SCENE

SCENE

SCENE

LIVE A LIFE WORTH REMEMBERING

For the lives you've wondered about, the hobbies you've postponed, and the versions of yourself you've never tried.

SCENE

For the lives you've wondered about, the hobbies you've postponed, and the versions of yourself you've never tried.

For the lives you've wondered about, the hobbies you've postponed, and the versions of yourself you've never tried.

Role

Role

PRODUCT DESIGNER

Type

Type

PERSONAL PROJECT

Year

Year

Year

2026

THE QUESTION

What gets in the way between wanting to try something and actually trying it?

I wanted to understand why curiosity so often stops before action.

Is it because there are too many choices?
Because getting started feels overwhelming?
Because committing to something unfamiliar feels like a risk?
Or because people simply don't know what the first step looks like?

This became the question that shaped my research.

THE PROBLEM

People want to try new things, but turning curiosity into action isn't easy.

Discovering something interesting is easy. Taking the first step is where the friction begins.

People often face too many choices, uncertainty about where to start, fear of committing to something unfamiliar, or simply lose momentum after the initial excitement.

Existing discovery platforms help people find things to do. But they rarely help them move from “I want to try this” to actually experiencing it.

BEFORE WE DESIGN, LET'S UNDERSTAND.

Curiosity is personal. So instead of assuming why people hesitate, I wanted to hear it from them.

BEFORE WE DESIGN, LET'S UNDERSTAND.

Curiosity is personal. So instead of assuming why people hesitate, I wanted to hear it from them.

BEFORE WE DESIGN, LET'S UNDERSTAND.

Curiosity is personal. So instead of assuming why people hesitate, I wanted to hear it from them.

RESEARCH

So I went looking for the gap.

I wanted to understand why people hesitate to turn curiosity into action, how they currently discover new experiences, and what makes them actually take the first step.

RESEARCH GOALS

  • Understand motivations behind trying something new

  • Identify barriers that prevent people from getting started

  • Explore how people currently discover activities and experiences

  • Understand what makes an experience feel worth pursuing

  • Identify opportunities to make exploration easier and more engaging

RESEARCH FINDINGS

The problem wasn't a lack of curiosity. It was everything that came after.

Through the research, a few recurring patterns began to emerge:

“I want to try it, but I don't know where to start.”

“There are so many options that I end up doing nothing.”

“I'd rather try something casually before committing to it.”

“I get excited about new things, but the excitement doesn't always last.”

“Doing something new with other people makes it easier to actually go.”

EMPATHY MAP

Understanding the mindset behind the behaviour

The empathy map helped reveal the gap between wanting to explore new lifestyles and actually taking the first step.

Across the research, users showed a consistent pattern: they are naturally curious and inspired by new experiences, but too many choices, uncertainty, limited time, and lack of guidance often turn curiosity into hesitation.

KEY INSIGHTS

The research pointed to four opportunities.

01: MAKE THE FIRST STEP EASIER
People don't necessarily need more options. They need a clear, approachable way to begin.

02: MAKE EXPERIMENTATION FEEL LOW-RISK
Trying something new becomes easier when it doesn't feel like a long-term commitment.

03: TURN CURIOSITY INTO MOMENTUM
A spark of interest needs structure, prompts and small actions that keep it moving.

04: MAKE EXPLORATION FEEL SHARED
Community can turn an unfamiliar experience into something more motivating, social and memorable.

WE HEARD THEM. NOW LET'S MAKE SENSE OF IT.

The patterns were becoming clearer. Now, I wanted to understand who these people are, what they need,

and where the friction shows up in their journey.

WE HEARD THEM. NOW LET'S MAKE SENSE OF IT.

The patterns were becoming clearer. Now, I wanted to understand who these people are, what they need,

and where the friction shows up in their journey.

WE HEARD THEM. NOW LET'S MAKE SENSE OF IT.

The patterns were becoming clearer. Now, I wanted to understand who these people are, what they need,

and where the friction shows up in their journey.

THE PEOPLE

Two people. Two different reasons to explore.

SCENE was shaped around two distinct types of explorers- one still figuring out what she enjoys, and one who already knows what matters to him but struggles to make space for it.

User Journey MAP

Goal: Explore a new lifestyle and create meaningful memories.

