fable

UI/UX Case Study

A space for

every film voice.

Fable is a mobile app concept that turns film-watching

into a personal, social and expressive experience,

designed end to end, from research through to final

screens.

Designer

Udit Kumar

Role

End-to-end UX/UI

Platform

Mobile app

Timeline

Research → Final UI

01

Discover

Understanding why film lovers feel underserved by the platforms built

for them.

The problem with how we watch

Cinema is highly accessible, yet structurally

fragmented.

People now watch films across a dozen apps and platforms, but none of them

give film lovers one place to track what they've seen, discover something

worth their time, say what they actually think, and find people who share

their taste.

Track what they watch

Discover meaningful content

Express opinions

Connect with like-minded viewers

Research goals

Before designing anything, three questions shaped the research plan.

What 28 respondents told us

A short survey on discovery habits, frustrations and appetite for a taste-

driven, social film app.

82%

watch films at least once

a week

89%

discover films through

social media

86%

enjoy sharing opinions or

reviews

82%

want recommendations

based on personal taste

Primary research insights

Users prefer clean, simple, intuitive interfaces over

feature-dense ones.

There's a strong, recurring need to track watched

films and build lists.

People want to share opinions and find viewers with

similar taste.

Mood and vibe, not just genre, drive what people

choose to watch.

Secondary research

Information overload makes discovery difficult.

Schwartz, 2004

Users trust peer opinions more than algorithms.

Hennig-Thurau et al., 2004

Personalised recommendations improve engagement.

Aggarwal, 2016

Presentation and interface design shape the whole

experience.

Knijnenburg et al., 2012

02

Define

Turning research into a clear problem statement, two real user types,

and the goals that would guide every design decision.

Problem statement

Users who actively engage with films lack a

platform that lets them track, discover and

express their cinematic perspective , without

cluttered interfaces or superficial interactions.

That gap is exactly where personalisation and community-driven discovery

could meet.

Meet the users

Two personas anchored every decision that followed, a discovery-led

explorer, and an opinionated cinephile who wants real conversation.

Aarohi Mehra

24 · Design student · Mumbai

"I spend more time choosing what to watch than

actually watching."

Motivation

Loves exploring new films across genres, often discovering

through reels, friends and online conversation.

Frustration

Too many options, generic recommendations, no place to

share opinions meaningfully.

Goal

Discover films that match her mood, find trustworthy

reviews, connect with similar taste.

Kabir Sharma

26 · Software engineer · Gurugram

"I trust my friend's recommendations more than

any platform."

Motivation

Watches regularly and is opinionated — follows film pages

and loves deep discussion.

Frustration

Hard to track viewing across platforms; reviews feel biased;

no community of like-minded film lovers.

Goal

Track what he watches, join real discussions, get

recommendations based on genuine preference.

Empathy map — Kabir

Mapping what Kabir says, does, thinks and feels surfaced the emotional

stakes behind the feature list: decision fatigue, distrust of generic

recommendations, and a hunger for real community.

UX goals

Four goals translated research into design direction.

Reduce friction in onboarding and content access

Enable quick actions — log, review, save

Create a visually immersive yet minimal interface

Encourage interaction and participation

03

Ideate

Scoping the MVP, then mapping how every feature connects — the

architecture and flows behind the screens.

MVP scope

Goal: validate taste-based discovery paired with social interaction, built

around three pillars — utility, personalisation and community.

Taste-based onboarding — genres, directors, vibe

Feed — films, reviews and trends

Explore — search and curated discovery

Social — taste matching and hot takes

Lists — create and curate watchlists

Profile — track films and build an identity

Rooms — live film discussions

Gamification — badges, streaks, challenges

Information architecture

Every primary flow, home, explore, rooms, watchlists and profile, hangs off

one bottom navigation, so nothing needed is more than two taps away.

Core user flows

Five tasks mattered most: discovering a film, connecting with people, writing

a review, joining a room, and completing a challenge.

04

Design

From hand-drawn sketches to a working visual system, and the final screens that shipped.

Sketching the structure

Rapid, hand-drawn iterations explored layout and navigation before anything was styled, the fastest way to test hierarchy without getting attached to

visuals too early.

Low-fidelity wireframes

Once the structure held up, greyscale wireframes locked in hierarchy and

content placement across onboarding, feed, discovery, watchlists, rooms and

profile, before a single colour decision was made.

Visual identity

One typeface, Space Grotesk, carries headline, body and UI text. A confident primary blue anchors the interface, with teal, flame, purple, amber and pink

reserved for accents, moods and tags.

Aa

Space Grotesk — headline, body & buttons

Final screens

Onboarding stays light, sign in, create an account, or explore as a guest,

before the feed brings mood, challenges and taste-matched people together

in one scroll.

