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CASE STUDY · CONCEPT

TRACK YOUR TAXI

A concept that rethinks ride-tracking around the passenger. Real-time motion, fare and payment information kept in view, and a mobile-first system designed entirely for one-handed use in a moving car.

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UX RESEARCHSERVICE DESIGNMOBILE-FIRSTMOTION DESIGNPAYMENT UX
THE PRODUCT

The live tracking surface.

One map-first screen, designed for one hand in a moving car. Mobile view.

Track Your Taxi, the live tracking surface

Overview

A self-initiated design concept asking a sharp question: what would a taxi-tracking app look like if it were designed entirely around how the passenger feels, instead of around dispatch and driver management?

The challenge

Ride-tracking apps create anxiety. They shouldn't.

This was a concept piece with a sharp question behind it: what would a taxi tracking app look like if you designed it entirely around how the passenger feels, instead of around dispatch and driver management?

Most ride apps are built operator-first. You end up looking at what the system happens to track, not at what you actually want to know in the back of a car. We flipped the priority.

The constraint kept us honest: every interaction had to work one-handed, in a moving vehicle, in bad lighting. No hidden menus, no swipe gymnastics. Just calm, contextual information when you need it.

What we'd watch next time: putting everything on one map surface is great until the screen gets busy. Layering fare, ETA, route changes, and split-pay onto a live map without it turning into clutter was the genuinely hard part, and it's the thing we'd want to pressure-test with real drivers and real traffic before calling it finished.

What we did

  • Designed a map-first interface where the map is the app itself. Driver detail, ETA, route changes, and fare context live as layers on it, not separate screens.

  • Designed a payment and context layer inside the live ride view: a running fare estimate, split-pay, and a receipt preview, so money is never a surprise.

  • Designed an entirely one-hand interaction model with every control in the natural thumb-reach zone, validated by putting the prototype in front of people.

The outcome

  • A single live surface carrying tracking, driver detail, ETA, and payment context. No tabs, no bottom nav, nothing to go hunting for mid-ride.

  • Problem framing, system design, interaction specs, and Figma handover delivered as a focused design concept.

  • Full Figma source, component library, and motion specs delivered on completion. A self-initiated concept, no external client.

The calls that defined it.

Three decisions we committed to early and held, even when they meant throwing out the usual patterns.

  • MAP AS PRIMARY UI: The map is not a modal or a secondary screen. It is the app. Everything else is overlaid on it in context, and navigation tabs are replaced by gesture-based context switching.

  • FARE CONTEXT VISIBLE IN MOTION: Running fare estimate, payment method, and split pay button are always visible without tapping. Passengers know what they owe before they arrive. No surprises.

  • ONE-HAND THUMB ZONE ONLY: Every interactive element lives in the bottom 40% of the screen, the natural thumb reach zone. Nothing requires a two-thumb gesture or a visual search.

Tech & stack

Figma · motion specs · component library

THE BETS

What we set out to solve.

Four convictions about how the ride feels from the back seat. Each one bet on calm over control panels.

ANXIETY IS THE REAL PROBLEM

When you can't see where your driver is, the silence fills with worry. The whole concept started from designing for that feeling, not for the map data underneath it.

THE FIRST MINUTES MATTER MOST

The riskiest stretch is right after booking, before the driver feels real on screen. We focused the early experience on making that wait feel handled, not abandoned.

MONEY SHOULDN'T BE A SURPRISE

Fare and split-pay context belong in front of you during the ride, not buried in a receipt afterwards. Knowing what you owe is part of feeling in control.

ONE SCREEN BEATS TAB-HOPPING

Switching between a map and a separate booking summary breaks the sense of a single live moment. We bet everything on keeping it all on one surface.

THE PROCESS

How we designed it.

Three weeks, four phases. Framing the feeling first, then building the map into the whole interface.

Days 1–4

PROBLEM FRAMING

We started by getting specific about the feeling we were designing against: the low hum of anxiety when you've booked a ride and have no idea what's actually happening. Existing apps show you what the system tracks. We wanted to show the passenger what they need to know. So we mapped how the wait feels, from tap-to-book through to the car pulling up.

Problem framingFlow mapAnxiety touchpointsDesign principles
Days 5–10

MOBILE-FIRST SYSTEM DESIGN

Everything got designed for one hand, in a moving car. The map isn't a tab you open. It is the app itself. Driver details, ETA, route changes, and fare context all live as layers on the map instead of being scattered across separate screens and bottom sheets you have to go hunting for.

Information architectureOne-hand interaction modelMap layer systemComponent library
Days 11–16

PAYMENT & CONTEXT LAYER

Payment lives inside the live ride view: a running fare estimate, a way to start a split, and a receipt preview. You can split the fare mid-ride without ever leaving the tracking screen. This was the idea we were most excited about. Money is the thing people quietly stress over, and putting it in plain sight takes the edge off.

Payment flowSplit pay UXFare estimate widgetReceipt preview
Days 17–21

REFINEMENT & HANDOVER

We put the prototype in front of people and watched where they hesitated. The clearest lesson: dropping the bottom navigation bar and surfacing everything in context made the whole thing feel calmer and easier to follow. We delivered the final designs with full Figma source, motion specs, and a walkthrough so the team could pick it up and run.

Prototype testingMotion specsDev handover docsFull Figma source
THE OUTCOME

What we delivered.

A single live surface, designed end to end and handed over with full source, in twenty-one days.

A SINGLE LIVE SURFACE

One map-first screen carrying tracking, driver detail, ETA, and payment context. No tabs, no bottom nav, nothing to go hunting for mid-ride.

3-WEEK DELIVERY

Problem framing, system design, interaction specs, and Figma handover wrapped in 21 days. On time, to brief.

FULL SOURCE HANDOVER

Complete Figma source, component library, motion specs, and a walkthrough session delivered on completion day.

HANDED OVER
+ Concept / product exploration+ Rider-first, mobile-first UX+ Real-time motion design
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