Journey:
Discover → Decide → Experience → Reflect → Remember

JOBS TO BE DONE

When I feel stuck in the same routine,
I want to discover a new way of spending my time,
so I can experience something different and learn whether it fits me.

When I discover something I’m curious about,
I want to try it without a long-term commitment,
so I can explore it without the pressure of getting good at it.

When I decide to try something new,
I want to know exactly what to do next,
so I can turn curiosity into action instead of abandoning it.

User NEEDS

Users need a simple, flexible, and meaningful way to explore different ways of living, one that helps them move from curiosity to action, discover what fits them, and create experiences worth remembering.

NOW, LET'S DEFINE THE REAL PROBLEM.

We knew what people were experiencing. Now it was time to turn those patterns into a clear design direction.

NOW, LET'S DEFINE THE REAL PROBLEM.

We knew what people were experiencing. Now it was time to turn those patterns into a clear design direction.

NOW, LET'S DEFINE THE REAL PROBLEM.

We knew what people were experiencing. Now it was time to turn those patterns into a clear design direction.

PROBLEM

The gap between curiosity and action

People are curious about new lifestyles and experiences, but existing discovery platforms often stop at helping them find something interesting.

They don't necessarily help people overcome the uncertainty, commitment, and lack of structure that comes with actually starting.

DESIGN CHALLENGE

How might we design a product that encourages people to explore different ways of living through meaningful experiences, helping them discover new sides of themselves and create lives worth remembering?

OPPORTUNITIES AREA

01: Make exploration feel approachable
Reduce the friction between “I want to try this” and actually starting.

02: Curate instead of overwhelm
Help people discover relevant lifestyles without endless scrolling and choice overload.

03: Make experimentation feel safe
Give people structured, time-bound ways to try something before deciding whether it belongs in their life.

04: Turn experiences into self-discovery
Help people reflect on what they enjoyed, learned, and discovered about themselves.

05: Make memories part of the experience
Give people a way to capture and revisit the experiences that become meaningful to them.

NOW, LET'S TURN INSIGHT INTO ACTION.

With the opportunity areas defined, it was time to turn the thinking into something tangible.

NOW, LET'S TURN INSIGHT INTO ACTION.

With the opportunity areas defined, it was time to turn the thinking into something tangible.

NOW, LET'S TURN INSIGHT INTO ACTION.

With the opportunity areas defined, it was time to turn the thinking into something tangible.

INTRODUCING

SCENE

Live a life worth remembering

What if exploring a different way of living could be as easy as entering a Scene?

SCENE is a lifestyle exploration platform that helps people discover, experience, and reflect on different ways of living through curated, time-bound experiences.

Instead of simply recommending things to do, SCENE turns curiosity into a journey, giving people the structure, freedom, and inspiration to try something new without committing to it forever.


DISCOVER → EXPERIENCE → REFLECT → COLLECT

You don't have to choose one life. You can collect many.

For the lives you've wondered about, the hobbies you've postponed, and the versions of yourself you've never tried.

HOW SCENE WORKS

From curiosity to experience.

01: DISCOVER
Explore lifestyles, activities, and experiences that spark your curiosity.

02: CHOOSE YOUR SCENE
Pick a lifestyle and decide how deeply you want to explore it 7, 14, or 21 days.

03: LIVE IT
Follow a curated journey of daily activities, challenges, workshops, and experiences.

04: REFLECT
Capture what you experienced, what you enjoyed, and what you discovered about yourself.

05: COLLECT
Your completed Scenes become a collection of experiences that shape your personal Taste DNA.


DISCOVER → CHOOSE → LIVE → REFLECT → COLLECT

Every Scene is a chance to try a different way of living.

For the lives you've wondered about, the hobbies you've postponed, and the versions of yourself you've never tried.

From curiosity to experience.

01: DISCOVER
Explore lifestyles, activities, and experiences that spark your curiosity.

02: CHOOSE YOUR SCENE
Pick a lifestyle and decide how deeply you want to explore it 7, 14, or 21 days.

03: LIVE IT
Follow a curated journey of daily activities, challenges, workshops, and experiences.

04: REFLECT
Capture what you experienced, what you enjoyed, and what you discovered about yourself.

