Ethan Haque / Design

CASE STUDY / PRODUCT DESIGN · 2026

SideQuest.

Know more. Go more.

From an invitation to a real plan: discover events, compare the full cost, and know when to leave—all before saying yes.

THE WORKING PROTOTYPE
PROJECT OVERVIEWTHE WORK / 2026
MY ROLEUX research · product design
TIMELINEMarch – May 2026
DELIVERABLEResponsive event-planning prototype
TESTING2 rounds · 5 + 10 participants
TOOLS & SERVICESFigmaMiroLovableSupabaseTicketmaster APIOSRMVoiceflow
01 / DISCOVER — THE PROBLEM

The real price of a plan isn't on the ticket.

Ticket listings tell you what's happening—not whether you can afford the night, get there, dress for it, or get home.

THE ORIGINAL QUESTION

“What if everything you needed to say yes was already on one screen?”

From the SideQuest concept showcase
01

MoneyTicket price isn't the cost of the whole night.

02

TimeThe route, departure time, and preparation are easy to miss.

03

EnergyFinding something that fits your mood shouldn't take five apps.

THE GAP / MORE THAN EVENT DISCOVERY

The missing step was knowing whether to say yes.

The project began with my experience of opening 4–5 apps for one plan. Conversations with LA peers also surfaced uncertainty around costs and preparation.

THE USER STORY / VISION STORYBOARD

The night begins before you leave.

A story from the original project: an invitation, a moment of uncertainty, and a plan that makes the decision easier.

01 / THE INVITATION

A night out starts with a text.

02 / THE FRICTION

Then come the questions.

03 / THE TURN

One place to see the plan.

04 / THE REAL WORLD

So saying yes feels easier.

ORIGINAL PHOTOGRAPHIC STORYBOARD / THE BIRTHDAYSee how it became a product

Vision-film storyboard from the original SideQuest process deck. Illustrative storytelling, not filmed user research or evidence of measured behavior.

02 / DEFINE — THE SOLUTION

One screen for the whole decision.

SideQuest brings real-world planning next to event discovery: what it costs, how to get there, and when to leave.

⌁PRINCIPLE 01

Show the full picture.

Include expected extras alongside ticket price, not after checkout.

↗PRINCIPLE 02

Make next steps obvious.

From transport choices to when to leave, replace scattered calculations with a plan.

◎PRINCIPLE 03

Respect real lives.

Match events to budget, availability, energy, location, and preferred atmosphere.

MVP / FROM PROJECT SCOPE

Four connected actions.

DiscoverBrowse relevant local events.
UnderstandRead the Event Reality Card.
Save + shareKeep the plan and bring someone along.
ActGo to tickets or transport booking.
03 / DESIGN

From finding something to actually going.

Move from early design decisions into the real app. Switch between five original screens; In-Depth mode shows the complete set.

FROM ZERO TO ONE / DESIGN PROCESS

Every screen came from a decision.

Research, rough flows, two testing rounds, and a working prototype—not just polished mockups.

01 / RESEARCHFind the friction.

Five initial participants; unclear sharing and filters.

02 / EXPLORESketch the journey.

Lo-fi screens, flows, persona maps, service blueprint.

03 / ITERATEMove what matters.

Visible sharing, interactive filters, clearer system states.

04 / BUILD & TESTMake it real.

Lovable + Supabase prototype; ten-person follow-up.

ORIGINAL WORK / THREE STAGES

Not just the final screen.

The original artifacts show the evolution from early flow decisions to visual prototypes and the working app.

01 / EARLY STRUCTUREMap the steps.Original user flow and early navigation.
Original earlier high-fidelity SideQuest onboarding, location permission and budget screens
02 / INTERIM HI-FIGive the structure a face.Earlier onboarding and budget layouts.
Actual later SideQuest working app Discover screen
03 / WORKING PROTOTYPEBring the journey to life.Actual app screen, not an invented recreation.
SCREEN 01 / 05

Find something worth going to.

Browse nearby events by category, location, and expected cost.

  • Location-aware discovery
  • Browse by category or filter
  • Estimated costs on event cards
Open prototype from the deck ↗
Original SideQuest Discover screen from the working app
ORIGINAL SIDEQUEST APP SCREEN · SELECT A TAB TO EXPLORE
04 / ITERATE

Test the path. Find the friction.

Two usability rounds shifted the focus from initial navigation to more meaningful questions: Can someone trust the cost estimates? Can they share a plan? Does the assistant understand their context?

ROUND ONE / 5 UNIVERSITY STUDENTS5

Initial in-person usability interviews, ages 20–27

3/5Looked in the wrong place for sharing
2/5Missed the filter chips at first
DESIGN RESPONSE

Move sharing into the card header and sticky action area. Label filters, add visible affordances, and include loading, empty, and error states.

OBSERVATION → CHANGE

Make the next action harder to miss.

A share button at the top of the event card—and again in the sticky CTA—matches where participants naturally looked. Clearer filters signal that those chips are interactive.

01 / SHARE PLACEMENT02 / FILTER DISCOVERABILITY03 / SYSTEM STATES
TEST → DESIGN RESPONSE

The details people couldn't find.

Visual excerpts of the original before-and-after tests—cropped to feature the interfaces rather than the slide layout.

01 / SHARINGPut the action where people look.
02 / FILTERINGMake a filter look like a filter.
ROUND TWO / 10 UNIVERSITY STUDENTS

The harder questions came later.

Second-round testing examined discovery, cost confidence, sharing, city/transport context, and the assistant. Average difficulty was self-reported on a 1–5 scale (5 = hardest).

DISCOVERY2.0 / 5
COST CONFIDENCE3.0 / 5
SHARING2.0 / 5
CITY + TRANSPORT2.8 / 5
ASSISTANT3.0 / 5
6 of 10

Questioned the source of transport and drink estimates.

6 of 10

Noted the assistant asked for their city again.

3 of 10

Wanted an actionable departure-time recommendation.

05 / OUTCOME & NEXT

The outcome: a clearer decision.

SideQuest developed from an event-discovery idea into a prototype about informed decisions. Testing surfaced meaningful navigation improvements—and unresolved questions about trust, personalization, and accuracy.

01

Discovery needs context.

A feed becomes more useful when people can quickly compare budget, travel, energy, and timing.

02

Visibility changes behavior.

Sharing and filtering can't depend on users knowing where hidden controls live.

03

Trust needs evidence.

Showing a cost is different from explaining where it came from—and people noticed.

WHAT THE TESTING DOES — AND DOESN'T — SHOW

Two small student samples revealed specific usability issues. They do not establish event attendance gains, more accurate costs, improved spending outcomes, or population-wide adoption. Those claims would require more representative testing and real usage data.

SIDEQUEST / NEXT STEPS

A little more confidence before the first step.

Explore the original project artifacts and prototypes, or return to the other case studies.

Prototype URLs were listed in the original project deck; external availability and live integration data have not been independently verified.