Hey, I’m Lana! I’m a product designer with a background in visual design and knowledge of front-end development, with a love for creative tools, design systems and prototyping.

Havenly

Havenly

PROJECT TYPE

PROJECT TYPE

0 → 1

0 → 1

Independent Project

Independent Project

SKILLS

SKILLS

UX/UI Design

UX/UI Design

Interaction Design

Interaction Design

Prototyping

Prototyping

TIMELINE

TIMELINE

Sep - Dec 2024

Sep - Dec 2024

ROLE

ROLE

UX Researcher

UX Researcher

UI Designer

UI Designer

CONTEXT

CONTEXT

Connecting homesick college students with culturally familiar experiences and community

Connecting homesick college students with culturally familiar experiences and community

Havenly is a mobile app designed to help homesick individuals, particularly college students. While student clubs exist, they often cater to broad cultural categories rather than the nuanced, personal experiences of home that students actually miss. The absence of support systems doesn't just prolong homesickness, it intensifies it, creating a cycle that prevents adaptation and connection building.

Havenly is a mobile app designed to help homesick individuals, particularly college students. While student clubs exist, they often cater to broad cultural categories rather than the nuanced, personal experiences of home that students actually miss. The absence of support systems doesn't just prolong homesickness, it intensifies it, creating a cycle that prevents adaptation and connection building.

THE SOLUTION

THE SOLUTION

A community driven platform where users can discover personalized recommendations and attend events from people who share a similar cultural sense of home

A community driven platform where users can discover personalized recommendations and attend events from people who share a similar cultural sense of home

Students need immediate cultural comfort and long-term community building tools. Havenly transforms homesick students from passive sufferers to active community builders through four core features that address critical pain points during their emotional low points.

Students need immediate cultural comfort and long-term community building tools. Havenly transforms homesick students from passive sufferers to active community builders through four core features that address critical pain points during their emotional low points.

Attend Events

Attend Events

Easily attend events in your area

and meet people with the same

background and interests as you.

Easily attend events in your area and meet people with the same background and interests as you.

Find Recommendations

Find Recommendations

Discover places or experiences

that remind you of home, created

by people who share the same

background as you.

Discover places or experiences that remind you of home, created by people who share the same background as you.

Event Hosting & Planning

Event Hosting & Planning

Create and upload your own

events! Use our event planning

template to easily create one and

also invite others to cohost events

with you.

Create and upload your own events! Use our event planningtemplate to easily create one and also invite others to cohost events with you.

Share Recommendations

Share Recommendations

From local comfort foods or

authentic spas, upload experiences

that remind you of home

for other users to see!

From local comfort foods or authentic spas, upload experiences that remind you of home for other users to see!

THE CURRENT PROBLEM

THE CURRENT PROBLEM

Picture this: It's late at night in a dorm room, and a first year student is scrolling through photos of home for the third time that night, feeling completely disconnected from everything familiar.

Picture this: It's late at night in a dorm room, and a first year student is scrolling through photos of home for the third time that night, feeling completely disconnected from everything familiar.

Through structured conversations with 12 peers across different cultural backgrounds and analysis of online discourse across Reddit communities, TikTok and university forums, I discovered that 9/12 of students experienced significant homesickness, yet none had access to tools specifically designed for managing these feelings.

Through structured conversations with 12 peers across different cultural backgrounds and analysis of online discourse across Reddit communities, TikTok and university forums, I discovered that 9/12 of students experienced significant homesickness, yet none had access to tools specifically designed for managing these feelings.

COMPETITIVE ANALYSIS

COMPETITIVE ANALYSIS

What are the existing solutions and why aren’t they meeting homesick students' needs?

What are the existing solutions and why aren’t they meeting homesick students' needs?

To understand the current landscape, I began by analyzing how people attempt to address homesickness across three categories: expat apps (Internations, Meetup), social platforms (Facebook Groups, Discord), and event discovery apps (Eventbrite, local university apps).

To understand the current landscape, I began by analyzing how people attempt to address homesickness across three categories: expat apps (Internations, Meetup), social platforms (Facebook Groups, Discord), and event discovery apps (Eventbrite, local university apps).

