Concept | Premium consumer mobile (iOS-native, travel / wellness-adjacent)

Role
Concept | Product design | iOS
Timeline
2026 | Self-directed concept
Stack
Fraunces + Inter | warm paper, moss and terracotta palette
Platform
iOS mobile
Context
Most trekking apps are optimised for the wrong moment. They are planning tools and step-counters: dense maps, gamified streaks, notification pressure. But the people walking the Kumano Kodo, the Camino, or the Cotswold Way for a week are not optimising a workout. They paid to be present. The product they open at 7am in a mountain inn should feel closer to a well-made paper guidebook than to a fitness dashboard, and it has to keep working when the signal doesn’t.
Problem
Design a companion for 30-55 year-old slow travellers that (1) removes planning anxiety by showing only what today asks of you, (2) stays completely trustworthy offline (no signal, GPS-only, for days at a stretch) without ever feeling broken, and (3) carries real UX depth (stage sequencing, elevation, waypoints, pace, journaling) while reading as calm, warm, and human rather than technical. The interaction and the emotional register are the actual design problem, not the feature list.
Approach
I anchored the whole product on a single decision: one day at a time. The home screen is a Day-Card, not a map and not an itinerary. Everything else (the multi-day Journey view, the on-trail map, the evening Journal) orbits that card. I built a warm paper-and-ink system (bone grounds, moss and terracotta, a humanist serif for place-names over a quiet grotesque for data), treated Offline as a reassuring badge instead of an error, made a single elevation-curve motif recur across every screen, and gave motion a book metaphor: days turn, they don’t slide.
Outcome
A concept iOS app spanning four production-grade screens and a self-contained design system. As a portfolio piece its job is range: it proves touch-native craft, offline-first state design, and genuine emotional warmth, the muscles a systems-and-dark-UI roster can’t otherwise demonstrate. It is designed to be indistinguishable from a shipped product, not a dribbble frame; the reasoning behind each choice is the deliverable as much as the pixels.
Decisions | Reasoning



Results
A concept iOS app proving touch-native craft and offline-first design, built to be indistinguishable from a shipped product rather than a dribbble frame.
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