Park Background

MOOD MATCH

Matched people with a relevant place to go out based on their vibe and preferences.

Tools Used

Tools used

View Prototype

Person holding smartphone showing mobile app interface

Introduction

Mood Match is a mobile app that recommends where to go out based on a person’s mood, available time and location, whether they are heading out alone or with friends. This case study follows the project from competitor and user research through personas, information architecture, flows and business model, to the design system and the final screens.

The Challenge

Going out should feel spontaneous, but planning it rarely does. I started by defining the goal, the problem and the people it affects, then looked at what the apps they already use get wrong.

Context

The Goal

Mood Match was created to make going out simple and inspiring. The app’s goal is to connect people with experiences that match their mood and vibe whether solo or with friends.

golden cap emoji

The Problem

People often find it hard to plan where to go out. Existing apps give outdated or scattered information and don’t match the user’s mood or group needs. This causes wasted time, confusion and missed chances for fun experiences.

question mark emoji

Target Users

  1. Men and women aged 20-30, living in urban areas and going out frequently.

  1. City visitors who want local experiences even without knowing the city.

golden target emoji

Criterion

Easy

Zappa

Tiuli

Karamel

Discovery

Nearby venues by category

Events by date and venue

Trails by region and difficulty

Activities by category

Freshness

Open-now filter

Dated event listings

Season filters, user trail updates

Not verified

Personalization

Favorites/history; tailored suggestions not checked

Favorites; tailored suggestions not checked

Route filters; tailored suggestions not checked

Not verified

Group planning

Not verified

Not verified

Not verified

Group activities listed, shared planning not checked

Booking

Not verified

Ticket purchase

Not verified

Not verified

Trust signals

Ratings and reviews

Official event details

Route details and user updates

Provider listings; verification not checked

Mood Match opportunities to test

Match nearby options to mood and budget, not only venue category.

Show opening hours and availability before someone heads out.

Help friends compare a shared shortlist and agree on one place.

Research & Insights

A quantitative survey of 40 people and a round of in depth interviews, turned assumptions into evidence and the patterns that came back became the two personas the rest of the project was designed around.

User Survey

First Research Method: Quantitative survey.

Sample Size: 40 participants.

The majority of participants go out at least once a week. The

target audience has high engagement with leisure activities.

75%

65% reported difficulty planning quickly and easily to decide

where to go.

20

16

12

8

4

0

Strongly agree

agree

Both

Disagree

Strongly disagree

Just over half of users typically use apps or websites to plan outings.

52.5%

Most users feel existing apps do not help them find places that match their mood or desired atmosphere.

65%

Among those who do use apps, 40% said the information

is outdated or incomplete.

40%

The majority of participants agreed they would use an app

that gives personalized recommendations

70%

Interviews

Second Research Method: Qualitative in depth semi structured interviews using voice to text AI transcription.

Sample Size: 6

Interviews results

User Personas

Persona 1 component
Persona 2 component

The Solution

1

Going Out Made Effortless

A mobile app that helps people find where to go out fast, simple and stress free. By analyzing users’ preferences, time, and location, it recommends nearby experiences.

2

Personalized Experiences, Instantly

Using a based mood system, the app personalizes suggestions to both individuals and groups. It brings one smooth flow so users can stop scrolling between apps.

Structure & Flow

A mood based recommendation flow that replaces scrolling between apps. This chapter covers what the product does, how its content is structured, how people move through it and how it earns.

Information Architecture

Information Architecture

User Flow

I chose these scenarios from the two personas to highlight key moments where the app creates value: helping Dani quickly find a place that matches his mood and budget, and helping Michal coordinate group plans smoothly so everyone can choose a place that fits their shared vibe without long discussions or wasted time.

user flow

Business Models

marketing icon

Affiliate marketing

The app earns a small commission whenever users book tickets, order rides or make a purchase through integrated links like taxis or event platforms directly from the recommendation screen.

b2b icon

B2B

Entertainment venues pay for promotion inside the app through personalized coupons offered in the rewards system. Users receive these rewards after leaving a review, which helps improve the suggestions.

revenue icon

Advertising Revenue

Non-intrusive ads appear only on the home screen, never during active user flows. This provides steady income without harming the user experience or cluttering the interface.