📱 Event Apps

📱 Event Apps

Offered discovery but missed the cultural familiarity aspect entirely


Offered discovery but missed the cultural familiarity aspect entirely

🌐 Social Platforms

🌐 Social Platforms

Provided community but lacked location-based discovery and felt overwhelming


Provided community but lacked location-based discovery and felt overwhelming

🌍 Expat Apps

🌍 Expat Apps

Users appreciated cultural connection but found events too formal and age-inappropriate for college students

Users appreciated cultural connection but found events too formal and age-inappropriate for college students

The Gap: No solution addressed the intersection of cultural familiarity, location based discovery, and age appropriate community building.

The Gap: No solution addressed the intersection of cultural familiarity, location based discovery, and age appropriate community building.

USER PERSONAS

USER PERSONAS

Building on my initial research, I developed two personas representing the two coping patterns I'd observed: “the busy avoider” and “the withdrawer”

Building on my initial research, I developed two personas representing the two coping patterns I'd observed: “the busy avoider” and “the withdrawer”

Annie embodies the "busy avoider": students who respond to homesickness by over scheduling themselves, using busyness as a shield against confronting their feelings.


Jacob represents the "withdrawer": students who cope by isolating themselves, creating a protective bubble that ultimately deepens their disconnection.

Annie embodies the "busy avoider": students who respond to homesickness by over scheduling themselves, using busyness as a shield against confronting their feelings.

Jacob represents the "withdrawer": students who cope by isolating themselves, creating a protective bubble that ultimately deepens their disconnection.

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USER JOURNEY MAPPING

USER JOURNEY MAPPING

I mapped Annie and Jacob's emotional journeys across six phases to identify peak homesickness moments and critical intervention opportunities

I mapped Annie and Jacob's emotional journeys across six phases to identify peak homesickness moments and critical intervention opportunities

The journey mapping revealed that the Initial Adjustment and Discomfort phases present the greatest opportunity for intervention, as this is when students are most open to seeking support before negative patterns like chronic avoidance, social withdrawal or dependency on distractions become well established.

The journey mapping revealed that the Initial Adjustment and Discomfort phases present the greatest opportunity for intervention, as this is when students are most open to seeking support before negative patterns like chronic avoidance, social withdrawal or dependency on distractions become well established.

FEATURE HYPOTHESIS DEVELOPMENT

FEATURE HYPOTHESIS DEVELOPMENT

I developed four core features targeting vulnerable moments to provide immediate relief and long-term belonging tools

I developed four core features targeting vulnerable moments to provide immediate relief and long-term belonging tools

Based on key opportunities from user journey mapping, these features directly address where users felt most vulnerable during Initial Adjustment and Discomfort phases:

Based on key opportunities from user journey mapping, these features directly address where users felt most vulnerable during Initial Adjustment and Discomfort phases:

INFORMATION ARCHITECTURE

INFORMATION ARCHITECTURE

I created an information architecture map structured around core features using research insights

I created an information architecture map structured around core features using research insights

This foundation ensured the design aligned with users' emotional needs and behavioral patterns. The architecture prioritized flexible navigation between different types of support, allowing homesick users to seamlessly move from discovering events to posting their own experiences based on their current emotional state and engagement level.

This foundation ensured the design aligned with users' emotional needs and behavioral patterns. The architecture prioritized flexible navigation between different types of support, allowing homesick users to seamlessly move from discovering events to posting their own experiences based on their current emotional state and engagement level.

MID FIDELITY WIREFRAMING

MID FIDELITY WIREFRAMING

Designed mid-fidelity wireframes to test functionality and information hierarchy without visual design distractions

Designed mid-fidelity wireframes to test functionality and information hierarchy without visual design distractions

Based on the information architecture, these wireframes explored how information would be formatted and how key features would be laid out across the app. They served as visual artifacts to test functionality with users, allowing evaluation of information hierarchy and feature placement before investing in visual design.

