Mobile Apps · Social

Catchup — Meet. Connect. Grow.

A zero-to-one social events app for discovering events, meeting people, and building communities — designed end to end, from concept to a dual-mode experience for attendees and organizers.

Role
Product Designer
Duration
4 Months · 2025
Team
Solo Design · 3 Engineers
Tools
Figma · Claude · Maze
Catchup app — splash, attendee home, and organizer home screens
01 — The Problem

Finding Events Shouldn't Feel Like Work

Local events in Colombo were scattered across Facebook groups, WhatsApp broadcasts, and Instagram stories. Discovering something happening nearby this weekend meant checking four apps — and organizers had no single place to reach the people who actually wanted to show up.

The goal: one app where attendees discover what's near them and organizers create, promote, and manage events — without the noise of a general-purpose social network.

02 — Research

Two Audiences, One App

Interviews with 14 regular event-goers and 6 community organizers surfaced three findings that shaped the product:

F1

Proximity beats popularity. People chose events by "how close is it and when" far more than by follower counts — distance and time had to be first-class on every card.

F2

Organizers and attendees are the same people. Most organizers attend other communities' events, so forcing separate accounts or apps would fail — the app needed a switchable Organizer Mode.

F3

Categories are how people think. "Tech", "Food", "Photography" — users browse by interest first, then filter by date. Category chips became the top-level navigation for discovery.

03 — The Solution

One Home, Two Modes

The attendee home leads with search, category chips, and two shelves — Upcoming events you've joined and Nearby events with live distance badges over a map. Every event card answers the three questions research surfaced: what, when, how far.

Flipping to Organizer Mode reshapes the same home around creation: a persistent "Create your next event" card up top and your events with attendance below it. One account, one gesture, two jobs done.

04 — Results

Concept Testing & Beta

92%
Task success finding a nearby event in concept testing
3 taps
From open to joining an event
41%
Of beta users tried Organizer Mode in week one
4.8
Average SUS-derived usability score across 12 sessions
05 — Screens

Key Screens

A walkthrough of the core flows. Swipe through the highlights below.

06 — Prototype

Interaction Walkthrough

A short recording of event discovery and the mode-switch interaction.

Video Placeholder — 16:9
07 — Full Design

The Complete Picture

Click the image to open it full size — scroll to explore the key screens together.

Splash, attendee home & organizer home · click to view full size