Arooha-Travel Package Gamification

Arooha-Travel Package Gamification

Personalised trip building that delivered 4× more qualified leads.

Scope:

Scope:

Product Feature

Product Feature

/

Client:

Client:

Arooha

Arooha

/

Duration:

2 months

Year

2024

Duration:

2 months

Year

2024

/ TL;DR

/ TL;DR

If you’re short on time

If you’re short on time

I designed a gamified travel-package customisation feature that lets users curate their own trip while visualising cost, time, and experience in real time.

I designed a gamified travel-package customisation feature that lets users curate their own trip while visualising cost, time, and experience in real time.

The feature became a key differentiator for Arooha, driving 4× more weekly leads and 1.5× higher conversion.

The feature became a key differentiator for Arooha, driving 4× more weekly leads and 1.5× higher conversion.

/ Context

/ Context

Arooha offers curated travel and visa services across multiple countries.

Arooha offers curated travel and visa services across multiple countries.

Traditionally, users selected packages based on fixed itineraries and number of days.

Traditionally, users selected packages based on fixed itineraries and number of days.

While this worked for older travellers, younger travellers wanted something different:

  • Flexibility

  • Cultural depth

  • Hidden experiences

  • A sense of ownership over their trip

While this worked for older travellers, younger travellers wanted something different:

  • Flexibility

  • Cultural depth

  • Hidden experiences

  • A sense of ownership over their trip

They didn’t want to consume a package — they wanted to curate an experience.

They didn’t want to consume a package — they wanted to curate an experience.

/ My Role

/ My Role

My responsibilities as a product designer on this project

My responsibilities as a product designer on this project

  • UX & UI

  • Gamification logic

  • Interaction design

  • Feature flow definition

  • UX & UI

  • Gamification logic

  • Interaction design

  • Feature flow definition

/ Shout Out To The Whole Team

/ Shout Out To The Whole Team

Madan

Madan

Product Designer

Product Designer

Khazal

Khazal

Product Manager

Product Manager

Prantik

Prantik

Team Lead

Team Lead

Jintu

Jintu

Developer

Developer

/ The Problem

/ The Problem

What we set out to solve

What we set out to solve

Fixed itineraries created friction for modern travellers:

Fixed itineraries created friction for modern travellers:

  • Packages felt rigid

  • Expectations varied widely across users

  • Comparing value was difficult

  • Too many activities caused decision fatigue

  • Users struggled to balance budget, duration, and experience

  • Packages felt rigid

  • Expectations varied widely across users

  • Comparing value was difficult

  • Too many activities caused decision fatigue

  • Users struggled to balance budget, duration, and experience

The challenge was clear: How do we give users freedom without overwhelming them?

The challenge was clear: How do we give users freedom without overwhelming them?

/ Goals

/ Goals

Objectives we are trying to achieve

Objectives we are trying to achieve

Business goal:
Increase conversions by allowing users to customise trips while previewing cost and experience in real time.

Business goal:
Increase conversions by allowing users to customise trips while previewing cost and experience in real time.

User goal:
Help travellers feel like they are personally curating a meaningful, premium travel experience

User goal:
Help travellers feel like they are personally curating a meaningful, premium travel experience

/ Key Constraints

/ Key Constraints

Real-world limitations that shaped the solution, from logistics to user fatigue.

Real-world limitations that shaped the solution, from logistics to user fatigue.

  • Customisation could not be supported for all countries (research, partnerships, permissions).

  • Certain activities conflicted in time or location.

  • Too many activities caused fatigue.

  • Activities varied greatly in cost and duration.

  • The experience had to feel premium, not transactional.

  • 20-40 activities / events had to feel manageable.

  • Customisation could not be supported for all countries (research, partnerships, permissions).

  • Certain activities conflicted in time or location.

  • Too many activities caused fatigue.

  • Activities varied greatly in cost and duration.

  • The experience had to feel premium, not transactional.

  • 20-40 activities / events had to feel manageable.

/ UX Research Insights

/ UX Research Insights

From internal discussions and behavioural observation

From internal discussions and behavioural observation

  • Users unknowingly overshoot budgets.

  • Travellers underestimate how long experiences actually take.

  • Too many choices reduce confidence.

  • People want full freedom — but with guidance.

  • Progress feedback increases engagement and confidence.

  • Users unknowingly overshoot budgets.

  • Travellers underestimate how long experiences actually take.

  • Too many choices reduce confidence.

  • People want full freedom — but with guidance.

  • Progress feedback increases engagement and confidence.

/ Design Implementation - The Core Idea

/ Design Implementation - The Core Idea

Gamified trip building

Gamified trip building

Instead of asking users to pick a package, we let them build one.

Instead of asking users to pick a package, we let them build one.

On a country detail page (e.g., Egypt), users can:

  • Click “Customize Package”

  • Browse activities grouped by city

  • Select experiences they care about

  • See real-time feedback on their trip quality

On a country detail page (e.g., Egypt), users can:

  • Click “Customize Package”

  • Browse activities grouped by city

  • Select experiences they care about

  • See real-time feedback on their trip quality

The experience shifts from planning anxiety to guided exploration.

