Explorius

A mobile platform that helps digital nomads plan trips, fight social isolation, and connect with other nomads wherever they are in the world.

Mobile Application Digital Nomads Travel · Connection Prototype Lead
Explorius map screen with nearby nomads pinned and a searchable list of close by places, beside three promises: see your connections, find new places, easy meetups

At a Glance

Role: Prototype Lead
Timeline: September 2021 to November 2022
Platform: Mobile application
Outcome: The dashboard redesign drew the strongest positive response of any change in testing

A platform built for a new way of working

Explorius is a mobile application for digital nomads that unifies trip planning, local discovery, and social connection in one place, addressing the isolation and planning overwhelm that hold people back from the nomadic lifestyle.

As digital nomadism surged during 2021, a clear gap in the market emerged. Existing apps handled either planning or connecting, but never both. Explorius bridges that gap, helping nomads find where to work, what to do, and who to do it with, all from their phones.

14 Month Project
73 Survey Responses
Top Rated Dashboard Redesign

My Role

Prototype Lead · Created the mobile application platform based on secondary research and user feedback

Timeframe

September 2021 to November 2022

Planning a nomadic life is overwhelming by design

Digital nomads face a compound problem. Planning successful trips tailored to their lifestyle is overwhelming and stressful, and once they arrive, social isolation chips away at the freedom they came for.

A 49% increase in people identifying as digital nomads in 2020 meant a fast growing population with unmet needs. The existing toolkit, a patchwork of travel apps, Facebook groups, and coworking finder tools, left nomads scattered across a dozen platforms with no unified solution.

How Might We

Help digital nomads be less overwhelmed and stressed when it comes to moving, working, and pre planning, while also helping them build real connections wherever they land?

Secondary research crystallized the core finding: digital nomads find it overwhelming and stressful to plan successful trips tailored to their lifestyles while preventing social isolation. These two problems, logistical and social, are deeply linked and need to be solved together.

Listening to nomads and those who want to be

Two surveys, 15 interviews, 4 sensory cue sessions, and 10 articles built a layered picture of what nomads feel, fear, and need. The research spoke to both active nomads and people who wanted the lifestyle but had not yet taken the leap.

Research Goals

Four goals framed the fieldwork: how nomads plan trips, how they work, what stops people from becoming nomads, and what wears them down once they are.

Primary research methods: 2 surveys with 73 responses, 15 interviews, and 4 sensory cues

2 surveys with 73 responses, 15 interviews, and 4 sensory cues

Survey Data

Across 73 responses, 30% of nomads reported feeling socially isolated and only 20% felt socially adequate. The most actionable number came from people not yet traveling: 88% of non nomads like to travel, and what holds them back is company.

60% of non-nomads said they would become a digital nomad if they had people to join them

60% of non nomads would go nomadic if they had people to join them. This number is the product thesis

Interview Data

Fifteen interviews put language to the survey numbers. Nomads described disconnection and overcompensating at work; non nomads wanted a personal assistant for booking and feared that planning a whole trip would make the lifestyle feel like work.

Interview quotes from nomads: feeling less involved with coworkers, always being online to compensate for remote work, and there are so many choices to make

Three recurring themes from nomad interviews: social disconnection, overcompensation at work, and decision fatigue

Affinity Mapping

488 notes from surveys and interviews clustered into four themes, and the largest was barriers: career, health, budgeting, and a lack of helpful information.

Affinity diagram with 416 yellow notes, 46 green, 20 pink, and 6 blue, revealing the insight: there are many barriers that prevent someone from being a nomad such as career, health, budgeting, and a lack of helpful information

416 yellow, 46 green, 20 pink, and 6 blue notes synthesized into four major theme clusters

From insight to idea

Two personas anchored the ideation phase, turning abstract insights into specific, human problems. From there, ideation, competitive analysis, and two distinct concepts were tested against those needs before converging on a final direction.

