
  • A cabin as a semi-camper.
  • Food and water nearby.
  • Bathrooms with showers.

Pain points

  • Level 1 camper with little to no previous experience.
  • Uncomfortable with wild animals, insects, and the dark.
  • Activity choices are limited while caring for a child.

Camping profile

Experience
Beginner camper
Preparation
Relatively low preparation

From people to product

Journey, priorities, and product structure

The journey session surfaced needs across the trip lifecycle. MVP prioritization focused the opportunity, and the user flow translated it into a connected experience.

Design

Research gave us the what. Design began exploring the how. We translated user needs and product priorities into early sketches, flows, and wireframes—iterating along the way to create a clearer, more intuitive experience.

Early exploration

Early exploration

Before opening Figma, I explored navigation, hierarchy and feature placement on paper.

Wireframes

Wireframes & interaction design

Three core paths show how the early interface moved from open-ended discovery toward a confident, completed booking.

01

Discovery & Search

The core discovery flow was designed to move users from inspiration to relevant campsite options with as little friction as possible.

01
Low-fidelity CAMPO mobile homepage wireframe
HomeBegin with inspiration
02
Low-fidelity CAMPO search form wireframe
Search setupSet trip preferences
03
Low-fidelity CAMPO campsite search results wireframe
Search resultsCompare relevant stays
04
Low-fidelity CAMPO individual campsite listing wireframe
Campsite listingReview the stay in detail
02

Personalized Trip Matching

For users who didn’t know where to start, I explored a guided quiz that turns preferences like travel companions, scenery, and activities into personalized recommendations.

01
Low-fidelity CAMPO trip matching screen for selecting travel companions
Travel companionsChoose who is coming
02
Low-fidelity CAMPO trip matching scenery question in an unselected state
Scenery preferenceReview the options
03
Low-fidelity CAMPO trip matching scenery question with mountains selected
Selected stateConfirm a preference
04
Low-fidelity CAMPO trip matching drink preference question
Trip detailsContinue refining the match
03

Booking & Checkout

The checkout flow was structured as a clear sequence of decisions, keeping important trip details visible while reducing unnecessary steps between selection and confirmation.

01
Low-fidelity CAMPO cart summary wireframe showing campsite, dates, guests and price breakdown
Cart summaryConfirm the trip and cost
02
Low-fidelity CAMPO guest information wireframe with name, email and phone fields
Guest infoCapture the essentials
03
Low-fidelity CAMPO payment details wireframe with payment type options, card fields and billing address
Payment detailsChoose a payment method
04
Low-fidelity CAMPO review wireframe summarising trip, contact, payment and total before purchase
ReviewCheck everything before paying
05
Low-fidelity CAMPO booking confirmation wireframe with confirmation number, trip summary and optional account creation
ConfirmationClose the loop
Final experience

Final experience

High-fidelity mobile interface across the discovery-to-booking path.

CAMPO home screen with hero search, how-it-works steps, National Parks map, and inspiration cards
Screen 01

Home

The landing experience — search, how it works, inspiration, and entry points into discovery.

CAMPO search screen for destination, dates, accommodation type, and number of guests
Screen 02

Search

A focused search step for location, dates, accommodation, and group size.

CAMPO Mandala Cabin campsite listing with amenities, activities, and reviews
Screen 03

Campsite

The full listing brings the stay, amenities, activities, and reviews into one continuous view.

CAMPO map view showing campsites around Arches National Park
Screen 04

Map

A map-led results view for understanding campsite locations around the selected park.

CAMPO filters screen with accommodation, accessibility, amenities, and RV hookup options
Screen 05

Filters

Detailed controls for narrowing results by stay type, accessibility, amenities, hookups, terrain, and activities.

CAMPO recommendation quiz showing unselected and selected travel companion options
Screen 06

Recommendation quiz

Unselected and selected states for the guided trip-matching experience.

CAMPO cart summary showing campsite, dates, guests, fees, total, and checkout action
Screen 07

Booking

A clear cart summary keeps the stay details, dates, guests, fees, and total visible before checkout.

Outcome & reflection

What I took from CAMPO

CAMPO was my first full end-to-end UX/UI project. Looking back, here is what I learned, what I would change today, and where I would take testing next.

01

What I learned

CAMPO was my first full end-to-end UX/UI project, and one of the biggest lessons I took from it was that perfection isn’t the goal—progress is. I learned how easy it is to overthink small details when designing a product, and how important it is to recognize when something is good enough to test.

Rather than trying to perfect every interaction before moving forward, I learned the value of getting an MVP in front of users, gathering feedback, and continuing to iterate. A product doesn’t need to be finished to be valuable; it needs to be usable enough to learn from.

That mindset has stayed with me: build, test, learn, and improve.

02

What I'd approach differently today

If I were designing CAMPO today, I would simplify several interactions and establish a more consistent design system earlier in the process. I’d also approach the color system with a more refined eye. Looking back, some of the neutral tones—particularly within the filters and supporting UI—read much darker and heavier than I intended. At the time, I was thinking about color more by its literal value than by its perceived visual weight within the interface.

Today, I would use lighter, more intentional neutrals, stronger hierarchy, and more restrained contrast to keep the interface feeling open and approachable while still maintaining clear separation between elements. I would also design with accessibility more intentionally from the beginning, with greater attention to contrast, type scale, touch targets, component states, and responsive behavior.

I would prototype and validate the core discovery and booking flows earlier as well. Earlier testing would help identify unnecessary steps before investing heavily in visual design.

03

What I'd test next

The next round of testing would focus on whether users can move confidently from discovery to booking without confusion or unnecessary friction.

I would specifically test the guided quiz against traditional search to understand when users prefer recommendations, whether the quiz results feel relevant, how easily users can refine results using filters and map/list views, and whether they can find the information they need to confidently choose a campsite.

I would also test the checkout flow for abandonment points and determine whether pricing, fees, trip details, and payment information are communicated clearly before purchase.