
Aware
Being aware of time — without feeling the imposition of a timer.
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Intro & Context
This project began with a broad academic design prompt: transportation challenges in Montreal. Working in a team of four over two months, we were not permitted to conduct direct interviews or recruit participants for primary research, which pushed us toward secondary research, lived experience, and community sources to ground our decisions. The project was completed as part of a UX design course at McGill University in 2026.
Problem Newcomers to Montreal rely on navigation tools that prioritize speed over experience, making it easy to get somewhere but nearly impossible to discover the parks, murals, markets, and vibrant streets that make a city feel like home.
Solution Détour reimagines everyday navigation as an opportunity for discovery. Community-recommended stops, scenic routes, and qualitative tags like calm or lively surface along paths people are already taking, turning a commute into a reason to look up.
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Research & Discovery
Competitive analysis
Route and activity tracking apps
Route and activity tracking apps like Strava, AllTrails, MapMyRun, and Go Jauntly offer route visualization, distance tracking, and looped paths with estimated completion times. But these apps are built for performance. The routes are optimized for exercise, not for the experience of moving through a neighborhood. Cultural landmarks, public art, and the texture of a neighborhood are outside their scope entirely.





Safety and Reporting
The safety and reporting category was more nuanced than we expected.
SafeTTC allows users to report incidents but does not surface that information back to the community.
Citizen shares incident reports actively but the interface is built entirely around threat, making the city feel more dangerous rather than more navigable.
Waze handles this more thoughtfully, filtering hazards so only those relevant to your current route appear.
Uber's approach to personal safety was the most instructive: allowing users to share their live location or audio record a trip works with the user's confidence rather than against it.
Local discovery platforms
Local discovery platforms were the category closest to what we were trying to build.
Google Maps is the most efficient navigation tool available but is heavily business-focused and designed for getting somewhere, not wandering.
Spotted by Locals offers genuine community curation but sits behind a paid subscription, creating a barrier for students and newcomers most likely to benefit.
Street Art Cities maps only murals. Similar niche platforms exist for other categories, each taking you to one destination at a time before handing you off to Google Maps to actually get there.
Discovery and navigation never meet. That friction is just high enough to make spontaneous exploration impractical.

Exploration and access to public spaces support mental well-being. For newcomers especially, discovering green spaces, cultural venues, and active streets is one of the fastest paths to feeling at home in a new city.
Key Insights
To keep in mind going forward…
Feelings of safety are shaped by familiarity, not just by actual risk. Active, well-lit, visually interesting environments invite people further. Unfamiliar spaces create hesitation that no notification or alert can resolve.
Young adults arriving without social networks are at risk of missing the city entirely. Without existing connections to draw on, discovering what Montreal has to offer takes far longer than it should, and isolation sets in quickly.
Local knowledge lives in informal networks and does not transfer on its own. What long-time residents know about the city stays invisible to newcomers unless there is a platform designed to move it.
No existing tool bridges navigation and discovery. Every product in the competitive landscape chose one or the other, and moving between them creates just enough friction to make spontaneous exploration impractical.
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Personas and Mapping
Personas
Two personas shaped everything that followed: someone who has just arrived and someone who has been here long enough to know what the city hides.
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Journey Map
The journey map brought these two stories together into a single arc. Meriem wants to change up her commute home, exploring nearby neighborhoods even if it makes the walk a little longer. She opens Détour, sees what others say is worth visiting, picks her interests and her vibe, and builds a route. She walks, notices things, stops somewhere new, and shares what she found. Over time those walks add up. Streets she once avoided become familiar. She starts exploring on her own. Eventually she becomes the person leaving notes for the next Meriem who just arrived, and James finally has a place to put everything he has been wanting to share.

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Ideation & Wireframes

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Feedback & Improvements
The city was there. The feeling of freedom was not.
The first flow asked users to set a destination, pick location types, choose a vibe from eight options, and confirm a maximum detour before the app would show her anything. By the time she reached the map she had already made a dozen decisions and the walk had not started yet. When stops were then presented one at a time for a binary accept or reject, participants felt like they were approving a plan rather than exploring a city. 4 of 5 found it disorienting. The promise of discovery had been replaced by a funnel.
We scrapped the funnel entirely. The new version puts the map first. Users see their fastest route as a baseline and add stops directly by tapping the map. The route self-optimizes around whatever they choose and detour time updates in real time. The walk becomes theirs from the first tap.


A map full of pins that told you nothing about the city.
Seven location types and eight vibe labels created more confusion than clarity. Fitness was unwanted. Scenic felt redundant. Labels like luxurious and eclectic meant different things to everyone and gave no useful signal about what a walk would actually feel like.
Asking users what they would actually visit surfaced something missing entirely: urban discovery. Markets, popups, parades, street festivals: the spontaneous fabric of a city that rarely appears on a permanent map but is often the best reason to go outside. Architecture and historic were merged to match how users naturally think about built heritage. Seven types became five. Eight vibe labels became three: Calm, Lively, Busy. The pins now carry both dimensions. Icons and colors distinguish location type accessibly, and the perimeter encodes activity level: plain, wavy, or jagged. A user can scan the map and feel the city before opening a single stop. Toggles let users filter to liked, visited, or friends.


Curated walks were loved. They just needed to feel like an invitation.
When participants reached the curated walks section something shifted. The concept resonated immediately. 5 of 5 supported it. People understood what residents had to offer and wanted access to it. But the early screens presented routes as lists of text, and the stops did not come alive until you were already standing at them. Only 2 of 5 said they might contribute their own routes, a finding likely shaped by an interview pool that skewed heavily toward newcomers, the people who need walks most and are least positioned to write them. That gap is worth revisiting.
The updated walks onboard users with overall rating, and total walk time before anything else. As users scroll through the stops, each one highlights live on the map. The walk becomes a story with a known shape, a visual path, and finally an author you can trace before taking a single step.