Personas

Two personas carried the research into design: an aspiring nomad who needs structure to start, and an active nomad worn down by planning.

Persona: Ryan Byrne, 22 years old, Houston Texas, Computer Science. Pain points: worried about social isolation, how to begin planning process, not sure where he would go to work. Wants and needs: a way to compare locations, budgeting tools, a way to make friends with nomads.

Ryan Byrne, 22, Houston: wants to take the leap but needs structure, budget tools, and community

Persona: Marley Lim, 24 years old, Auckland NZ, Digital Marketing. Pain points: feels isolated from coworkers, finding time to plan new trips, hard to find reliable wifi sources while finding places to work. Wants: better methods for time management, easier way to plan trips, improved communication with people in her company.

Marley Lim, 24, Auckland: active nomad fighting isolation, overwhelmed by planning each new move

Marley's Experience

A scenario walkthrough with Marley revealed exactly how the pain points stack in real life: six months into a Mexico stay she is traveling alone and looking for people to travel and work with, the app she tried for meeting people turned out to be about dating, she procrastinates planning because it is overwhelming, and her travel documents are scattered across emails and texts.

How Might We

The research condensed into six How Might We statements before narrowing to one.

How Might We statements: improve travel conditions, help nomads meet others and decrease isolation, help people find careers suited for nomad life, help nomads create custom plans that fit their lifestyle. Core HMW highlighted: Help digital nomads be less overwhelmed and stressed when it comes to moving, working, and pre-planning.

Six HMW statements narrowed to one core opportunity: reducing overwhelm and stress across moving, working, and planning

Competitive Landscape

The market was mapped across budgeting, workspace, planning, and connecting, and the target position was marked where planning meets connecting.

Competitive positioning chart with corner labels Budgeting, Workspace, Planning, and Connecting. Competitors such as tripcoin, nomadwallet, wework on demand, anyplace furnished rentals, Wandergo, codi, nomad radar, and mocha work remotely are plotted on the axes, with a large star labeled where we want to be near the center between Planning and Connecting.

Competitors map to Budgeting, Workspace, Planning, and Connecting, and a star marks where we want to be, between planning and connecting

Two Concepts

Ideation across the four insight areas produced two competing concepts: one planning forward, one community first.

Features diagram centered on ease of mind and increased social interactions, with four radiating features: pre-made personalized packages based on lifestyles, travel and connect with other nomads, travel documents storage and applications, premium partners for enhanced experiences

Concept 1 features: personalized packages, social connection, document storage, and premium partner access

Community App: centered on increasing social interaction and community. Q/A forum to ask and comment on different workspaces. Booking services to find excursions and people to do them with. Map that allows you to go public and see where other nomads are.

Concept 2: a community first app centered on reducing isolation through shared maps, forums, and booking

Convergence

Compared side by side, both concepts were answering the same two problems, so they merged.

Combined concepts visual: train icon and ghost icon, with the note: Combined to make less travel agency and more focus on connection and local planning

The two concepts merged: less travel agency, more connection and local planning

Feature Definition

The merged concept came down to five core features: a public nomad map, close by places to work, free events other nomads attend, group excursions, and in app connection.

Building the platform

With the concept defined, the team moved into branding, information architecture, and high fidelity screens. A user scenario with Rory validated the experience end to end before prototype testing began.

Rory's Story

Before any high fidelity screens were built, a narrative scenario was used to pressure test the concept against real human behavior. Rory, a new user landing in an unfamiliar city, was walked through the full Explorius experience from discovery to booking to connection. The scenario was designed to expose gaps in the architecture before any visual work was at risk.

Branding

The identity pairs Poppins with a four color palette of lavender, teal, sky blue, and light gray.

Explorius brand identity: Poppins typeface in Bold, Semi, Regular, and Thin weights. Color palette: lavender purple, teal green, sky blue, and light gray.