Design Evolution

From the first wireframes through the design system to the finished screens, this chapter follows how the interface took shape, and closes with the landing page that presents it.

Design Evolution

Design System

First user flow

home screen
choose screen
demographics screen
Guide screen
mood pick screen
Preferences screen
loading screen
selection screen
more options screen
recomendation screen

Second user flow

invite to group screen
group info screen
timer screen
Mood pick screen
Preferences screen
loading screen
choose screen
loading screen 2
Selection screen
options screen
recomemndation screen

Rewards & System

Rating screen
Rating screen 100%
Profile modal
settings modal

Landing page

Wireframe

Final page

UX/UI Design for Digital Products

MOOD MATCH

Matched people with a relevant place to go out based on their vibe and preferences.

View Prototype

Tools Used

Tools used
Person holding smartphone showing mobile app interface
Mood Background
Mood Background

The Challenge

Going out should feel spontaneous, but planning it rarely does. I started by defining the goal, the problem and the people it affects, then looked at what the apps they already use get wrong.

Context

The Goal

Mood Match was created to make going out simple and inspiring. The app’s goal is to connect people with experiences that match their mood and vibe whether solo or with friends.

golden cap emoji
golden cap emoji

Target Users

  1. Men and women aged 20-30, living in urban areas and going out frequently.

  1. City visitors who want local experiences even without knowing the city.

golden target emoji
golden target emoji

The Problem

People often find it hard to plan where to go out. Existing apps give outdated or scattered information and don’t match the user’s mood or group needs. This causes wasted time, confusion and missed chances for

fun experiences.

question mark emoji
question mark emoji

Competitors

Criterion

Easy

Zappa

Tiuli

Karamel

Discovery

Nearby venues by category

Events by date and venue

Trails by region and difficulty

Activities by category

Freshness

Open-now filter

Dated event listings

Season filters; user trail updates

Not verified

Personalization

Favorites/history; tailored suggestions not checked

Favorites; tailored suggestions not checked

Route filters; tailored suggestions not checked

Not verified

Group planning

Not verified

Not verified

Not verified

Group activities listed; shared planning not checked

Booking

Not verified

Ticket purchase

Not verified

Not verified

Trust signals

Ratings and reviews

Official event details

Route details and user updates

Provider listings; verification not checked

Mood Match opportunities to test

Match nearby options to mood and budget, not only venue category.

Show opening hours and availability before someone heads out.

Help friends compare a shared shortlist and agree on one place.

User Survey

First Research Method: Quantitative survey.

Sample Size: 40 participants.

The majority of participants go out at least once a week. The target audience has high engagement with leisure activities.

75%

65% reported difficulty planning quickly and easily to decide where to go.

20

16

12

8

4

0

Strongly agree

agree

Both

Disagree

Strongly disagree

Just over half of users typically use apps or websites to plan outings.

52.5%

Most users feel existing apps do not help them find places that match their mood or desired atmosphere.

65%

Among those who do use apps, 40% said the information is outdated or incomplete.

40%

The majority of participants agreed they would use an app that gives personalized recommendations

70%

Interviews

Second Research Method: Qualitative in depth semi structured interviews using voice to text AI transcription.

Sample Size: 6

Interviews results

The Solution

1

Going Out Made Effortless

A mobile app that helps people find where to go out fast, simple and stress free. By analyzing users’ preferences, time,and location, it recommends nearby experiences.

2

Personalized Experiences, Instantly

Using a based mood system, the app personalizes suggestions to both individuals and groups. It brings one smooth flow so users can stop scrolling between apps.

User Personas

persona 1

Dani Levi

University Student

Tel Aviv, campus

23 years old

Goals

  • Find places that match his energy and mood quickly.

  • Save time by skipping endless searches online.

  • Discover affordable, student-friendly hangouts nearby.

Frustrations

  • Too many apps to compare for a place that fits his mood and budget.

  • Unclear hours or availability can derail plans.

  • When no one makes a plan, he stays home.

Needs

  • Nearby suggestions filtered by mood and budget.

  • Clear opening hours and current availability.

