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[SERVICE PRODUCT]2024// BUILD SERVICE

TRACK YOUR
TAXI

A service product concept rethinking the ride-tracking experience. Real-time motion, contextual payment information, and a mobile-first system designed entirely for one-handed use in motion.

UX RESEARCHSERVICE DESIGNMOBILE-FIRSTMOTION DESIGNPAYMENT UX
3 WKSDESIGN DELIVERY
100%MOBILE-FIRST
4.8/5CLIENT RATING
£0SCOPE CREEP
Track Your Taxi
// LIVE TRACKING SURFACE — MOBILE VIEW
// THE CHALLENGE

RIDE TRACKING APPS
CREATE ANXIETY.
THEY SHOULDN'T.

The brief was a product concept exploration: what would a taxi tracking app look like if it was designed entirely around passenger psychology — not driver management or dispatch logistics?

Most ride apps are built from the operator's perspective first. The result is a UI that shows passengers what the system tracks, not what the passenger actually needs to know. We flipped that.

Our constraint: every interaction had to work one-handed, in a moving vehicle, in variable lighting conditions. No hidden menus. No swipe-heavy navigation. Just clear, calm, contextual information.

// USER RESEARCH FINDINGS
67%

of passengers feel anxious when they cannot see where their driver is in real time.

54%

of cancellations happen in the first 3 minutes — before the driver is even visible on screen.

2.4x

higher passenger satisfaction when payment context (fare estimate, split pay) is visible during the ride.

89%

prefer a single-screen live view over switching between a map and a separate booking summary.

RESEARCH METHOD // 20 interviews with regular taxi and ride-share users across London and Birmingham · Prototype usability testing with 16 participants across 2 rounds · Competitive audit of 6 ride apps

// DESIGN PROCESS
01Days 1–4

RESEARCH & PROBLEM FRAMING

We ran a structured discovery sprint — interviewing 20 regular taxi and ride-share users across London and Birmingham. The core finding: existing apps create anxiety, not comfort. Passengers want to see, understand, and predict. We mapped the emotional journey from booking to arrival.

20 user interviewsJourney mapAnxiety touchpointsDesign principles
02Days 5–10

MOBILE-FIRST SYSTEM DESIGN

Every screen was designed for one hand, in motion. The map view is the primary surface — not a secondary screen. Driver details, ETA, route deviation alerts, and fare context are all surfaced within the map layer rather than in separate tabs or bottom sheets.

Information architectureOne-hand interaction modelMap layer systemComponent library
MOBILE-FIRST SYSTEM DESIGN
03Days 11–16

PAYMENT & CONTEXT LAYER

Payment context is embedded into the live ride view — running fare estimate, split payment initiation, and receipt preview. Users can initiate a split mid-ride without leaving the tracking screen. This was the highest-value UX addition based on research findings.

Payment flowSplit pay UXFare estimate widgetReceipt preview
04Days 17–21

TESTING & HANDOVER

We ran two rounds of prototype testing with 8 participants each. Key finding: removing the bottom navigation bar and surfacing everything contextually increased task completion by 34%. Final designs were delivered with full Figma source files, motion specs, and a handover walkthrough.

2 rounds user testingMotion specsDev handover docsFull Figma source
// KEY DESIGN DECISIONS
[A]

MAP AS PRIMARY UI

The map is not a modal or a secondary screen — it IS the app. All information is overlaid contextually. Navigation tabs are replaced by gesture-based context switching.

[B]

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.

[C]

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.

// OUTCOMES
34% BETTER TASK COMPLETION

Removing bottom nav and surfacing information contextually increased task completion in usability tests by 34% vs. the baseline competitor app.

3-WEEK DELIVERY

Full UX research, system design, interaction specs, and Figma handover completed in 21 days. On time, to brief.

FULL SOURCE HANDOVER

Complete Figma source, component library, motion specs, and a 1-hour walkthrough session delivered on completion day.

// HAVE A PRODUCT IDEA?

LET'S BUILD IT.