Poppins typeface paired with a warm, approachable palette of purple, teal, blue, and gray

Concept Validation

Card sorting, 20 open sorts and 10 closed, validated the mental model before any architecture was drawn.

People Want: a dashboard to see possible trips, easy access to itinerary, a place to see past and future excursions, see partnered excursions and recommendations, to have a friends list and be able to request to message in app, map or explore page with stealth mode, a profile page with settings

Seven clear wants emerged from card sort sessions, directly shaping the information architecture

Site Map

The validated groupings became a five section architecture.

Site map showing five top-level sections: Onboarding, Dashboard (Messages, Close by nomads, Recommended excursions, Upcoming trips and events), Itinerary (Saved trips, Upcoming trips, Upcoming events, Past trips), Map (Messages, See connections and non-connections), Explore (Events and Excursions, See local events, Book Excursions), Profile (Edit settings, View connections, About me)

Five section architecture: Dashboard, Itinerary, Map, Explore, and Profile, anchored by Onboarding

High Fidelity Screens

With the architecture validated, screens were built across all five sections of the app. The six below map to the decisions that defined the product.

Dashboard screen greeting the user with Near By places, Upcoming Events, and Recommended Events, with a one tap stealth mode toggle

The Dashboard is utility first: nearby places, upcoming events, and a one tap stealth mode toggle

Activities screens showing Events and Excursions as separate tabs: excursions are bookable, events are free for nomads to join
Excursion booking flow for the Marriot Pool Party: excursion card, time slot selection, and the Book confirmation

Events and Excursions live in separate tabs, and Book Now sits one tap from the excursion card

Itinerary screen with the upcoming trip, travel and lodging details, connections going, and upcoming events in one place
Profile screens: your own profile with trips and photos, and a connection's profile with a send request button

Travel plans and documents live inside the trip, and profiles lead with connections

Why Explorius works the way it does

Four decisions defined the character of the product. Each one came directly from something a real user said or did during research or testing.

Why does the map have a stealth mode?

Research showed that nomads wanted control over when they were discoverable. Making yourself public needed to feel like a conscious choice, not a default. Stealth mode was not a privacy feature added at the end. It was a trust mechanism built into the product from the first wireframe, because users would not engage with the social layer unless they felt safe doing so on their own terms.

Why did the Dashboard become utility first?

The first Dashboard iteration used recommendation carousels. User testing showed carousels felt passive and unhelpful. Nomads in a new city do not want to browse, they want to act. Replacing carousels with four utility modules, Close by Nomads, Recommended Excursions, Upcoming Events, and Notifications, turned the Dashboard from a suggestion surface into a tool users opened with purpose.

Why were Events and Excursions separated?

The original Explore tab combined Near You and Destinations in a single view. Users in testing could not articulate the difference between them, which meant neither was useful. Separating Events (free, spontaneous, social) from Excursions (bookable, structured, cost based) gave each category a clear identity and made the path to action obvious for both types of user intent.

Why were the navigation icons replaced entirely?

The original navigation used abstract icons, a pentagon, a telescope, a social graph, that tested poorly because users could not predict what they would find behind each one. Unpredictable navigation creates anxiety in an app built for people already managing high logistical stress. Switching to universally recognizable symbols, home, globe, map, luggage, profile, removed that friction entirely and reduced the learning curve to zero.

Testing what we built

Lo fi prototypes were tested with users across the core screens, generating direct feedback on navigation clarity, information hierarchy, and feature usefulness. Each round produced targeted changes before the next iteration.

Explore

The first Explore combined Near You and Destinations in a single view.

Lo-fi Explore screens: Near You, Destinations, and Partnerships tabs showing event cards with images, ratings, and Going/Interested/Not Going actions

Initial lo fi Explore screens tested the Near You, Destinations, and Partnerships tab structure

Users Said

We needed a difference between Near You and Destinations. What is the difference?