05: COLLECT
Your completed Scenes become a collection of experiences that shape your personal Taste DNA.


DISCOVER → CHOOSE → LIVE → REFLECT → COLLECT

Every Scene is a chance to try a different way of living.

THE PRODUCT SYSTEM

108 lives. One platform to explore them.

SCENE organizes exploration into six worlds, each built around a different kind of experience:

CREATE
Pottery · Painting · Drawing · Craft · Photography · Filmmaking · Writing · Fashion · DIY · Design

MOVE
Running · Cycling · Skating · Yoga · Dancing · Climbing · Swimming · Sports · Trekking · Fitness

TASTE
Cooking · Baking

EXPLORE
Nature · Hiking · Camping · Road Trips

CULTURE
Art · Museums · Theatre · Poetry

PLAY
Arcades · Comedy · Bowling · Quizzes

CHOOSE YOUR DEPTH

7 DAYS: A quick experiment
14 DAYS: A deeper exploration
21 DAYS: An immersive experience

You don't have to choose one life. You can collect 108 of them.

For the lives you've wondered about, the hobbies you've postponed, and the versions of yourself you've never tried.

108 lives. One platform to explore them.

SCENE organizes exploration into six worlds, each built around a different kind of experience:

CREATE
Pottery · Painting · Drawing · Craft · Photography · Filmmaking · Writing · Fashion · DIY · Design

MOVE
Running · Cycling · Skating · Yoga · Dancing · Climbing · Swimming · Sports · Trekking · Fitness

TASTE
Cooking · Baking

EXPLORE
Nature · Hiking · Camping · Road Trips

CULTURE
Art · Museums · Theatre · Poetry

PLAY
Arcades · Comedy · Bowling · Quizzes

CHOOSE YOUR DEPTH

7 DAYS: A quick experiment
14 DAYS: A deeper exploration
21 DAYS: An immersive experience

You don't have to choose one life. You can collect 108 of them.

INFORMATION ARCHITECTURE

SCENE is structured around four primary destinations:


Home, Explore, Scenes, and Profile


with each area supporting a distinct part of the discovery-to-reflection journey.


The architecture is designed to keep exploration open-ended while giving users a clear path from


discovering a lifestyle → choosing a Scene → experiencing it → reflecting on it → building their identity over time.

For the lives you've wondered about, the hobbies you've postponed, and the versions of yourself you've never tried.

SCENE is structured around four primary destinations:


Home, Explore, Scenes, and Profile


with each area supporting a distinct part of the discovery-to-reflection journey.


The architecture is designed to keep exploration open-ended while giving users a clear path from


discovering a lifestyle → choosing a Scene → experiencing it → reflecting on it → building their identity over time.

NOW LET’S TURN THE SYSTEM INTO AN EXPERIENCE.
From structure to screens — mapping how SCENE guides people from curiosity to action.

USER JOURNEY FLOW

From discovery to completion, SCENE is designed to keep the journey simple and low-pressure.

Users can explore different lifestyles, understand what each Scene involves, and decide whether they want to try it. Once they commit, the experience guides them through small daily missions, reflection, and continued exploration until they complete the Scene.

The core flow:
Explore → Understand → Choose → Experience → Reflect → Complete

For the lives you've wondered about, the hobbies you've postponed, and the versions of yourself you've never tried.

wireframes

Turning the structure into a simple, intuitive experience.

Before moving into the visual design, I translated the information architecture and core user flow into low-fidelity wireframes.

The wireframes focused on:

  • Clear navigation between Home, Explore, Scenes, and Profile

  • Making lifestyle discovery feel effortless

  • Helping users understand a Scene before committing

  • Keeping the daily experience focused and easy to follow

  • Creating a clear path from

  • discovery → participation → reflection

For the lives you've wondered about, the hobbies you've postponed, and the versions of yourself you've never tried.

Visual LANGUAGE

Making exploration feel exciting before the journey even begins.

SCENE needed a visual language that felt curious, energetic, human, and memorable, not like another productivity or hobby-discovery app.

The visual direction was built around:

01: Bold & Immersive
A dark interface creates focus, while vibrant imagery and colour bring each lifestyle to life.

02: Playful, Not Childish
Expressive illustrations, unexpected compositions, and playful details make exploration feel approachable.

