All your camping gear, right in your pocket!

PocketCamp

Role

Product Design

Timeline

April - July 2025

Tools

Figma, Excel, Google Forms

Summary

Over 11 weeks in the Google UX Design course on Coursera, I created PocketCamp: a rental platform designed to help occasional campers access affordable gear.

Problem

Camping shouldn’t require a closet full of gear

Most people camp just a few times a year, typically during summer holidays or spontaneous getaways. According to a 2023 study published in the Journal of Ecotourism, these seasonal patterns are consistent across U.S. campgrounds. Yet gear is expensive, bulky, and hard to justify for occasional use. Campers need a way to access equipment without the cost or commitment of ownership.

Estimated total for a camping trip : $728

The National Park Service provides a recommended list of camping essentials. I used that list to compile a breakdown of estimated gear costs, excluding food, clothing, and specialized equipment to help assess the total expense of a typical camping trip. This range reflects a full setup for a solo or duo camper, with optional items included. One recurring question that emerged during research was: Do occasional campers really spend $728+ on gear just to camp once a year? And do they even have the storage space for it all?

Background

Hypothesis

If occasional campers are given an easy way to rent gear from nearby peers,

then they will be more likely to go camping without the burden of buying or storing equipment,

because it reduces financial and logistical barriers tied to infrequent outdoor activities.

Understanding the User

Foundational interviews

I conducted 1:1 interviews with 8 participants who had gone camping at least once between 2024 - 2025 to to better understand their camping frequency, equipment sourcing, and storage decisions.

Insights

🔍 Top 4 Camper Frustrations


  1. Low-Quality Gear
    Budget purchases led to discomfort such as tents that leaked or sleeping bags that weren’t warm enough.


  2. Limited Access to Equipment
    Many relied on borrowing gear, which created uncertainty around availability and quality.


  3. Storage Constraints
    Apartment dwellers struggled to store bulky items, often squeezing gear into closets or under beds.


  4. One-Time Use & Return Hassles
    Some bought gear just for a single trip, then returned it afterward, highlighting a lack of long-term utility.



Based on these insights, I created Jason, our PocketCamp persona designed to reflect the needs and behaviors of our target users. PocketCamp supports occasional campers by helping them access affordable gear without the burden of purchasing or storing it. Early interview findings shaped Jason’s profile by surfacing key pain points around cost, convenience, and gear accessibility.

Empathizing with the target users

Information Architecture

Paper Sketches & Lo-Fi Wireframes

Ideation

From borrowed gear to soggy tents, I brainstormed PocketCamp by listening first

To visualize the flow of PocketCamp, I began by creating an information architecture to map the user journey when using the app. Once the structure was clear, I sketched multiple iterations to explore layout and interaction ideas. These evolved into final sketches, which I then translated into low-fidelity wireframes in Figma.

Testing

Validating core ideas

Conducted 5 early-stage, 1:1 moderated usability tests on the low-fidelity prototype to validate core ideas, assess user flow, and gather feedback. Insights were organized into an affinity diagram to identify user struggles and prioritize wireframe updates.

  1. Users want to quickly see item in their location

  2. Users want to know what items are available to rent during trip dates

  3. Users want to know what they are reserving and when

Usability Test Findings (Low-Fidelity Prototype)

Top 3 changes based on user feedback

  • Location access now appears as a modal after sign-in, creating a smoother, more contextual experience.


  • Users can now choose to share their current location or manually enter a ZIP code, offering flexibility and control.

Improving location access

  • Contextual prompts help users understand what’s expected at each step, reducing hesitation and errors that may occur.


  • Users can now enter specific days, months, and years without scrolling, making selection faster and more precise.

Enhancing the calendar experience

  • Users now receive immediate feedback once an item is reserved, reducing uncertainty and reinforcing trust.


  • Users are told the renter will reach out, setting clear expectations and minimizing confusion post-reservation.

Confirming reservations



Refining the look

Second round of testing: high-fidelity designs

After multiple iterations, I brought PocketCamp to life by creating high-fidelity wireframes. A second round of usability testing led to two key design updates, directly informed by participant feedback.

Before usability study

After usability study

  • Clear login fields help users understand how to begin


  • Social login options are visible and naturally integrated into the flow


  • Onboarding guidance supports users and helps prevent confusion or frustration

  • Filters for availability and proximity help users narrow down rental options


  • Clear guidance and prompts support users throughout the experience

Before usability study

After usability study

Mockups

High-Fidelity Prototype

  • Login & Setup: User signs in and selects trip details


  • Browse & Select: Explores gear and chooses an item


  • Request & Chat: Sends rental request and connects with owner

Design System

Typography

Color

Icons

Buttons & Fields

Next Steps

PocketCamp’s path forward

While there are several areas that could be refined or explored further, the next steps for PocketCamp will focus on the following priorities:

Review WCAG

Apply font accessibility metrics to ensure PocketCamp meets the standards for legibility and inclusive design.


Collect Additional Feedback

Via surveys, follow-up usability testing, and observation of early user responses.


Explore Filters

Dive deeper into how filters and categories can improve the search experience by making it more intuitive and personalized to user needs

Takeaways

Impact

PocketCamp’s final designs simplify gear rentals through personalized trip inputs, smart filters, and intuitive preview cards. Users found it useful and easy to navigate, with some saying it would help them test gear before buying.

What I learned

This project taught me that great design starts with listening. Grounding each decision in user research helped create an experience that responds directly to real needs and shows that even gear rentals can spark meaningful moments when built with care.

Thanks for stopping by!