Keeel / Work / Sirkiletta
UX/UI student project · Product conceptSirkin 21, Haifa

Turning “what should
we do?” into a
shared decision.

Sirkiletta is a mobile experience that helps young visitors discover what is happening inside Sirkin 21, choose an activity without endless discussion, and connect with people already there.

My roleUX/UI Design · Wireframing · Prototyping
Team3-person student team
Timeline6–7 weeks
Sirkiletta mobile app screens in day and night modes
Concept prototypeDiscovery · Decision support · Social connection
01 / The opportunity

A lively building.
Too many choices.
No clear next move.

Sirkin 21 is a five-story cultural and business hub near Haifa’s Talpiot Market, home to restaurants, a bakery, a design studio, workshops, rooftop events, and other local experiences.

The opportunity was not a lack of things to do. It was the friction between having many options and making a spontaneous group decision, especially when visitors also wanted to meet people nearby.

6–7Week design sprint
3Student collaborators
18–35Target audience
2Context-aware visual modes

This was an academic concept project. These figures describe the project scope and design system, not live product performance.

02 / Research and framing

Decision fatigue was
the real product problem.

We moved from a broad “things to do” brief toward a more precise behavioral challenge: helping groups make a choice quickly while making nearby social participation feel accessible.

Market scan

Existing tools helped people search, not decide.

Competitor research revealed functional listings and random-choice tools, but little connection between relevant local options, group decision-making, and the social context of a specific venue.

User pain points

Too many options created more friction.

Participants described difficulty choosing where to sit or go, fear of missing out, and no easy way to meet people nearby or find events that matched their age and mood.

Focused audience

Spontaneous young visitors at Sirkin 21.

We focused on people aged 18–35 looking for entertainment, social energy, and a low-effort way to turn an open-ended evening into a concrete plan.

03 / Product definition

From a directory
to a decision engine.

The concept combines curated entertainment packages from businesses inside Sirkin 21 with a playful choice mechanism. Instead of asking users to evaluate every venue, it narrows the decision through mood, preference, and group context.

A social layer shows friends and people nearby, allowing a user to invite someone into a plan or see who selected the same experience. The product promise became simple: discover, decide, and join.

01Discover

See relevant options within the building rather than searching the entire city.

02Decide

Use guided prompts and generated packages to reduce open-ended choice.

03Connect

Invite friends or find people nearby who are choosing the same plan.

04 / Experience architecture

Mapping the moment
before drawing the screen.

A user flow and storyboard helped us connect the digital journey to the real-life context: arriving with friends, receiving a prompt, choosing a direction, inviting others, and meeting around a shared activity.

Storyboard showing the Sirkiletta experience at Sirkin 21
Storyboard · From arrival to a shared plan
Sirkiletta persona, findings, and user flow
Persona, research synthesis, and end-to-end user flow
05 / Human behavior and interaction

Make the decision feel
lighter than the debate.

The interface was designed to reduce cognitive load, make the next action obvious, and preserve a sense of play.

Hick’s LawConstrain the choice

Small sets of options help users move forward instead of comparing everything.

DiscoverabilityExpose the starting points

Navigation and the primary decision actions remain visible from the home screen.

Fitts’s LawMake actions easy to reach

Large, spaced controls support quick decisions in an active social environment.

FeedbackShow what changed

Selected states, icon changes, and consistent controls confirm every interaction.

Annotated Sirkiletta wireframes and design system
Wireframes annotated with behavioral and usability principles
06 / Interface system

One product.
Two atmospheres.

The visual system shifts between a light daytime interface and a dark nighttime interface while keeping the interaction model consistent. Color, illustration, rounded controls, and a compact icon language make the experience energetic without obscuring the task.

The system supports onboarding, filtering, generated packages, shared picks, invitations, friend profiles, and repeat decisions across one coherent mobile language.

Complete Sirkiletta interface system
07 / Reflection

A stronger concept
because the problem
became smaller.

The first idea was too broad“Find something to do” could easily become another listings app. Competitor and user research helped us focus on decision friction and social participation.

Playfulness needed structureThe roulette-like interaction created energy, but the flow still needed clear filters, feedback, and escape routes so chance never replaced user control.

A concept still needs honest evidenceBecause this was not a launched product, the case study focuses on research traceability, interaction rationale, and prototype completeness rather than invented impact metrics.

What I would test nextChoice completion time, confidence after a recommendation, invitation acceptance, and whether users understood why a package was suggested.

Project takeaway

Good UX can turn
uncertainty into momentum.

An early lesson in framing, behavioral design, product structure, and making a playful idea usable.

Sirkiletta research and product definition
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