A fun, guided way to choose your next movie.

A fun, guided way to choose your next movie.

COURSE PROJECT · UX DESIGN & DEVELOPMENT

COURSE PROJECT · UX DESIGN & DEVELOPMENT

ROLE

UX DESIGNER

UX RESEARCHER

DEVELOPER

UX DESIGNER

UX RESEARCHER

DEVELOPER

TIMELINE

FALL 2025

8 WEEKS

FALL 2025

8 WEEKS

TOOLS

FIGMA

FIGJAM

FLASK + PYTHON

HTML/CSS

FIGMA

FIGJAM

FLASK + PYTHON

HTML/CSS

01 WHAT IS FLICKPICK?

CONTEXT

Choosing a movie often feels more frustrating than enjoyable, especially in group settings. Endless scrolling and debate make it difficult to agree on a single option, leading to decision fatigue before movie night even begins.

FlickPick is a mobile app designed to make choosing what to watch feel easier and more fun. Instead of browsing long lists, users decide through a structured, tournament style flow that works both solo and with friends, balancing playful interaction with practical tools for discovery and reflection.

CHALLENGE

Design a digital product that helps users confidently choose a movie without overwhelming them with options.

SOLUTION

Decision making, made fun

FlickPick is a movie discovery app that turns choosing what to watch into a bracket style experience. By guiding users through simple, head to head comparisons, FlickPick narrows options step by step and helps users reach a clear, confident decision.

Filter for your mood

Two choices at a time

A clear decision

Browse without pressure

Your taste at a glance

Track what you’ve watched and what’s next

02 RESEARCH

INTERVIEWS

I conducted three interviews to understand how people choose movies alone and in group settings.

Affinity diagram showing common pain points across interviews.

COMPETITIVE ANALYSIS

I analyzed common movie discovery and streaming platforms to understand how existing products support movie selection and where they fall short in helping users decide.

Diagram showing the pros and cons of existing movie discovery platforms.

INSIGHT

Choosing a movie is about decision-making, not discovery

Research showed that frustration comes from having too many options, not too few. Existing platforms emphasize browsing and recommendations, leaving users to evaluate and negotiate on their own. Users want help narrowing choices and reaching a clear decision.

Research showed that frustration comes from having too many options, not too few. Existing platforms emphasize browsing and recommendations, leaving users to evaluate and negotiate on their own. Users want help narrowing choices and reaching a clear decision.

CHALLENGES

Reduce decision fatigue from large content libraries

Support faster, less frustrating group decisions

Reinforcing confidence once a choice is made to avoid rebrowsing

DESIGN QUESTION

How might we reduce choice overload and support confident movie decisions, both for individuals and groups?

03 IDEATION

OPTION 1: HEAD TO HEAD COMPARISON BRACKETS

Movies are presented in head to head comparisons. Each choice narrows the pool until a single winner remains.

Pros:

Reduces cognitive load

Creates momentum toward a clear end point

Can work for both solo and group decision making

OPTION 2: RANDOMIZED WHEEL PICKER

A randomized wheel selects a movie from a filtered set. Users can re-spin if the result doesn’t feel right.

Pros:

Feels playful and low effort

Removes pressure from choosing

Cons:

Less user control

Weaker confidence in the final result

OPTION 3: RATING SYSTEM

Users rate multiple movies, and results are aggregated to surface a top option.

Pros:

Allows individual preference expression

Democratic in groups

Cons:

Requires evaluating multiple options

Difficult for movies that users haven't seen

SELECTED CONCEPT

Bracket Style Matchups

The bracket style approach balanced structure and agency, helping users stay involved while still reaching a clear, confident decision.

04 THE DESIGN

INFORMATION ARCHITECTURE

This structure separates decision making (Pick), exploration (Discover), and reflection (Profile) to support different purposes.

TOURNAMENT FLOW

Multiple flow structures were explored to prioritize clarity, especially for group decision-making. The final flow guides users from setup to filters to matchups and ends with a clear winner.

KEY DESIGN DECISIONS

01 Minimal collaboration

Social features were intentionally scoped back to prioritize the tournament flow.

02 Separate decision making from browsing

Pick and Discover are intentionally distinct modes to prevent endless scrolling once users have committed to choosing.

03 Delay information until after a choice

Detailed synopses and metadata are minimized during matchups to avoid over analysis.

04 Filter once, decide many times

Filters are applied upfront instead of between rounds to reduce cognitive overhead and keep the tournament focused.

DIGITAL WIREFRAMES

MOCKUPS

Designs emphasize hierarchy and clear calls to action. Visual noise was minimized to keep focus on the decision itself.

05 OUTCOME

The final design supports end-to-end movie selection across solo and group contexts, emphasizing clarity, momentum, and confidence.

SOLO TOURNAMENT FLOW

FRIENDS CREATE GAME FLOW

PROFILE + DISCOVER FLOW

06 REFLECTION

TAKEAWAYS

Focusing on structure early made it easier to design the rest of the experience without overthinking individual screens or interactions

Separating the application into exploration, decision making, and profile helped keep the interactions focused and purposeful

WHAT I WOULD DO WITH MORE TIME

Design the full social flow, including adding friends, accepting requests, and deciding how friends appear across Profile, Pick, and Discover

Explore additional collaborative picking methods such as shared watchlists

Validate how different group dynamics (similar taste vs mixed taste) affect the tournament flow and final decision confidence

Conduct additional usability testing to assess the clarity of the tournament flow and app UX