
O1
Project Context
The problem?
OVERVIEW
If you didn't walk past the right notice board or know the right senior, you didn't know a club existed.
The clubs themselves are where friendships, ideas, and a lot of late-night chaos get made. Freshers were missing them by accident, not by choice.
O2
The Solution
What did I build?
My Intent Was To Make App Theming Effortless
Students can browse every club on campus, see what each one actually does, and join in one click, instead of catching a poster at the right moment or asking around.
The homepage - where you land and see what NID's clubs are about.
Joining a club in one tap.
Every action earns points and adds to a running impact tally, so the first recycle makes the second one easier.
The club directory - every club on campus, laid out to browse.
FAQ - answers to the questions freshers actually ask before joining.
The Baatein club page — one club's detail page, up close.
O4
Impact
Research
IMPACT
We drew the website on paper first, rough and barely legible, and put it in front of people before touching a screen. Where would you tap? What do you expect to happen next? What confuses you? We wrote down every answer, redrew, and tested again. Three or four rounds happened before any screen existed.
That process is also where I started noticing how people actually read an interface. Where their eyes land first, what makes them trust a screen enough to keep going, instead of bouncing off it.


Low-Fidelity wireframes
O4
Reflection
From Insights to
Screens
REFELCTION
Before the low-fi screens, I mapped the flow a fresher would take end to end, from landing on the site, to finding a club that fit, to actually joining it. That structure is what the low-fi screens were built against.


The end-to end path landing through Joining, covering all the clubs, and designing them in intrest of the club owners and their team
O4
Reflection
Learnings
REFELCTION
How to take Feedback
Testing paper sketches before wireframes meant I was building from what people actually did, not what I assumed they'd do.
Interface design is psychology.
Watching how people scan a page and decide to trust it is what pulled me toward this kind of design in the first place.