03: Human & Diverse
People and experiences stay at the centre of the product, reflecting different personalities, interests, and ways of living.

04: High Energy, Clear Structure
Bright accents create excitement without compromising hierarchy, readability, or usability.

The visual idea

SCENE should feel like opening a door to another version of yourself.

For the lives you've wondered about, the hobbies you've postponed, and the versions of yourself you've never tried.

Making exploration feel exciting before the journey even begins.

SCENE needed a visual language that felt curious, energetic, human, and memorable, not like another productivity or hobby-discovery app.

The visual direction was built around:

01: Bold & Immersive
A dark interface creates focus, while vibrant imagery and colour bring each lifestyle to life.

02: Playful, Not Childish
Expressive illustrations, unexpected compositions, and playful details make exploration feel approachable.

03: Human & Diverse
People and experiences stay at the centre of the product, reflecting different personalities, interests, and ways of living.

04: High Energy, Clear Structure
Bright accents create excitement without compromising hierarchy, readability, or usability.

The visual idea

SCENE should feel like opening a door to another version of yourself.

FROM A SYSTEM TO A SCENE.
Every decision came together to turn exploration into an experience.

FINAL UI

With the structure, flow, and visual system established, I brought SCENE to life through the final interface.

The final UI focuses on making every interaction feel like an invitation to explore, from discovering a new lifestyle to living it day by day.

For the lives you've wondered about, the hobbies you've postponed, and the versions of yourself you've never tried.

PROTOTYPE

Making the experience feel alive.

The prototype brought the screens together into a connected experience, allowing me to test how users move through SCENE rather than evaluating each screen in isolation.

For the lives you've wondered about, the hobbies you've postponed, and the versions of yourself you've never tried.

THE SYSTEM WAS THE START. THE EXPERIENCE WAS THE POINT.

SCENE brings everything together to make exploration feel tangible.

THE SYSTEM WAS THE START. THE EXPERIENCE WAS THE POINT.

SCENE brings everything together to make exploration feel tangible.

THE SYSTEM WAS THE START. THE EXPERIENCE WAS THE POINT.

SCENE brings everything together to make exploration feel tangible.

OUTCOME

From an idea to a product system.

SCENE evolved from a simple question about trying new things into a complete product ecosystem for exploring different ways of living.

The final experience brings together:

  • 108 lifestyles to explore

  • 7 / 14 / 21-day Scenes for low-pressure experimentation

  • Curated daily experiences and missions

  • Workshops and community experiences

  • Reflection and memory-building

SCENE doesn't ask you to choose who you are. It gives you room to find out.

For the lives you've wondered about, the hobbies you've postponed, and the versions of yourself you've never tried.

LEARNINGS & REFLECTIONS

Designing SCENE changed how I think about exploration.

The biggest learning was that a strong product isn't just about creating more possibilities, it's about making those possibilities actionable.

Throughout the process, I learned to:

01: Design for behaviour, not just features
The challenge wasn't simply helping people discover activities. It was understanding what prevents curiosity from becoming action.

02: Let research shape the product
The research helped me move beyond assumptions and identify the real friction around choice, commitment, and follow-through.

03: Balance freedom with structure
SCENE needed enough structure to guide users, while still leaving room for discovery and spontaneity.

04: Design the experience as a system
From the first discovery to completing a Scene and reflecting on it, every touchpoint needed to contribute to the same product idea.


THE TAKEAWAY

People don't always need help deciding who they are. Sometimes they just need the space to find out.

For the lives you've wondered about, the hobbies you've postponed, and the versions of yourself you've never tried.

THE END

So, what would you try?

SCENE started with one question:

What if you could experience a different way of living before deciding if it's for you?

You don't have to choose one version of yourself.

Try one.
Then another.
Then another.

LIVE LIFE WORTH REMEMBERING.

For the lives you've wondered about, the hobbies you've postponed, and the versions of yourself you've never tried.

So, what would you try?

SCENE started with one question:

What if you could experience a different way of living before deciding if it's for you?

You don't have to choose one version of yourself.

Try one.
Then another.
Then another.

LIVE LIFE WORTH REMEMBERING.

I started with a question, followed the people,challenged my
assumptions, and let the process shape the product.

Anushka Parihar
Anushka Parihar
Anushka Parihar