Welcome

Sign in

Home feed

Watchlists

swipe

05

Deliver

How Fable sustains itself, the business model, the loop that keeps

people coming back, and the roadmap beyond MVP.

Monetisation

Free at the core, with revenue layered on top rather than in

front of it.

Premium subscription — ad-free, advanced

personalisation, private rooms

Non-intrusive, relevant advertising in feed and

discovery

Brand and OTT platform partnerships

Affiliate commission on tickets and merchandise

Gamification

Encouraging discovery and participation without turning

the app into a game.

Levels that grow with engagement and community

activity

Badges — "review master", "genre explorer", "binge

watcher"

Social rewards for inviting friends and starting

discussions

Streaks and challenges, like a 7-day movie streak

Product lifecycle

Fable is built to grow with its community — from a focused MVP to a self-

sustaining ecosystem.

Optimize

Sharpen personalisation,

gamification and content

quality with real data.

Sustain

A self-sustaining

ecosystem driven by

community, content and

value.

Launch

MVP with discovery,

profiles, watchlists, reviews

and community features.

Grow

Expand the user base,

refine recommendations,

strengthen engagement.

Expand

Introduce advanced

features, partnerships and

new content verticals.

06

Reflect

What changed, what got harder, and what carries into the next project.

Key learnings

User-centred design

Empathy and research

helped build features

people actually care

about.

Clear structure

A simple information

architecture made

discovery and

engagement effortless.

Iterate and validate

Early wireframes and

feedback shaped better

flows and decisions.

Community first

Designing for conversation

creates more value than

content alone.

Personal reflections

Research changed my thinking

I started with assumptions, but user responses showed me

gaps I hadn't considered.

Simple is harder than it looks

I over-designed at first, then had to step back and simplify the

flows.

Feedback was uncomfortable but useful

Early critiques pushed better decisions instead of sticking to

my first ideas.

I understand the UX process better now

From research to wireframes to final screens, the whole path

feels much clearer.

Thank you.

Fable was designed as an end-to-end case study, from a 28-person survey through to a working visual system. Get in touch

to talk through the process.

Fable — UI/UX Case Study · Udit Kumar

fable

UI/UX Case Study

A space for

every film voice.

Fable is a mobile app concept that turns film-watching

into a personal, social and expressive experience,

designed end to end, from research through to final

screens.

Designer

Udit Kumar

Role

End-to-end UX/UI

Platform

Mobile app

Timeline

Research → Final UI

01

Discover

Understanding why film lovers feel underserved by the platforms built

for them.

The problem with how we watch

Cinema is highly accessible, yet structurally

fragmented.

People now watch films across a dozen apps and platforms, but none of them

give film lovers one place to track what they've seen, discover something

worth their time, say what they actually think, and find people who share

their taste.

Track what they watch

Discover meaningful content

Express opinions

Connect with like-minded viewers

Research goals

Before designing anything, three questions shaped the research plan.

Discovery habits

How do people actually find films and

decide what to watch?

Existing gaps

Where do IMDB, streaming apps and social

platforms fall short?

Social & identity

What role do taste and community play in

how people engage?

What 28 respondents told us

A short survey on discovery habits, frustrations and appetite for a taste-

driven, social film app.

82%

watch films at least once

a week

89%

discover films through

social media

86%

enjoy sharing opinions or

reviews

93%

want to connect with

similar taste

82%

want recommendations

based on personal taste

Primary research insights

Users prefer clean, simple, intuitive interfaces over

feature-dense ones.

There's a strong, recurring need to track watched

films and build lists.

People want to share opinions and find viewers with

similar taste.

Mood and vibe, not just genre, drive what people

choose to watch.

Secondary research

Information overload makes discovery difficult.

Schwartz, 2004

Users trust peer opinions more than algorithms.

Hennig-Thurau et al., 2004

Personalised recommendations improve engagement.

Aggarwal, 2016

Presentation and interface design shape the whole

experience.

Knijnenburg et al., 2012

Key conclusion: users need a platform that combines discovery, personal identity and social interaction in one place — which became the three pillars behind Fable.

02

Define

Turning research into a clear problem statement, two real user types,

and the goals that would guide every design decision.

Problem statement

Users who actively engage with films lack a

platform that lets them track, discover and

express their cinematic perspective — without

cluttered interfaces or superficial interactions.

That gap is exactly where personalisation and community-driven discovery

could meet.

Meet the users

Two personas anchored every decision that followed, a discovery-led

explorer, and an opinionated cinephile who wants real conversation.

Aarohi Mehra

24 · Design student · Mumbai

"I spend more time choosing what to watch than

actually watching."

Motivation

Loves exploring new films across genres, often discovering

through reels, friends and online conversation.

Frustration

Too many options, generic recommendations, no place to

share opinions meaningfully.

