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Along

UX research, Interaction design, Brand, Prototyping

A New York walking app that tucks small sidequests into the route you already take.

Along interaction demo
When
November 2026
For
Designathon, team project
Map apps get you there fast. Along adds a reason to slow down: a few sidequests on your way, and a companion, Lolo, who grows with every walk.

The problem

Map apps get you there fast. None care what happens on the way.

37.6%

of NYC trips were on foot in 2024

NYC DOT, 2024 Citywide Mobility Survey

How might we

help people value the journey of an everyday walk, not just the destination?

Research · 5 apps, 10 walkers

People don't mind long walks. They mind the same walk.

0/10

say the walk takes too long

Time isn't the problem. Sameness is.

8/10

made an unplanned stop recently

People still want surprises.

9/10

find out about things too late

Finds live in feeds, not on routes.

10/10

would detour 3 min for a sample sale

A clear detour is an easy yes.

See the full research board ↗

Synthesis

Six themes, six design rules.

Sameness, not time, is the problem

Keep the route people already take. Make it feel new.

Tap a theme to see the screen it turned into.

Sameness, not time, is the problem
Affinity map grouping survey answers, app findings and quotes into six themesOpen the affinity map ↗

Flow

Plan today. Walk. Look back.

Flow map of Along from first open through planning, walking and looking backOpen the flow map ↗

The design

Keep the route. Add a reason to slow down.

Check in
Pick sidequests
Walk
Lolo grows
Keep the memory

Lolo

A companion who grows with every walk.

Small for now. Every place leaves a mark.

One companion that grows with you, in place of a pile of badges.

Along logo directions and splash explorationsOpen the logo directions ↗

Prototype

Try the walk.

Open in Figma ↗

Next

Test it on real walks.

10 answers are an early signal, not proof. Next: how often people accept a sidequest, and whether they check in again tomorrow.