
A mobile city discovery app that helps people find places and events based on their mood, weather, and time of day — designed for Tampere, Finland.

A mobile city discovery app that helps people find places and events based on their mood, weather, and time of day — designed for Tampere, Finland.
Four core screens — Moodcast home, Dining, Events, and Movies — each surfacing contextual discovery based on weather, time of day, and mood.

Moodcast Home

Dining

Events

Movies
Discovering what to do in a city feels more complicated than it should.
"Users spend more time deciding than actually experiencing the city."
People switch between multiple apps to check events, restaurants, weather, and directions. Information is scattered, often outdated, and rarely considers the user's context — mood, time of day, or weather.
Weather plays a big role in daily decisions in Finland, yet most apps ignore it completely.
Research combined observation of existing platforms with heuristic evaluation and cognitive walkthroughs — identifying friction in discovery flows.
People rarely open a city app with a clear goal. They browse casually and need guidance, not filters.
Weather and time strongly influence decisions, but most apps treat them as secondary information.
Users trust simple, calm interfaces over feature-heavy ones, especially for everyday decisions.
Smaller local events and new businesses are easy to miss because they lack visibility on large platforms.
01 — Defining the Structure
We defined the main activities users would perform: discovering nearby events, browsing by mood, checking weather suitability, and viewing details. The Moodcast screen became the primary hub.
02 — Wireframes to Visual Design
Early wireframes focused on content hierarchy. As the structure stabilised, we moved to high-fidelity screens — maintaining strong contrast, readable typography, and clear spacing.
03 — Interaction Design
Focused on making the experience feel calm and predictable. Weather and mood cues are subtle and supportive rather than dominant.
04 — Evaluation and Iteration
Reviewed using heuristic evaluation and cognitive walkthroughs. This helped simplify flows, clarify labels, and remove unnecessary steps.
Color Palette
Warm orange primary (#D95F30). Sage secondary (#D7DFD8). Near-black base (#101110).
Typography
Clear hierarchy for quick scanning. Headings guide attention to featured content; body text remains neutral and legible.
Spacing
8-point system throughout. Consistent rhythm across cards, sections, and safe areas — reducing clutter while keeping content navigable.
This project helped strengthen my ability to design with context rather than focusing only on individual screens. Working on CityLoop pushed me to think about how mood, weather, and time influence everyday decisions, especially in a Nordic environment.
I learned the importance of restraint in design — it was often more valuable to remove features or simplify interactions than to add more. CityLoop reinforced my interest in designing calm, human-centered interfaces that support real-life decisions without overwhelming users.