Goal

Discover films that match her mood, find trustworthy

reviews, connect with similar taste.

Kabir Sharma

26 · Software engineer · Gurugram

"I trust my friend's recommendations more than

any platform."

Motivation

Watches regularly and is opinionated — follows film pages

and loves deep discussion.

Frustration

Hard to track viewing across platforms; reviews feel biased;

no community of like-minded film lovers.

Goal

Track what he watches, join real discussions, get

recommendations based on genuine preference.

Empathy map — Kabir

Mapping what Kabir says, does, thinks and feels surfaced the emotional

stakes behind the feature list: decision fatigue, distrust of generic

recommendations, and a hunger for real community.

UX goals

Four goals translated research into design direction.

Reduce friction in onboarding and content access

Enable quick actions — log, review, save

Create a visually immersive yet minimal interface

Encourage interaction and participation

03

Ideate

Scoping the MVP, then mapping how every feature connects — the

architecture and flows behind the screens.

MVP scope

Goal: validate taste-based discovery paired with social interaction, built

around three pillars — utility, personalisation and community.

Taste-based onboarding — genres, directors, vibe

Feed — films, reviews and trends

Explore — search and curated discovery

Social — taste matching and hot takes

Profile — track films and build an identity

Lists — create and curate watchlists

Rooms — live film discussions

Gamification — badges, streaks, challenges

Information architecture

Every primary flow — home, explore, rooms, watchlists and profile — hangs off

one bottom navigation, so nothing needed is more than two taps away.

Core user flows

Five tasks mattered most: discovering a film, connecting with people, writing

a review, joining a room, and completing a challenge.

04

Design

From hand-drawn sketches to a working visual system, and the final

screens that shipped.

Sketching the structure

Rapid, hand-drawn iterations explored layout and navigation before anything

was styled — the fastest way to test hierarchy without getting attached to

visuals too early.

Low-fidelity wireframes

Once the structure held up, greyscale wireframes locked in hierarchy and

content placement across onboarding, feed, discovery, watchlists, rooms and

profile — before a single color decision was made.

Visual identity

One typeface, Space Grotesk, carries headline, body and UI text. A confident

primary blue anchors the interface, with teal, flame, purple, amber and pink

reserved for accents, moods and tags.

Primary — 0C62BF

Teal — 1EC5B9

Flame — FD3D08

Charcoal — 2E2E2E

Purple — 8174BB

Amber — FF9200

Pink — FD85B2

Ink — 12102B

Aa

Space Grotesk — headline, body & buttons

Final screens

Onboarding stays light — sign in, create an account, or explore as a guest —

before the feed brings mood, challenges and taste-matched people together

in one scroll.

Welcome

Sign in

Home feed

Watchlists

05

Deliver

How Fable sustains itself — the business model, the loop that keeps

people coming back, and the roadmap beyond MVP.

Monetisation

Free at the core, with revenue layered on top rather than in

front of it.

Premium subscription — ad-free, advanced

personalisation, private rooms

Non-intrusive, relevant advertising in feed and

discovery

Brand and OTT platform partnerships

Affiliate commission on tickets and merchandise

Gamification

Encouraging discovery and participation without turning

the app into a game.

Levels that grow with engagement and community

activity

Badges — "review master", "genre explorer", "binge

watcher"

Social rewards for inviting friends and starting

discussions

Streaks and challenges, like a 7-day movie streak

Product lifecycle

Fable is built to grow with its community — from a focused MVP to a self-

sustaining ecosystem.

Launch

MVP with discovery,

profiles, watchlists, reviews

and community features.

Grow

Expand the user base,

refine recommendations,

strengthen engagement.

Optimize

Sharpen personalisation,

gamification and content

quality with real data.

Expand

Introduce advanced

features, partnerships and

new content verticals.

Sustain

A self-sustaining

ecosystem driven by

community, content and

value.

06

Reflect

What changed, what got harder, and what carries into the next project.

Key learnings

User-centred design

Empathy and research

helped build features

people actually care

about.

Clear structure

A simple information

architecture made

discovery and

engagement effortless.

Iterate and validate

Early wireframes and

feedback shaped better

flows and decisions.

Community first

Designing for conversation

creates more value than

content alone.

Personal reflections

Research changed my thinking

I started with assumptions, but user responses showed me

gaps I hadn't considered.

Simple is harder than it looks

I over-designed at first, then had to step back and simplify the

flows.

Feedback was uncomfortable but useful

Early critiques pushed better decisions instead of sticking to

my first ideas.

I understand the UX process better now

From research to wireframes to final screens, the whole path

feels much clearer.

Thank you.

Fable was designed as an end-to-end case study — from a 28-

person survey through to a working visual system. Get in touch

to talk through the process.

Fable — UI/UX Case Study · Udit Kumar