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UX Research · Redesign · Switzerland

Rethinking an existing digital journey.

Between January and April 2026, I worked on UX/UI Design and Innovation for Hango, a Swiss digital application. The assignment involved UX research, reviewing user journeys, designing interfaces and considering their implementation.

Role
UX/UI Design & Innovation
Timeline
Jan–Apr 2026
Product
Existing digital product
Location
Switzerland

02 / UX redesign

Hango.ch

Mobile experience

01 / Problem

Where does the experience ask too much of the user?

A redesign starts from existing screens, constraints and habits. The assignment: review selected journeys, find where interactions could be easier to understand and complete, and design the clearer alternative with implementation in view.

02 / Access to the product

Three doors into the existing product.

Three authentic screens show how people enter the product; they are entry points of the existing app, not changes of mine.

Hango onboarding screen: logo over a night-out photo, headline “The best nights out, near you”, three product figures, the button “See nights out near me” and “Choose a city”
OnboardingThe promise — Says what the app is for and asks for a city or the position; the figures are the product’s marketing.
Hango sign-in screen: logo, headline “Your nightlife starts here”, Sign in with Apple, Sign in with Google, an email field and the Continue button
Sign inApple, Google or email — Two providers and an email fallback, terms linked under the button.
Hango paywall: a pass illustration, headline “Your pass to go out for less”, three benefits, a yearly and a monthly plan and the 14-day trial button
PaywallThe pass — Benefits, two plans, a 14-day trial cancellable at any time.

Authentic screens from the project file · prices and figures are the product’s own content.

03 / The journey

Three screens, one sequence.

Three authentic screens frame the sequence the redesign looked at.

Hango Discover screen: greeting, Events / Venues / Offers tabs, filters and an event card with its photo, price and tags
01 · DiscoverEvents, venues and offers nearby — What is on nearby, with tabs for events, venues and offers, filters and a map.
Hango event detail: photo, title, free entry instead of 9.90 CHF, and the sheet of available offers with a “use the offer” button
02 · Choose an offerThe event detail and its offers — The event with its photo, title and the sheet of offers, each with its own action.
Hango activated offer: status Activated, activation date and time, the deal “1 drink bought = 1 drink offered” and the instruction to show the screen at the bar
03 · RedeemThe activated offer, shown at the bar — Status, activation time, the deal and the instruction to show the screen at the bar.

Authentic screens from the design file · the greeting on the first screen is anonymised · no measured result is claimed.

  • Offers where the decision is made

    Problem
    After opening an event, people must compare its offers without leaving the detail.
    UX principle
    Recognition rather than recall  (opens in a new tab) · Nielsen Norman GroupThis screen illustrates the principle: the offers are listed where the choice is made, nothing to remember.
    Design decision
    The existing design keeps the offers in the event detail, one action each.
    Visual evidence
    Screen 02.
    Outcome · status
    Existing product · an observation, not a change of mine.
  • An activated offer that states its status

    Problem
    At the bar, the person and the staff must see at a glance that the offer is valid.
    UX principle
    Visibility of system status  (opens in a new tab) · Nielsen Norman GroupThis screen illustrates the principle: status, time and instruction are the feedback.
    Design decision
    The existing design shows “Activated”, the time, the deal and the instruction.
    Visual evidence
    Screen 03.
    Outcome · status
    Existing product · an observation, not a change of mine.

04 / From thinking to experience

One screen, four levels of intent.

The Discover screen read backwards, from a sketch of its structure to the authentic high-fidelity screen.

Reading guide

States 01 to 03 are pedagogical reconstructions made from the final interface so that every level shares the same layout, not historical deliverables; state 04 is the authentic screen, greeting anonymised.

Illustrative fidelity reconstruction

Sketch of the Discover screen: hand-drawn blocks for the header, the tabs, the event cards and the bottom navigation

Pedagogical reconstructionStructure and flow

05

Outcome.

Status

Research and UX/UI redesign work delivered between January and April 2026. No completion, usability or conversion figure is published.

06

Reflection.

A redesign is strongest when the team can explain not only what changed, but why.