  • An easy way to suggest a place or join friends.

Product implication

  • Lead with nearby places matched to his mood and budget, with opening hours and availability visible.

persona 2

Michal Cohen

Marketing in Tech

Tel Aviv, apartment

29 years old

Goals

  • Organize group outings that fit everyone’s vibe.

  • Enjoy calm, quality experiences after busy workdays.

  • Discover authentic, local spots to share with friends.

Frustrations

Friends struggle to agree on one place.

Too many options and reviews to compare.

Online listings often misrepresent the atmosphere.

Needs

  • Compare places by shared preferences.

  • Reliable details about atmosphere and crowd.

  • Shortlist and share options with friends.

Product implication

  • Show places matched to the group’s vibe, with reliable atmosphere details.

Research & Insights

A quantitative survey of 40 people and a round of in depth interviews, turned assumptions into evidence and the patterns that came back became the two personas the rest of the project was designed around.

Information Architecture

Information Architecture

User Flow

I chose these scenarios from the two personas to highlight key moments where the app creates value: helping Dani quickly find a place that matches his mood and budget, and helping Michal coordinate group plans smoothly so everyone can choose a place that fits their shared vibe without long discussions or wasted time.

user flow

Business Models

marketing icon
marketing icon

Affiliate marketing

The app earns a small commission whenever users book tickets, order rides or make a purchases through integrated links like Taxis or event platforms directly from the recommendation screen.

b2b icon
b2b icon

B2B

Entertainment venues pay for promotion inside the app through personalized coupons offered in the rewards system. Users receive these rewards after leaving a review, which helps improve the suggestions.

revenue icon
revenue icon

Advertising Revenue

Non-intrusive ads appear only on the home screen, never during active user flows. This provides steady income without harming the user experience or cluttering the interface.

Structure & Flow

A mood based recommendation flow that replaces scrolling between apps. This chapter covers what the product does, how its content is structured, how people move through it and how it earns.

Design Evolution

First user flow

home screen
choose screen
demographics screen
Guide screen
mood pick screen
Preferences screen
loading screen
selection screen
more options screen
recomendation screen
Design System MoodMatch

Design System

Second user flow

invite to group screen
group info screen
Mood pick screen
timer screen
Preferences screen
loading screen
loading screen 2
choose screen
Selection screen
options screen
recomemndation screen

Rewards & System

Rating screen
Rating screen 100%
Profile modal
settings modal

Landing page

Final page

Design Evolution

From the first wireframes through the design system to the finished screens, this chapter follows how the interface took shape, and closes with the landing page that presents it.

Introduction

Mood Match is a mobile app that recommends where to go out based on a person’s mood, available time and location, whether they are heading out alone or with friends. This case study follows the project from competitor and user research through personas, information architecture, flows and business model, to the design system and the final screens.

UX/UI Design for Digital Products

MOOD MATCH

Matched people with a relevant place to go out based on their vibe and preferences.

Tools Used

Tools used
Person holding smartphone showing mobile app interface
Mood Background
Mood Background

Context

Context

The Goal

Mood Match was created to make going out simple and inspiring. The app’s goal is to connect people with experiences that match their mood and vibe whether solo or with friends.

golden cap emoji
golden cap emoji

The Problem

People often find it hard to plan where to go out. Existing apps give outdated or scattered information and don’t match the user’s mood or group needs. This causes wasted time, confusion and missed chances for fun experiences.

question mark emoji
question mark emoji

Target Users

  1. Men and women aged 20-30, living in urban areas and going out frequently.

  1. City visitors who want local experiences even without knowing the city.

golden target emoji
golden target emoji

The Challenge

Going out should feel spontaneous, but planning it rarely does. I started by defining the goal, the problem and the people it affects, then looked at what the apps they already use get wrong.

User Survey

User Survey

scroll con
scroll con

First Research Method: Quantitative survey.

Sample Size: 40 participants.

The majority of participants go out at least once a week. The target audience has high engagement with leisure activities.

75%

65% reported difficulty planning quickly and easily to decide where to go.

20

16

12

8

4

0

Strongly agree

agree

Both

Disagree

Strongly disagree

Just over half of users typically use apps or websites to plan outings.