The experience shifts from planning anxiety to guided exploration.

/ Design Implementation - Travel Score

/ Design Implementation - Travel Score

Travel Score & how the Gamification works

Travel Score & how the Gamification works

As users add activities, a Travel Score increases automatically.

As users add activities, a Travel Score increases automatically.

The score is computed based on:

  • Backend-rated quality of each activity

  • Cost of the experience

  • Overall balance of the itinerary

The score is computed based on:

  • Backend-rated quality of each activity

  • Cost of the experience

  • Overall balance of the itinerary

Higher value experiences contribute more strongly to the score.

Higher value experiences contribute more strongly to the score.

Users don’t see the math - they see the result.

Users don’t see the math - they see the result.

/ Design Implementation - Progress Bar

/ Design Implementation - Progress Bar

Visual feedback that nudges users forward without pressure

Visual feedback that nudges users forward without pressure

A single progress bar communicates experience quality:

  • Let’s start

  • We can do better

  • We’re getting somewhere

  • This looks great

  • You’ll have a blast

  • Unforgettable experience

A single progress bar communicates experience quality:

  • Let’s start

  • We can do better

  • We’re getting somewhere

  • This looks great

  • You’ll have a blast

  • Unforgettable experience

As users progress:

  • Confidence increases

  • Engagement improves

  • Motivation to explore grows

As users progress:

  • Confidence increases

  • Engagement improves

  • Motivation to explore grows

At higher stages, a mystery experience unlocks - reinforcing delight without forcing spending.

At higher stages, a mystery experience unlocks - reinforcing delight without forcing spending.

/ Design Implementation - Customisation Widget

/ Design Implementation - Customisation Widget

The Customisation Widget

The Customisation Widget

A persistent control centre that keeps users oriented while they explore

A persistent control centre that keeps users oriented while they explore

A sticky widget anchors the entire experience and contains:

  • Travel Score & progress bar

  • Selected activities list

  • Number of travellers

  • Total cost

  • “Enquire” CTA

A sticky widget anchors the entire experience and contains:

  • Travel Score & progress bar

  • Selected activities list

  • Number of travellers

  • Total cost

  • “Enquire” CTA

This keeps users oriented while exploring, without losing context.

This keeps users oriented while exploring, without losing context.

/ Design Implementation - Design Decisions

/ Design Implementation - Design Decisions

Key Design Decisions

Key Design Decisions

  • Grouped activities by city to reduce cognitive load.

  • Surfaced cost and time upfront, because that’s what users compare first.

  • Single unified progress bar, not multiple metrics.

  • Gamification without pressure — encouragement, not manipulation.

  • Fallback CTA (“Get in touch for best package”) for users who felt overwhelmed.

  • Grouped activities by city to reduce cognitive load.

  • Surfaced cost and time upfront, because that’s what users compare first.

  • Single unified progress bar, not multiple metrics.

  • Gamification without pressure — encouragement, not manipulation.

  • Fallback CTA (“Get in touch for best package”) for users who felt overwhelmed.

This ensured freedom without abandonment.

This ensured freedom without abandonment.

/ Outcomes & Impacts

/ Outcomes & Impacts

Results that mattered

Results that mattered

Outcome & Impact:

  • Became a key differentiator against competitors.

  • Meta ads highlighting package customisation performed strongly.

  • 4× increase in weekly leads.

  • 1.5× increase in conversion rate.

  • Strong internal validation across business and sales teams.

Outcome & Impact:

  • Became a key differentiator against competitors.

  • Meta ads highlighting package customisation performed strongly.

  • 4× increase in weekly leads.

  • 1.5× increase in conversion rate.

  • Strong internal validation across business and sales teams.

Most importantly, users felt: “This feels like my trip.”

Most importantly, users felt: “This feels like my trip.”

/ What I Learned

/ What I Learned

Lessons that shaped my approach

Lessons that shaped my approach

  • Freedom needs structure to feel empowering.

  • Gamification works best when it’s subtle.

  • Progress feedback builds confidence, not just engagement.

  • Complexity should be absorbed by the system — not exposed to the user.

  • Turning static content into interactive systems changes behaviour.

  • Freedom needs structure to feel empowering.

  • Gamification works best when it’s subtle.

  • Progress feedback builds confidence, not just engagement.

  • Complexity should be absorbed by the system — not exposed to the user.

  • Turning static content into interactive systems changes behaviour.

Why this matters

Why this matters

This feature wasn’t about visuals.

This feature wasn’t about visuals.

It was about designing a decision-making system that balances:

  • User intent

  • Business goals

  • Psychological safety

  • And real-world constraints

It was about designing a decision-making system that balances:

  • User intent

  • Business goals

  • Psychological safety

  • And real-world constraints

Madan Murali

Madan Murali

I’m always open to conversations, whether it’s about design challenges, collaborations, or just sharing ideas.

I’m always open to conversations, whether it’s about design challenges, collaborations, or just sharing ideas.

See my journey on paper

See my journey on paper

My Resume →

My Resume →