Hunterra

Case Study

Hunterra

UX/UI and brand design for a platform that helps hunting parties organise and run group hunts

UX/UI Designer2023

Role

UX/UI Designer

Timeline

3 Months

Platform

Desktop / Mobile

Tools

FigmaFigma
MazeMaze
MiroMiro

Overview

The Challenge

Hunterra is a digital companion for organised hunting — an iOS app and website that help hunting parties plan and run group hunts for pheasant, deer, and other forest game. I designed the product end-to-end: the planning flows for setting up a hunt and inviting participants, and the live map experience where organisers define the hunt perimeter and track the positions of hunters and game in real time. The engagement also covered the brand itself — a fox logotype (the client's one firm request), colour palette, and a brand manual carried through the app, the website, and beyond.

Case study detail

Research & Discovery

Key Findings

Finding 01

Organisers and participants need different views — one plans and controls, the other mostly needs a clear map and a schedule

Finding 02

The map is the product — perimeter, positions, and movement have to be legible at a glance, outdoors, in motion

Finding 03

Trust depends on accuracy — showing a stale or uncertain position is worse than showing none at all

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Design Process

How We Got There

01
Research
02
IA & Flows
03
Map UX
04
UI Design
05
Testing

The organisation flow was designed around how hunts actually come together: an organiser creates the event, defines the territory and schedule, assigns roles, and invites the party. Everything a participant needs — meeting point, boundary, rules, timing — lives in one shared place instead of a phone chain and a paper map. The website mirrors the same structure for planning at a desk.

The field experience centres on a full-screen map: the hunt perimeter drawn by the organiser, live positions of participants, and the recorded movement of game. I designed for glanceability — high-contrast markers, generous touch targets, and an unmistakable visual distinction between people, game, and boundaries — so the app stays usable in gloves, glare, and low light.

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Final Design

The Solution

Final design
#1

Complete UX/UI design for the iOS app and website

from information architecture to high-fidelity screens

#2

A map-first interaction model covering perimeter setup, live participant tracking, and game movement

#3

Planning flows that replace phone chains and paper maps with a single shared source of truth

Takeaways

Reflection

Designing for the field is a lesson in humility: context strips away everything decorative. Outdoors, in motion, with gloves on, users give an interface seconds of attention — so hierarchy, contrast, and touch targets stop being style choices and become safety features. The most valuable design work was invisible: deciding what the map should not show.

Final design detail
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Daniel Gratza

Let’s make something great.

Prague-based UX designer

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