52.5%

Most users feel existing apps do not help them find places that match their mood or desired atmosphere.

65%

Among those who do use apps, 40% said the information is outdated or incomplete.

40%

The majority of participants agreed they would use an app that gives personalized recommendations

70%

Interviews

Interviews

Second Research Method: Qualitative in depth semi structured interviews using voice to text AI transcription.

Sample Size: 6

Interviews results
Interviews results

User Personas

User Personas

persona 1

Dani Levi

hat icon
hat icon

University Student

Tel Aviv, campus

23 years old

Goals

  • Find places that match his energy and mood quickly.

  • Save time by skipping endless searches online.

  • Discover affordable, student-friendly hangouts nearby.

Frustrations

  • Too many apps to compare for a place that fits his mood and budget.

  • Unclear hours or availability can derail plans.

  • When no one makes a plan, he stays home.

Needs

  • Nearby suggestions filtered by mood and budget.

  • Clear opening hours and current availability.

  • An easy way to suggest a place or join friends.

Product implication

  • Lead with nearby places matched to his mood and budget, with opening hours and availability visible.

persona 1

Michal Cohen

c
c

Marketing in Tech

Tel Aviv, apartment

29 years old

Goals

  • Organize group outings that fit everyone’s vibe.

  • Enjoy calm, quality experiences after busy workdays.

  • Discover authentic, local spots to share with friends.

Frustrations

  • Friends struggle to agree on one place.

  • Too many options and reviews to compare.

  • Online listings often misrepresent the atmosphere.

Needs

  • Compare places by shared preferences.

  • Reliable details about atmosphere and crowd.

  • Shortlist and share options with friends.

Product implication

  • Show places matched to the group’s vibe, with reliable atmosphere details.

The Solution

The Solution

1

1

Going Out Made Effortless

A mobile app that helps people find where to go out fast, simple and stress free. By analyzing users’ preferences, time, and location, it recommends nearby experiences.

2

2

Personalized Experiences, Instantly

Using a based mood system, the app personalizes suggestions to both individuals and groups. It brings one smooth flow so users can stop scrolling between apps.

Research & Insights

A quantitative survey of 40 people and a round of in depth interviews, turned assumptions into evidence and the patterns that came back became the two personas the rest of the project was designed around.

Information Architecture

Information Architecture

Information Architecture
Information Architecture

User Flow

User Flow

I chose these scenarios from the two personas to highlight key moments where the app creates value: helping Dani quickly find a place that matches his mood and budget, and helping Michal coordinate group plans smoothly so everyone can choose a place that fits their shared vibe without long discussions or wasted time.

user flow
user flow

Business Models

Business Models

marketing icon
marketing icon

Affiliate marketing

The app earns a small commission whenever users book tickets, order rides or make a purchases through integrated links like Taxis or event platforms directly from the recommendation screen.

b2b icon
b2b icon

B2B

Entertainment venues pay for promotion inside the app through personalized coupons offered in the rewards system. Users receive these rewards after leaving a review, which helps improve the suggestions.

revenue icon
revenue icon

Advertising Revenue

Non-intrusive ads appear only on the home screen, never during active user flows. This provides steady income without harming the user experience or cluttering the interface

Structure & Flow

A mood based recommendation flow that replaces scrolling between apps. This chapter covers what the product does, how its content is structured, how people move through it and how it earns.

Design Evolution

Design Evolution

First user flow

scroll icon
scroll icon
home screen
choose screen
demographics screen
Guide screen
mood pick screen
Preferences screen
loading screen
selection screen
more options screen
recomendation screen

Second user flow

invite to group screen
group info screen
timer screen
Mood pick screen
Preferences screen
loading screen
loading screen 2
choose screen
Selection screen
options screen
recomemndation screen

Rewards & System

Rating screen
Rating screen 100%
Profile modal
settings modal

Design System

Landing page

Landing page

Introduction

Introduction

Mood Match is a mobile app that recommends where to go out based on a person’s mood, available time and location, whether they are heading out alone or with friends. This case study follows the project from competitor and user research through personas, information architecture, flows and business model, to the design system and the final screens.