Mainmood
Mainmood
Mainmood
Digital / App Design / UX/UI
Digital / App Design / UX/UI
2026
2026
Role
Role
Product Designer
Product Designer
A gifting companion app that moves beyond transactional wishlists to create more personal and meaningful gifting experiences
A gifting companion app that moves beyond transactional wishlists to create more personal and meaningful gifting experiences
Tools
Tools
Figma / Figjam / After Effects / Photoshop
Figma / Figjam / After Effects / Photoshop


Wishlists often feel transactional and do little to support the emotional connection that is supposed to make a gift meaningful.
Wishlists often feel transactional and do little to support the emotional connection that is supposed to make a gift meaningful.
Overview
Overview
Mainmood started as a mobile jewelry e-commerce app designed to help users discover and gift jewelry through a guided shopping experience. As the concept evolved, I realized the opportunity to go beyond commerce which led me to reimagine Mainmood as a gifting companion designed to make giving more personal and intentional.
Mainmood started as a mobile jewelry e-commerce app designed to help users discover and gift jewelry through a guided shopping experience. As the concept evolved, I realized the opportunity to go beyond commerce which led me to reimagine Mainmood as a gifting companion designed to make giving more personal and intentional.
The Problem
The Problem
The concept began when I personally noticed that gifting had become increasingly transactional. Although wishlists can make things easier they have also completely replaced the thought and intention that once made gifts meaningful, turning what should be an act of consideration into something that feels more like a chore.
The concept began when I personally noticed that gifting had become increasingly transactional. Although wishlists can make things easier they have also completely replaced the thought and intention that once made gifts meaningful, turning what should be an act of consideration into something that feels more like a chore.
The Solution
The Solution
Design a gifting companion that turns gifting into a shared experience.
Design a gifting companion that turns gifting into a shared experience.


User Research
User Research
Understanding Gifting BehaviorThe Problem
Understanding Gifting BehaviorThe Problem
To better understand the process and intentions behind gifting, I interviewed 22 participants individually and in groups to gain insights from both personal and social perspectives. From these conversations, I identified three key problem statements that guided the direction of the solution. Questions were asked as follow:
To better understand the process and intentions behind gifting, I interviewed 22 participants individually and in groups to gain insights from both personal and social perspectives. From these conversations, I identified three key problem statements that guided the direction of the solution. Questions were asked as follow:

Comp. Analysis
Comp. Analysis
Current gifting platforms prioritize transactions over personal connection.
Current gifting platforms prioritize transactions over personal connection.
Because existing solutions largely focus on traditional wishlists rather than guided gift discovery, I analyzed both wishlist-based and adjacent platforms to identify what they did well and where I could improve the experience.
Because existing solutions largely focus on traditional wishlists rather than guided gift discovery, I analyzed both wishlist-based and adjacent platforms to identify what they did well and where I could improve the experience.

Ideation
Ideation
Turning Insights into Features
Turning Insights into Features
Pulling from all insights i got, i started to think about the core features that the app needed in order to be successful and began designing the initial screens.
Pulling from all insights i got, i started to think about the core features that the app needed in order to be successful and began designing the initial screens.

HI-FI Wireframes
HI-FI Wireframes
How might we understand what someone wants without them having to explicitly say it?
How might we understand what someone wants without them having to explicitly say it?
A two-way quiz that lets gifters send questions and recipients share clues about their preferences. This back-and-forth turns gift discovery into a shared game, uncovering genuine interests while preserving the element of surprise
A two-way quiz that lets gifters send questions and recipients share clues about their preferences. This back-and-forth turns gift discovery into a shared game, uncovering genuine interests while preserving the element of surprise
How might we help gifters stay on track throughout the gifting journey instead of relying on assumptions?
An automatic generated timeline that captures each step, from the first quiz to the final gift. Integrated notes let gifters revisit past interactions and keep track of the little details that make a gift more personal.
How might we make gifting feel more personal and shared instead of something you do alone?
Gifters can invite others to join the hunt at any point in the journey. A shared group chat makes collaboration easy, while the gifter controls whether the recipient knows who's involved, keeping the experience collaborative and still surprising.

Usability Testing and Iterations
Usability Testing and Iterations
Testing the Experience with Real Users
Testing the Experience with Real Users
After developing the user flows and initial screens, I conducted moderated and unmoderated usability tests to evaluate the experience and identify areas for improvement. Based on the findings, I iterated on key features, including chat access and notifications, occasion reminders, save confirmations, and CTAs.
After developing the user flows and initial screens, I conducted moderated and unmoderated usability tests to evaluate the experience and identify areas for improvement. Based on the findings, I iterated on key features, including chat access and notifications, occasion reminders, save confirmations, and CTAs.




Design System
Design System
Defining the visual language
Defining the visual language
To ensure consistency across every screen, I developed a complete design system including typography, color, and components.
To ensure consistency across every screen, I developed a complete design system including typography, color, and components.


Reflection
Reflection
Mainmood is designed to make gifting easier by turning it into a shared and intentional experience rather than a last-minute decision. Through the process of designing it, I found that it not only improves how people gift but also fosters deeper connections through the experience itself. Although a wishlist may still be of help from time to time, getting to know the people around us remains invaluable, which is the perspective that ultimately shaped every decision I made throughout the product. If Mainmood were to be brought to life, the initial version would focus on validating the core idea before expanding the full system. The MVP would center around the two-way quiz experience, allowing a giver to create a quiz, send it, and receive responses in the form of clues. This interaction is the foundation of the product, as it directly addresses the challenge of understanding what someone wants without relying on explicit answers. With the positive feedback I received from the usability test, I am currently vibe coding a lightweight version of it to bring the idea to life and see how it holds up in real use beyond a prototype.
Mainmood is designed to make gifting easier by turning it into a shared and intentional experience rather than a last-minute decision. Through the process of designing it, I found that it not only improves how people gift but also fosters deeper connections through the experience itself. Although a wishlist may still be of help from time to time, getting to know the people around us remains invaluable, which is the perspective that ultimately shaped every decision I made throughout the product. If Mainmood were to be brought to life, the initial version would focus on validating the core idea before expanding the full system. The MVP would center around the two-way quiz experience, allowing a giver to create a quiz, send it, and receive responses in the form of clues. This interaction is the foundation of the product, as it directly addresses the challenge of understanding what someone wants without relying on explicit answers. With the positive feedback I received from the usability test, I am currently vibe coding a lightweight version of it to bring the idea to life and see how it holds up in real use beyond a prototype.


©Anne Tchoumba 2026
©Anne Tchoumba 2026
©Anne Tchoumba 2026