Based on the information architecture, these wireframes explored how information would be formatted and how key features would be laid out across the app. They served as visual artifacts to test functionality with users, allowing evaluation of information hierarchy and feature placement before investing in visual design.

USER TESTING

USER TESTING

Conducted 20 minute interviews with 5 homesick college students to test feature clarity and effectiveness

Conducted 20 minute interviews with 5 homesick college students to test feature clarity and effectiveness

Using the mid-fidelity wireframes, the purpose was to test if the jobs to be done for each feature flow was clear and if the features addressed user needs effectively. The 5 user interviews revealed fundamental misalignments between design assumptions and how homesick students actually behave in social situations.

Using the mid-fidelity wireframes, the purpose was to test if the jobs to be done for each feature flow was clear and if the features addressed user needs effectively. The 5 user interviews revealed fundamental misalignments between design assumptions and how homesick students actually behave in social situations.

KEY INSIGHTS + REFINEMENTS

KEY INSIGHTS + REFINEMENTS

Grouped common patterns from user interviews to uncover three critical insights that informed targeted design refinements

Grouped common patterns from user interviews to uncover three critical insights that informed targeted design refinements

Through thematic analysis, three key findings emerged: students won't attend events alone, won't post events independently, and need immediate quality assurance. These insights directly informed design changes requiring friend invites, co-hosting features, and rating systems to address actual user behavior rather than assumptions.

Through thematic analysis, three key findings emerged: students won't attend events alone, won't post events independently, and need immediate quality assurance. These insights directly informed design changes requiring friend invites, co-hosting features, and rating systems to address actual user behavior rather than assumptions.

DESIGN SYSTEM

DESIGN SYSTEM

Before fleshing out high fidelity wireframes and prototypes, I decided to create a comprehensive design system to ensure consistency across all screens.

Before fleshing out high fidelity wireframes and prototypes, I decided to create a comprehensive design system to ensure consistency across all screens.

CLICKABLE PROTOTYPE

CLICKABLE PROTOTYPE

Feel free to interact with my hi-fi clickable prototype for the "Post an Experience" flow!

Feel free to interact with my hi-fi clickable prototype for the "Post an Experience" flow!

REFLECTION

REFLECTION

User testing is essential

User testing is essential

Ideas that seemed effective often fell flat when put in front of actual users. The AI Chat feature I thought would provide thoughtful recommendations was rejected, students wanted real human connection, not chatbot suggestions. This discovery completely shifted focus toward community-driven features and validated the critical importance of testing assumptions against real user needs.

Ideas that seemed effective often fell flat when put in front of actual users. The AI Chat feature I thought would provide thoughtful recommendations was rejected, students wanted real human connection, not chatbot suggestions. This discovery completely shifted focus toward community-driven features and validated the critical importance of testing assumptions against real user needs.

NEXT STEPS

NEXT STEPS

Development Strategy

Development Strategy

Development would start by prototyping core functionality using platforms like Lovable.dev, focusing on location-based cultural matching and community safety features. After usability testing ensures the technical architecture supports authentic connections, phase two would introduce advanced personalization leveraging user behavior data and integrate with university systems and local business partnerships.

Development would start by prototyping core functionality using platforms like Lovable.dev, focusing on location-based cultural matching and community safety features. After usability testing ensures the technical architecture supports authentic connections, phase two would introduce advanced personalization leveraging user behavior data and integrate with university systems and local business partnerships.

User Acquisition Strategy

User Acquisition Strategy

Acquisition would begin by partnering with university international student offices and cultural organizations during orientation—exactly when homesickness emerges. Social media campaigns featuring "finding home away from home" stories would resonate with the target audience, while referral systems would encourage users to invite friends from similar cultural backgrounds, leveraging homesick students' natural tendency to seek others who share their experience.

Acquisition would begin by partnering with university international student offices and cultural organizations during orientation—exactly when homesickness emerges. Social media campaigns featuring "finding home away from home" stories would resonate with the target audience, while referral systems would encourage users to invite friends from similar cultural backgrounds, leveraging homesick students' natural tendency to seek others who share their experience.

Let’s keep in touch :)

©2025

Let’s keep in touch :)

©2025