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Users can suggest activities, such as restaurants or activities, and cast votes using tokens. The tokens help increase the weight of a user's vote, allowing people who feel strongly about an option to make a bigger impact on the decision. The goal is to make sure every voice is heard. When disagreements arise, users can play a mini-game to challenge the final decision. The mini-game is generated based on the content filled out by the user on a starting page. The page prompts users to input their desired activity time, location, approximate budget, and other optional details. Each category of information is represented by bubbles of different colors (e.g., time is displayed in green bubbles, while location is shown in orange). Each suggestion occupies a single bubble (e.g., "8 PM" is in one bubble, while "7 PM" is in another). Users can click on the bubbles they prefer, making them grow larger—essentially "voting" for their favorite plan. Ultimately, the system selects the largest bubble from each category and combines them into a new travel plan for further discussion. The mini-game helps create a collaborative and playful way to resolve conflicts related to planning. By combining voting and gamification, the app reduces the stress of group planning and potential conflicts, making the experience more engaging, fair, and inclusive.a:T426,Another feature is that our app allows users to make real-time updates to their personal itineraries and notify the group of any changes. When a user decides to modify their plans—such as skipping an activity or choosing an alternative, an automatic notification is sent to the group, keeping everyone up to date. This feature makes sure that all members are informed about others' preferences and any alterations in the schedule. Additionally, if one user’s change interests someone else in the group, the app allows them to update their own itineraries and join the new plan. This helps with flexibility because users can personalize their experience while maintaining group cohesion. They are able to see their group's plan as well as their own. This is helpful as they will know which activties they are doing with their group and which ones they are doing on their own/smaller groups. The ability to make and share itinerary updates in real-time makes travel planning more organized, less stressful, and more adaptable to everyone’s needs.b:T403,Another key insight was that the gamified aspect could work very well. We were able to validate that a gamified process would be the most effective way to engage users in decision-making and make the planning process more enjoyable. Participants expressed a preference for interactive elements that could make tedious tasks (group decision-making) feel less like a chore. Participants said it would be fun to compete with each other, especially for boring tasks like itinerary planning. This insight led us to integrate a mini-game feature where users could challenge group decisions with pooled tokens, making the process more playful. By turning decision-making into a game, we wanted to make sure users remained motivated and invested in the process. This also removed the stress of having to compromise on important travel decisions. This approach became an important aspect of our design because it shaped how we integrated interactive elements into the app to keep users engaged throughout the whole process.c:T4b8,Our iterative design process started with a paper prototype to figure out the main functionality, layout, and user flow. Having this low-fidelity design allowed us to quickly visualize our ideas and core features. We then had heuristic evaluations during class, where the evaluators identified usability issues based on usability principles. Some of them included user flexibility and aesthetics. After this, we performed usability testing with potential users. By observing how they interacted with the prototype, we were able to note places where they felt confused with our design. Based on the feedback, we iteratively refined the paper prototype to make sure we still focused on the pain points while improving clarity of the user flow. Once the paper prototype was finalized, we created a higher-fidelity digital mockup on Figma to simulate the final product more realistically. Overall, this iterative process helped us identify and resolve gaps in the design that we had overlooked at first due to our own familiarity with the design. The insights we came across are described later on in this section. But by addressing these insights, we were able to make the design more user-centric.d:T447,Another key insight we derived was when our evaluators pointed out the original competitive game mechanics. Our original design declared a “winner” and a “loser,” which is problematic as it could potentialy negatively impact group dynamics and individual motivation. We realized this could make the voting process feel more competitive than collaborative, which in the long run could discourage participation. Overall, this feedback emphasized how competitive elements, like assigning loss labels, can foster resentment or disengagement which is the exact opposite of what our goal is for our design. To address this, we replaced the competitive structure with a collaborative framework. Our new version allows all participants to contribute their ideas and preferences without labeling anyone as a “loser.” By focusing on teamwork, this new design tries to remove the risk of interpersonal tension and instead maintains a positive group dynamic. 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