Planterra is a self realized application. The project was curated during the height of the pandemic when there was a major increase in singular person activities. I was seeing many people lose touch with their community and throw themselves into bringing light into their lives in another way. I thought an app that brought a community to your home and allowed you to grow a living creature would be useful for people during isolated times.

This was a personal project that came about during the pandemic. At the time I was seeing many people choosing to expand their horizons and try to bring nature to the indoors by planting and raising houseplants. Being an avid gardener for years, I was questioning why so many people were finding it difficult to keep their plant buddies alive and what could be done do to prevent that.
*my own personal plant graveyard below

Before beginning the design process, I spent 3–5 months researching houseplants, their owners, the plant industry, and potential users. This research uncovered why people were struggling and gave me the insights needed to design meaningful solutions. From there, I tested my proposed ideas through in-person research, including card sorting and user surveys. Whenever a solution missed the mark, I held in-depth conversations to uncover what I was overlooking, then refined and retested until the fit the needs of the user.
*Designing without understanding users risks creating a product no one wants or can use.
After compiling the research, my solution was Planterra. This is an application that would solve the problem of people killing their houseplants while also providing a helpful and friendly community of plant people. The main functions of the application are the plant identification (camera authenticator), library (guide of all plants with helpful information), doctor (for houseplant diseases and on-demand help), as well as a community of other plant lovers whom you would be able to connect with to trade, view their shelf, and get helpful information.

Here I identify the features that directly support the user’s needs and remove anything that no longer serves their goals. This step helps define what belongs in the experience, what should be simplified, and what can be introduced to create a smoother and more meaningful journey. The roadmap becomes a guide for prioritizing functionality, planning iterations, and ensuring every element has a purpose.


The design then transitions into translating everything learned and determined in research into a clear understanding of how the user moves through the experience. This starts with site mapping, where the structure of the content is organized in a way that supports quick decisions, intuitive paths, and a more focused journey. From here, I define key user flows, identify friction points, and lay the groundwork for wireframes that guide the visual and functional direction of the final design.
This is where the structure of the experience takes shape. I create low or mid fidelity wireframes to explore layout, hierarchy, and the flow between screens before adding any visual styling. From there I introduce key interaction patterns that support user needs, such as clearer filters, smoother navigation, or more direct calls to action. Each choice is made to remove friction and guide users through the experience with less effort. Visuals in this stage include wireframe spreads, simple annotations, and early clickable prototypes when needed.
