# Guía Hedonista

A curated selection of restaurants that brings the best local gastronomy.

## The impact

**Designed La Guía Hedonista's iOS and Android app from scratch — translating a curated gastronomy publication into a mobile experience that serves three distinct usage modes: planning, discovery, and daily practical. Shipped on both platforms.**

## The problem

La Guía Hedonista is a digital magazine covering the gastronomy of the Valencian Community — restaurants, chefs, local produce, criticism. In 2018, the team decided to move to mobile.

The challenge wasn't porting content. Magazine content is deep, expert-curated, and long-form. Mobile usage is short, contextual, and location-aware. Those two things don't naturally fit. The app needed to work for a reader who spends twenty minutes with a review before booking, and for someone standing on a street corner who needs a good restaurant in the next ten minutes.

![First Prototype](/img/projects/guiahedonista/app.png)

*Home, Map and Detail views of the iOS app.*

## My role

**Product design lead, sole designer.** End-to-end ownership across iOS and Android — user research, information architecture, wireframes, prototyping, visual design, design system, and developer handoff.

I worked directly with the head of the publication and art director, the VG digital agency team, and key stakeholders. The editorial voice was a given; the product structure had to be designed from zero.

## Three users, three modes

The research phase surfaced three user types with genuinely different needs, not variations on the same task.

**The planner.** Books in advance. Reads reviews carefully before committing. Wants expert curation and trusts specific critics. Needs depth: full review, chef context, reservation contact.

**The foodie discoverer.** Doesn't plan. Uses the app to explore and find things they didn't know existed. Expert filtering matters — they want quality curation, not a directory. Needs breadth and a discovery mechanism.

**The daily urbanite.** Eats away from home regularly. Needs something reliable, nearby, today. No time for reviews — needs proximity, category, and quick-scan trust signals.

These three modes defined the core architecture tension: the same content needed to be accessible at different depths, at different speeds. A heavy editorial interface would serve the planner but lose the urbanite. A map-first interface would serve discovery but bury the content that made the publication worth using.

## Information architecture and early prototyping

Starting from the user types, I mapped the jobs each mode required:

- Discovering a restaurant through expert review → curated feed, clear reading hierarchy
- Filtering by cuisine, neighborhood, or price → filters that don't disrupt the browsing flow
- Finding something nearby right now → map with proximity logic
- Contacting a restaurant or making a reservation → restaurant detail with direct actions

![First wireframe](/img/projects/guiahedonista/first-prototype.jpg)

*First wireframe from the publication team, used as a starting point.*

I took that initial wireframe and developed higher-fidelity flows — fast enough to validate structure and interaction without committing to visual design.

## _

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![First wireframes with annotations](/img/projects/guiahedonista/first-wireframes.png)

*Annotated wireframes used to validate flow and navigation structure with the team.*

## _

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![First prototypes](/img/projects/guiahedonista/first-prototypes.png)

*Early prototypes testing interaction and content density in the main view.*

> If a picture is worth 1000 words, a prototype is worth 1000 meetings.
>
> **— Tom & David Kelley**

## The decision that changed filter behavior

Testing the filter view surfaced a problem I hadn't anticipated.

When users tapped the back button after setting filters, a significant portion assumed they were returning *without* applying their selections — not navigating back with filters active. The interaction pattern mapped onto two conflicting mental models: "back" as "undo" (cancel and return) versus "back" as "confirm and return" (save and navigate). Neither was clearly communicated.

## _

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![Filter view problems](/img/projects/guiahedonista/filter-view.png)

*Testing revealed the back button created ambiguity — was it cancelling filters or applying them?*

> One of the basic needs we all share is that everyone needs to understand.
>
> **— Essential design principles WWDC 2017**

The fix was to stop using "back" entirely for this context.

Replacing "←" with "×" signaled closure, not navigation reversal. A close action says "dismiss this overlay." A back action says "return to previous state." They feel different and users respond to them differently. I added a filter reset option and an active-filter indicator in the main view so users could always tell whether filters were in effect.

![Back or Close before and after](/img/projects/guiahedonista/back-close.jpg)

*Before: back arrow created ambiguity about whether filters applied. After: close icon, reset option, and active-filter indicator.*

One icon change eliminated a comprehension failure that was affecting how often users engaged with filters at all.

## Map as discovery surface

The map view had to serve the discovery and proximity use cases simultaneously. Several proposals didn't work: a standard pin map required too much interaction to get to useful content, and a full-screen list without spatial context missed the "what's around me" need entirely.

The solution was a floating card layer above the map. Your position centers the view; nearby restaurant markers populate around it. Tapping a marker focuses the card layer on that restaurant. The map stays visible and spatial context stays intact — you're never navigating away from it.

![Map list interaction](/img/projects/guiahedonista/list-ios-interaction.gif)

*Map interaction: location center, card layer focused on selected restaurant.*

This pattern matched how people actually use maps for discovery — they scan spatially first, then dive into content. It also matched development time constraints better than a more complex split-view alternative.

> Design is never done.
>
> **— Luke Wroblewski**

## Design system

Four colors. Two typefaces. An 8pt spacing system. Atoms, components, page blocks. Custom iconography by [@Calpurnio](https://twitter.com/calpur100) for all restaurant categories.

![Calpurnio iconography](/img/projects/guiahedonista/calpurnio-icons.png)

*Custom category iconography by Calpurnio.*

The system was designed to do three things: let photography lead (the magazine's editorial voice lives in images and food photography), give content — reviews, chef names, dish names — appropriate hierarchy, and make building new screens fast enough to keep pace with editorial.

> Design holistically for processes and systems, understand behaviors and user needs, and include participatory design in the process.
>
> **— John Chris Jones**

![Style guide sample](/img/projects/guiahedonista/design-system.png)

*Design system: color, type, components, iconography.*

> The Style Guide serves as a vehicle to help people through different disciplines, to share knowledge and to collaborate with each other.
>
> **— Brad Frost**

Prototypes used real restaurant data from the publication via Sketch + Craft + JSON. Designing with real content made density problems visible early and kept developer conversations grounded in actual data shapes rather than placeholder assumptions.

## _

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![Final IOS app](/img/projects/guiahedonista/final-app.png)

*Final iOS app.*

## Impact

The app shipped on iOS and Android. The editorial voice of the publication carried into the product: photography leads, criticism is readable, categories are navigable. The filter fix measurably reduced the interaction ambiguity that had been appearing consistently in testing.

No post-launch engagement metrics are available for this case study.

## Key learnings

> Design principles are universal: truths contrasted a thousand times and tell us what works.
>
> **— Javier Cañada**


**Content strategy and product architecture are the same problem.** A magazine and a mobile app have different content physics. Making the transition required rethinking what "reading" meant at different speeds, not just making the magazine smaller.

**Ambiguity in interaction patterns compounds.** The back/close confusion wasn't just an iconography problem — it was creating hesitation about using filters at all. One decision with misread affordances can suppress an entire feature.

**Design with real data from the start.** Prototyping with real restaurant content made problems visible that wouldn't have appeared with placeholders — long restaurant names, uneven photo quality, edge cases in category depth. The cost of fixing those issues in wireframes is close to zero; in final UI it isn't.
