← PRODUCT WORK
HOMETOWN · GOZAYAAN2022 · 0→1 PRODUCTUX LEADUX RESEARCH PLAN

Designing away assumptions for a new generation of digital travellers.

I led UX for the early HomeTown experience at GoZayaan, helping turn a new business idea into a travel product designed around the realities of Bangladeshi migrant workers.

0→1Joined when HomeTown was still an idea0→1 product
5–6 moEarly product chapter2022
1 → 10/dayEarly ticket progressionEarly product traction · 2022†
120K+Later reported downloadsLater product scale · public 2025
HomeTown homepage showing a guided travel question.
Start with a question users already understand
HomeTown flight-choice screen.
Make flight choice practical
HomeTown passport-guidance screen.
Teach unfamiliar documents in context

02 / PROJECT AT A GLANCE

A commercial product built around a focused human problem.

The project was not a skin on top of GoZayaan. It required a different interaction model, different communication, and different assumptions about what users already knew.

My role

UX Lead — UX strategy, journey architecture, interaction design, product feature/journey discussions, design direction and UX copy guidance.

Business goal

Create a viable digital travel business for an underserved customer segment.

Stage & timeline

Joined at idea stage · 0→1 · approximately 5–6 months in 2022.

UX goal

Make travel purchasing understandable and trustworthy without requiring users to learn conventional OTA behaviour first.

Worked with

CBO/VP, CEO, UI designer, CTO, App Lead, CX, Marketing and product/business stakeholders.

Constraints

Digital fluency, trust, unfamiliar travel terminology, passport/document literacy, airline/integration limitations and launch pressure.

FEATURED UX RESEARCH ARTIFACT / ORIGINAL NOTION REPORT / 25 DEC 2022

I wrote the usability test screen by screen—not as a generic checklist.

The original HomeTown research plan paired real product screens with a clear user goal, behaviours to watch and questions to probe. The samples below are taken directly from that 2022 plan.

HomeTown — Usability Testing & UX Research PlanNotion · UX Research · 2022

SCREEN-WISE CHECKLIST

For every critical screen, I defined what success meant before asking a single question.

A few examples from the original report

Original HomeTown usability research-plan artifact showing the Baggage Details screen and its research goal.
BAGGAGE DETAILS

Main goal: After going through the screen, do they have proper knowledge about the baggage?

Original HomeTown usability research-plan artifact showing the Price Change screen and its research goal.
PRICE CHANGE

Main goal: User understands that the price has changed.

Original HomeTown usability research-plan artifact showing the Booking Successful screen and its research goal.
BOOKING SUCCESSFUL

Main goal: Understanding that s/he has done everything but the payment.

03 / CONTEXT

Travel was already digital. But not for everyone.

Bangladeshi migrant workers in Singapore had genuine travel demand, yet the existing digital booking model assumed familiarity with pricing, airline language, document entry and online transactions.

  1. 1Worker needs to travel home
  2. 2Relies on agent / community help
  3. 3Makes a high-value purchase with limited transparency
  4. 4Faces uncertainty around ticket, baggage, documents and payment

04 / THE PROBLEM BENEATH THE BRIEF

How do you simplify a complex transaction without asking the user to become an expert?

Business problem

An underserved segment had strong purchasing demand, but the standard OTA model was not necessarily the right experience for them.

User problem

Users needed to understand, trust, choose, enter unfamiliar information and pay confidently — without the travel vocabulary digital products usually assume.

Product problem

Make an inherently complex transaction understandable while preserving the integrity of a real airline booking flow.

05 / ROLE & OWNERSHIP

I led UX — but HomeTown was a cross-functional product effort.

My work sat across product definition, design execution, engineering guidance, CX learning and communication. The boundary matters: later HomeTown evolution continued after I left.

