Case study · Lean UX · AI concept · Mobile

Travel Tarot

A concept for an AI-assisted trip planner for solo travellers, where you draw tarot cards to get destination ideas. I took it from assumptions to a clickable prototype and tested it with five people. MSc coursework at Kingston University.

Role
Designer: research, Lean UX, prototyping and testing
Context
MSc UX for Emerging Technology, Kingston University
Timeline
Spring 2024
Methods
Proto-personas, journey maps, 5-person survey, card sorting, Lean UX Canvas, paper and Figma prototypes, usability test

The idea

Trip planning is tedious and generic. What if drawing cards made choosing a destination playful, with AI suggestions behind it?

What testing showed

All five testers finished five tasks in under 4 minutes 10 seconds. Two asked for a deeper onboarding.

What it doesn't show

That the AI suggestions are good, or that people would keep using it. The prototype is scripted and the test was short.

A concept, not a product. This was a university project with a clickable prototype. No AI model was built, so the destinations and itinerary you see are placeholders. The images are placeholder artwork.

Starting from assumptions

The brief was to explore an emerging technology with Lean UX, a method that starts by writing down what you believe and then tests the riskiest beliefs early. My belief: solo travellers find planning time-consuming and generic, and might enjoy a more playful, surprising way to get ideas.

I wrote two proto-personas, Alex, who wants surprise and hidden gems, and Taylor, who wants an efficient plan. Proto-personas are assumptions, not findings, so I treated them as things to check. I then asked five people aged 18 to 27, including a freelance designer, a tech worker, a student, a photographer and a digital nomad, how they plan trips.

What the five said

  • Planning is a chore. Their challenges were time-consuming research, lack of personalisation, lack of unique destinations, too many options and unreliable information.
  • They liked the idea. All five said yes when asked about AI recommendations, gamified elements and the Travel Tarot concept.
  • Usability and personalisation mattered. Four of five rated each as highly important.

How far to trust this. Five people, shown a concept, saying they like it is weak evidence. It tells me the idea was not obviously wrong, not that people would use it.

Turning beliefs into hypotheses

I listed business and user assumptions and ranked each by how likely it was and how much it would hurt if wrong. The risky ones became hypotheses on a Lean UX Canvas, for example: we believe Alex will find the experience engaging if they can discover destinations through tarot-card dynamics. Seven hypotheses came out, each tied to a feature: tarot-card selection, AI recommendations with efficient routes, itinerary customisation and a real-time trip tracker.

Lean UX Canvas for Travel Tarot with sticky notes under business problem, users, solutions, business outcomes, user outcomes, hypotheses and the most important things to learn.
The second version of my Lean UX Canvas (template by Jeff Gothelf).

A card-sorting exercise on the app's pages helped me decide what mattered most on each screen. Then I sketched the core screens on paper before building anything.

Four hand-drawn paper prototype screens: welcome, main screen with tarot cards, tarot card details and a destination.
Paper prototype: welcome, main screen, tarot cards and a destination.

The prototype

I built a clickable prototype in Figma. You draw two tarot cards, tap to reveal them, get suggested destinations, save one, and open an itinerary you can edit.

Home screen with a yellow header reading Draw two cards for your next trip, two face-down tarot cards and a Draw cards button, then journey types and travel themes.
Draw cards
Your cards screen showing two revealed tarot cards, labelled Adventure and Calm, with a short note on what they mean together and a See destinations button.
Reveal
Destinations picked for your cards: an Ask AI search field, then Chase Alley and Peak Sneak, each with a date and a Select button.
Suggestions
Peak Sneak destination screen with a large mountain photo, an AI pick label, a one-line description, and View itinerary and Start trip buttons.
Destination
Itinerary for Peak Sneak with a map and two numbered stops, breakfast at a deli and drinks at a historic pub, each with a Remove button.
Itinerary

About these screens. These are tidied versions of the prototype I tested in 2024. The flow and layouts are the same, but I cleaned up the copy and spacing and made the AI label clearer. Testers saw the original, rougher screens. The artwork and photos are placeholders, and the destinations are fixed content, not generated.

Testing with five people

I ran a think-aloud usability test with five participants. Each did the same five tasks from a script: go through onboarding, draw tarot cards, view the suggested destination, select and save "Peak sneak", and remove the pub from its itinerary. My target was to finish all five tasks within six minutes.

Participant Time (all 5 tasks) Errors Assists What they said
P14:0000"Looks good"
P24:1010No comment recorded
P34:0000"Simple and easy to understand"
P43:3002Wanted a deeper onboarding, suggested a demo
P54:0000Wanted a deeper onboarding

An "assist" is a moment when I had to help the participant.

Two of five asked for a deeper onboarding. That is the one change the testing clearly supports.

The main finding

The tarot-card idea is unfamiliar, so people needed to understand what it does before they could enjoy it. I would add a short interactive walkthrough, or a demo as one participant suggested, before the first draw.

How I read the results now

In my report I scored the hypotheses against the test: five validated, one partly and one not, which came to 78.57%. Looking back, I would not call that validation. A short, scripted test can show that people could complete the tasks. It cannot show engagement, satisfaction or that suggestions are useful.

What the test supports

The core flow of drawing cards, picking a destination and editing an itinerary was easy to complete. Two people wanted more help at the start.

What it can't show

Whether the AI suggestions are good (they were scripted), whether tarot dynamics keep people engaged over time, or whether people would use it for a real trip.

What came out weakest

The real-time trip tracker was only partly supported, and the hypothesis about finding hidden gems and local experiences was not supported at all.

Not tested at all

The metacognitive idea, helping people see how they make planning decisions, never reached the test.

What I would do next

  • Fix the onboarding with an interactive walkthrough, then retest it.
  • Test the AI part properly. Use a wizard-of-Oz setup, where a person generates the suggestions, to see whether people trust and act on them.
  • Test with more, and more varied, people over a real trip-planning task, not a scripted path.
  • Make "what the AI is doing" visible, so people know why a destination was suggested.

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