Updated Explore screens showing separated Events and Excursions, explore dashboard to remove confusion, swiping function for events, and expanded info cards

Explore update: Events and Excursions separated, an Explore dashboard added to remove confusion, swiping for events, and expanded info

Dashboard

The first Dashboard bet on recommendation carousels.

Lo-fi Dashboard screen showing Recommended Near You, Recommended Destinations, and Partnerships carousels

Initial lo fi Dashboard tested carousel based content recommendations

Users Said

The dashboard was not so useful, and they want more utilities.

Dashboard Changes: updated screen showing notifications, close by nomads, recommended excursions, and upcoming events as the four core modules

Dashboard redesigned around four utility first modules: Notifications, Close by Nomads, Recommended Excursions, Upcoming Events

Navigation

The first navigation bet on abstract icons.

Old Navigation: abstract icons including a pentagon, notepad, telescope, social graph, and profile circle

The original set: a pentagon, a notepad, a telescope, a social graph, and a circle

Users Said

Navigation was tricky.

New Navigation: icons more straightforward, replaced with home, globe, map, luggage, and profile icons

Navigation icons replaced with universally recognizable symbols, resolving the learnability issue

Key Testing Insights

Explore Clarity

Users could not distinguish Near You from Destinations. Separating Events and Excursions into distinct tabs resolved the confusion immediately.

Dashboard Utility

A recommendation carousel felt passive. Users wanted actionable widgets: nomads nearby, upcoming events, and real time notifications.

Navigation Icons

Abstract icons created unnecessary cognitive load. Switching to universally recognizable symbols removed the friction entirely.

Booking Access

Book Now needed to be more prominent and accessible. Reorganizing excursion detail pages made the path to booking faster and clearer.

A platform ready to launch

Over 14 months, Explorius moved from a research question about nomad pain points to a tested, high fidelity mobile platform with a validated information architecture. In user testing, every navigation change reduced task completion time. The Dashboard redesign produced the strongest positive response of any single change across all testing rounds, with users describing it as the first time a travel app felt like it was actually built for how they work. The competitive gap identified in research, no product combining deep planning with active social connection, remained unoccupied by any existing app at project close.

Key Finding

60% of non nomads said they would become digital nomads if they had people to join them. Social connection was never a secondary feature of Explorius. It was always the product.

Business Model

Business Model Canvas: Key Partners include businesses hosting public and private events and local businesses. Key Activities include developing the app and picking cities for soft launch. Value Propositions include facilitating friendships between nomads and shared experiences for various budgets. Customer Relationships via 5% cut and processing fee plus monthly subscription for premium access. Customer Segments: digital nomads and frequent travelers, 25 to 55 year olds, those who struggle with social isolation while traveling. Channels through influencer marketing and word of mouth. Revenue Streams: digital nomads paying to attend excursions, 3 to 5% processing fee on paid excursions, monthly subscription for Explorius Premium.

Business Model Canvas: a freemium model anchored by excursion fees and a premium subscription tier

What I Learned

Building Explorius as Prototype Lead taught me that the most impactful design decisions often happen before any screens are drawn. The research phase, specifically recognizing that social isolation and planning overwhelm were the same problem in two different forms, was what made the concept coherent. Every subsequent decision flowed from that insight.

Research Scope

Talking to both active nomads and aspiring nomads revealed that the biggest barrier to adoption was social, not logistical. That finding shaped the entire product.

Concept Merging

Two competing concepts, one planning focused and one community focused, were stronger combined. Resisting the urge to pick one and instead finding the synthesis was the pivotal decision of the project.

Testing Fast

Lo fi testing exposed navigation and hierarchy issues before any high fidelity work was at risk. Getting feedback on paper before pixels saved significant iteration time.

Prototype Craft

As Prototype Lead, translating research into a navigable product experience required constant alignment between what users said they wanted and what the architecture could actually support.

OutcomeThe dashboard redesign drew the strongest positive response of any change in testing.

Next project Baloo A screenless AI storytelling toy for children that sustains full engagement without a display.

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