I owned / contributed directly

UX strategy and journey architecture · User flows and interaction design · Wireframes and UI direction · Feature and journey discussions with Product · UX guidelines for Tech · UX copy / communication guidance · CX feedback synthesis · Research interview guidance · Post-launch UX iteration

Worked closely with

CBO / VP — product and business direction · CEO — strategic alignment · UI designer — daily design guidance · CTO + App Lead — feasibility and implementation · CX — user perspective and support feedback · Marketing — communication and UX copy

06 / ECOSYSTEM

The interface was only one part of the journey.

A ticket purchase depended on people, operations, airline inventory, payment systems, family context and support. UX had to coordinate the whole experience, not just the app surface.

Migrant worker

Needs clarity, trust and independence

Community / “boro bhai”

Existing trust and decision support

HomeTown

Guided digital transaction

Operations + CX

Support, fulfilment and feedback

Airline / inventory systems

Availability, fare rules and technical limits

Business Product UX UI Tech CX Marketing

07 / WHAT WE LEARNED

The real friction was not “too many screens.” It was too much assumed knowledge.

Four observations shaped the product direction.

01 · Conventional OTA density

Observation: many travel products expose several decisions and attributes together. Implication: break the journey into smaller decisions.

02 · Fare + baggage mattered

Observation: the audience prioritised practical purchase signals over secondary airline detail. Implication: change information hierarchy.

03 · Document entry was a knowledge problem

Observation: sometimes the user did not know where required information existed on the passport. Implication: teach in context, not in a help centre.

04 · Trust came before conversion

Observation: technically usable was not enough for an unfamiliar high-value transaction. Implication: design confidence alongside efficiency.

08 / FROM INSIGHT TO PRODUCT STRATEGY

Instead of teaching people conventional travel UX, we changed the UX.

01

One decision at a time

Longer journey → simpler screens → clearer next action.

02

Don’t explain when you can show

Use contextual visual/video guidance for passport information.

03

Design around the actual decision

Prioritise information this audience uses to choose.

04

Confidence before efficiency

Familiar language, explicit states and progressive confirmation.

DESIGN AWAY ASSUMPTIONS.

09 / DEFINING THE EXPERIENCE

A complex booking journey, deliberately decomposed.

The goal was not to make airline booking intrinsically simple. It was to make the next decision always obvious.

  1. 01Search
  2. 02Travel decision
  3. 03Flight choice
  4. 04Traveller details
  5. 05Documents
  6. 06Review
  7. 07Payment
  8. 08Confirmation
HomeTown flight-choice screen.
Make flight choice practical
HomeTown passport-guidance screen.
Teach unfamiliar documents in context
HomeTown date-of-birth guidance screen.
Show where information exists

10 / HARD DECISIONS

The strongest UX choices were trade-offs, not decorations.

These are the moments where the product deliberately chose comprehension, reliability and guided learning over conventional interface efficiency.

01 · Fewer taps ↔ fewer decisions

We deliberately made the journey longer.

Conventional booking optimisation often means fewer screens. For this audience, compressing the flow meant placing more decisions on each screen. We accepted more taps to reduce cognitive load and make the next action unmistakable.

02 · Design with technical reality

Seat selection could not be supported through the airline integration available at the time. Rather than imply a capability users could not actually complete, we designed around the bookable journey we could reliably support.

03 · Explanation → guided learning

Instead of adding paragraphs of helper text, the product showed users where to find passport information through visual/video guidance while they were completing the task.

11 / EXPLORATION & ITERATION

The useful artifact is not “all the versions.” It is the decision between versions.

Use this section to curate only the changes that reveal what the team learned.

Flight selection

V1 / friction

Too much secondary information

V2 / why it won

Final hierarchy prioritised the purchase decision

Traveller information

V1 / friction

Field-only entry assumed document literacy

V2 / why it won

Contextual passport guidance reduced the knowledge burden

Journey architecture

V1 / friction

Fewer screens concentrated decisions

V2 / why it won

Progressive steps reduced the number of decisions per state

12 / FINAL EXPERIENCE

Every screen removed an assumption.