Moments were alive. They were just showing up uninvited.
The live moments feature was one of the ideas the team was most excited about: a busker, a pop-up market, something unexpected happening right now. But surfacing them as a popup the moment the app opened felt jarring. Participants wanted to find moments on their own terms, when they were in the mood for something spontaneous, not have them interrupt whatever they came to do.
Moments now live in their own tab. Users browse them when they want to. They can add a moment directly to the map as a destination, combining it with permanent stops into a single route. New moments surface through a notification badge, present but never pushy.


Rating felt like a chore. It needed to feel like a reflection.
The original design asked Meriem to rate each stop the moment she arrived, while she was still taking it in. 3 of 5 participants raised this unprompted. 2 said they would skip it entirely if they could. The rating was not the problem. The timing was.
Rating now happens at the end of the walk, as a single optional moment of reflection. It is always skippable. Over time, averaged ratings feed back into the user profile, quietly helping surface stops that match what each person actually enjoys.


Points asked users to perform. They wanted to grow.
The points and badges system went through paper prototypes before anything was built. It showed clearly that competitive framing created the wrong feeling. 4 of 5 participants reacted negatively to social comparison. 1 loved it. But when asked about personal metrics, all 5 said they would find value in tracking their own walks, distances, and preferences over time.
We turned the focus inward. The profile now shows a personal walk recap: history, distances, and how their activity compares to a healthy ideal. Different destination categories are counted separately, surfacing patterns in what each user gravitates toward. Averaged ratings help users understand their own preferences over time, so the more they explore the better the app gets at reflecting who they are and what they enjoy.


Sharing walks meant knowing where your people are.
The original social feed was designed to surface how friends were doing: their walks, their badges, their activity. It felt like performance rather than connection. 3 of 5 participants said they mostly walk alone. The 2 who valued the social layer wanted one specific thing: to know where a friend was so they could arrive at the same time, or spontaneously invite someone nearby to join them mid-walk.
We let go of the feed entirely and focused on what actually mattered. The chat became a dedicated space for planning walks and sharing routes. Location sharing is opt-in, showing how far away friends are so a nearby friend can be pulled into a walk on a whim. It can be hidden in privacy settings at any time.




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Final Experience
The core experience
A walk starts with a route and evolves through discovery. Stops are added directly from the map, guided by clear signals of what each place offers, while the route adapts in real time.
The final product puts the map at the center of exploration.
Users start with a route, shape it through discovery, and move through the city with a growing sense of confidence rather than instruction.
A short onboarding introduces how to read the map. Each pin encodes two signals at a glance: what a place is and what it feels like. Icons represent location type, while the shape of the pin reflects activity level, from calm to lively to busy. This removes the need to search or interpret labels. Users can scan and decide instantly what is worth their time.
From there, the experience begins directly on the map. Users can filter, adjust their starting point, or set a destination, but they do not need to plan ahead. A walk is built by tapping pins and adding stops along the way. Each addition updates the route automatically, keeping it efficient without taking control away from the user.
When ready, users begin navigation and move through each stop in sequence. The experience stays lightweight and uninterrupted, allowing the city itself to remain the focus. At the end of the walk, users can reflect by rating places and optionally adding photos or notes. This step is always skippable, respecting the moment rather than interrupting it.
Building a Walk
A walk starts with a route and evolves through discovery. Stops are added directly from the map, guided by clear signals of what each place offers, while the route adapts in real time.
Extending the experience
Beyond the core flow, three features expand how users explore:

Moments
Time-sensitive experiences that are highly rated and may be ending soon. These are often events or lively gatherings that act as strong destinations. Users can browse what is happening nearby and add moments directly to their route.
Walks
Multi-stop routes created by other users. These provide a more guided way to explore, offering structured paths built from local knowledge while remaining fully interactive on the map.

Personal Profile
A reflection of past activity rather than performance. Users can view their history over time, including distance, time, pace, and visit patterns across location types. Preference signals, based on past ratings, help surface what they are most likely to enjoy, reinforcing a more personalized exploration over time.
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Reflections
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My Contributions & Lessons
I led the research synthesis and design direction for the project. I structured how the team approached competitive analysis, created a shared framework for evaluating products, and consolidated findings across academic sources, community content, and peer research into a set of insights that directly informed our design decisions. I also developed the personas, translating broad patterns into specific, usable archetypes to guide the work.
On the design side, I was responsible for all Figma prototypes (low, medium and high). The team worked collaboratively through sketches and discussion, and I translated those ideas into interactive flows, iterating continuously based on feedback. This made prototyping a central tool for alignment, not just a final deliverable.
One of my most important contributions was pushing the pivot from danger avoidance to beauty wayfinding. The original framing was solving for the wrong emotional space. It positioned the product around caution rather than curiosity. Shifting that direction required articulating not just what we were building, but why it should exist in the first place. That moment reinforced that defining the problem is often more impactful than refining the solution.
If I were to approach this project again, I would introduce user interviews and low-fidelity wireframes earlier in the process. Some ideas, particularly around route generation and gamification, could have been challenged much sooner through quick interaction testing. I learned that sketches are useful for exploration, but wireframes are what expose friction. Fidelity is not about polish, it is about learning fast enough to make better decisions.
This project also shifted how I think about design more broadly. Good UX is not just about usability or efficiency, it is about shaping how a product makes someone feel about their environment. In this case, the goal was not just to help people move through a city, but to help them feel more at home in it. That distinction is what made the work meaningful, and it is something I will carry into future projects.

see also
Became: a visual walkthrough with live map highlighting, author credit, rating, and total time upfront.
























