Silvia Clemente
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Clubber

Academic project
UX/UI · Digital Product
2025

A digital product concept designed to help groups of friends discover where to go out when they have different tastes and no clear plan.

01

The challenge

The starting point was a simple situation: helping groups of friends find somewhere to go out when they have no plans and do not know where to go.

The challenge was not only about finding a venue. Different tastes, uncertainty and the fear of making the wrong choice can turn a spontaneous night out into a stressful decision.

02

Research

Research combined a benchmark of existing products, two interviews and a survey with approximately 85 respondents. The findings highlighted the importance of friends’ recommendations and music preferences, alongside uncertainty when choosing where to go out.

Interviews

Two interviews with Sara, 32, a Mainstream listener, and Carmen, 26, a Techno Addict, helped uncover different ways of deciding where to go out.

Survey

The survey revealed four key signals: 86% depend on friends' recommendations, 81% prioritise music when choosing, 83% like discovering new places, and 76% avoid deciding because they are afraid of making the wrong choice.

Research conclusions

01Recommendations from friends are highly influential.
02Music is a key filter when choosing a night out.
03People want to discover new places, but uncertainty creates friction.
04The product should reduce decision stress rather than add more options.
03

Synthesis

The research was grouped into six areas: environment, new experiences, recommendations, music, conformity and practical logistics.

Three Clubber user archetypes

The three archetypes helped translate those patterns into different behaviours. Pablo “the techno addict” actively seeks music and new experiences; Clara “the balanced one” wants recommendations she can trust without spending too much time deciding; and Sara “the homebody” is more cautious and less inclined to go out spontaneously.

04

From insight to solution

Clara became the key insight. The consequences of going out and making the wrong choice can create a high level of stress for the person responsible for deciding where to go.

That reframed the challenge: Clubber should not simply help a group find a place. It should give the person making the decision tools they can trust, so the choice feels easier and less risky.

Key opportunities

Personalised recommendationsKeep the user at the centre by adapting options to their tastes.
Music-first discoveryUse music preferences as a meaningful filter for parties and venues.
Reliable informationProvide enough context to compare options without overwhelming the user.
Shared decisionsMake it easier to share recommendations and coordinate with friends.
05

Value proposition

Find new parties, venues and events based on your music tastes.

The proposition brings the research together around discovery, personalisation and confidence: instead of searching through endless options, users receive relevant possibilities that feel connected to what they actually enjoy.

06

Interface design

The wireframes focused on turning the value proposition into a simple mobile experience: discover recommendations, save interesting places, explore a venue in depth and share options with friends.

Clubber wireframes

The final interface keeps the navigation centred on discovery and saved content, with recommendations and venue information designed to support a quick decision.

07

Visual identity

The visual identity translates the energy of nightlife into a dark, high-contrast system built around Clubber’s neon green.

The logo starts from one of the most recognisable symbols of a night out: a disco ball. Its circular form is simplified into a modular geometric mark, creating a distinctive symbol that can live independently or alongside the Clubber wordmark. The visual identity combines a dark club atmosphere with neon green as the main accent and a bold, music-led digital language.

Disco ball reference used to create the Clubber logo
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Clubber logo created from the disco ball reference
08

Final interface

These insights shaped a mobile experience centred on personalised discovery, saved places and sharing options with friends. I also tested the prototype with users.

Four final Clubber interface screens