The final journey was intentionally progressive: ask one understandable question, expose only useful detail, teach unfamiliar tasks in context, and make urgency explicit.

HomeTown homepage showing a guided travel question.
Start with a question users already understand
HomeTown flight-choice screen.
Make flight choice practical
HomeTown passport-guidance screen.
Teach unfamiliar documents in context
HomeTown date-of-birth guidance screen.
Show where information exists
HomeTown detailed flight-information screen.
Make flight detail practical
HomeTown payment-state screen.
Make payment deadlines impossible to miss
HomeTown domestic travel screen.
Reuse the model for domestic travel

13 / INTERACTION SYSTEM

The reusable system was behavioural, not only visual.

The product repeated a small set of interaction rules that made unfamiliar tasks feel more predictable.

One primary action

Keep the next decision obvious.

Progressive disclosure

Reveal complexity only when it becomes relevant.

Simple language

Prefer familiar Bengali and practical phrasing.

Visual guidance

Show where information exists when users may not know.

Explicit states

Make payment, eligibility and completion status visible.

14 / RESEARCH & VALIDATION

The plan turned every critical screen into something observable.

Instead of asking “Do you like it?”, the checklist defined what the user should understand, what behaviour to watch, where to probe and how to score the experience.

01 · Objective + method

Understand user behaviour and pain points while using HomeTown. Methods documented: Usability Testing and Eye Tracking.

02 · Comfort first

Choose a suitable time and place and keep participants in their comfort zone. The script was intentionally conversational and written in Bengali.

03 · Scenario coverage

Happy path, date changes, summary edits, ticket for others, ticket-details check, help, video guidance and post-test questions.

04 · Score + probe

Users rated the app from 1–10. If someone scored below 5, the plan explicitly asked what would make the experience better.

  1. 01Set comfort
  2. 02Run real tasks
  3. 03Observe behaviour
  4. 04Ask what changed
  5. 05Score & improve

15 / BEFORE → AFTER

Not prettier UI. A different relationship with the transaction.

BEFORE

Buying travel required knowledge, dependence and interpretation.

Dense comparison, unfamiliar terms, document uncertainty and reliance on others.

AFTER

The user could progress independently, one understandable decision at a time.

A guided transaction designed around the audience’s mental model rather than industry convention.

16 / IMPACT

Early traction became a much larger product story.

I separate the outcomes I observed during my chapter from the scale HomeTown reached later.

User impact

Clearer progression through booking · less reliance on travel terminology · in-context guidance for unfamiliar information.

Early product traction

~1 ticket/week → ~1/day → ~10/week → ~10/day.† A directional adoption signal from the early product period.

Later product scale

By 2025, public reporting described 120K+ downloads, 65%+ active users and expansion from flights into remittance. Shown here as later product evolution.

17 / REFLECTION

HomeTown changed the way I think about simplicity.

“Simplicity isn’t the fewest screens, taps or words. It is the least amount of understanding a person needs before they can make the next correct decision.”

Sometimes reducing cognitive load means adding a screen. Sometimes good onboarding belongs inside the task. And sometimes the most sophisticated UX decision is refusing to assume that users think like the people designing the product.

18 / WHAT I’D DO DIFFERENTLY

Measure the behavioural model from day one.

We had stakeholder feedback, CX learning, analytics and post-launch signals. Today I would define the measurement model alongside the first journey.

Completion rate

End-to-end booking completion by cohort

Step abandonment

Where progression confidence breaks

Assistance usage

Which guidance users actually need

Time to complete

Whether “more screens” creates harmful delay

Conversion by iteration

Tie specific UX changes to behavioural movement

19 / CLOSING

HomeTown taught me that designing for inclusion isn’t making a conventional product slightly easier.

Sometimes the product itself needs a different logic.

What started as a focused flight-booking problem grew into a broader platform serving migrant workers across travel and financial services. My chapter was at the beginning: helping define how that experience needed to behave and turning that thinking into a product.

VIEW PRODUCT WORK