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Pocket UX Case Study: Pumpkin Carving App Design

Updated: Oct 31, 2025

A Halloween-inspired UX challenge blending research, AR, and spooky UI design magic.


TLDR

This Halloween-themed UX/UI case study explores how to design a mobile app for pumpkin carving enthusiasts - from finding the perfect stencil to preserving your jack-o’-lantern masterpiece. “Carve It” was a two-week Pocket UX challenge where I used rapid research, sketching in Procreate, and dark-mode UI design in Figma to bring an idea to life.


Dark mode mobile UI screens from the Halloween UX case study, featuring vibrant pumpkin designs and purple interface accents.


🕸️ Problem Statement

How might we design a mobile experience for users who want to carve a pumpkin for Halloween — but don’t know what design to choose, what tools to buy, or how to make their pumpkins last longer?

UX Design Process - Pumpkin Carving App Design

Even for a short creative sprint, I followed a classic UX process - scaled to fit the challenge:

Empathize → Define → Ideate → Design → Test


1. Empathize

Competitive & Market Analysis

I reviewed existing pumpkin-carving and virtual-carving apps, noting gaps in usability, tutorials, and personalization. Most apps focused on entertainment over practical help - leaving room for a hybrid “learn + create” experience.


Competitive analysis chart comparing features of existing pumpkin carving and Halloween design apps, highlighting user experience gaps and opportunities.
*It is worth noting: the last app analyzed was virtual pumpkin carving only.

User Research & Pain Points


To validate assumptions, I:

  • Read app-store and social-media reviews about carving frustrations

  • Posted polls & open-response questions on Instagram Stories

  • Reviewed top Google searches for “pumpkin carving tools” and “how to preserve a pumpkin”


Collage of user feedback and app store reviews showing common pumpkin carving frustrations and feature requests, used for UX research insights.


Key Insights - Users wanted:

🎃 Design inspiration that fits their skill level

🎃 Easy access to tools and supplies

🎃 Tutorials on technique and pumpkin preservation



2. Define

Project Goals

The “Carve It” app aims to:

🎃 Help users find and preview designs to carve.

🎃 Guide them to local or online stores for carving tools.

🎃 Provide tutorials and tips for preserving their pumpkins.


Task Flow

A lightweight flow visualized each feature and identified off-app touchpoints (shopping, sharing, tutorials) to ensure continuity across the user journey.


Simplified user task flow diagram mapping the journey from choosing a pumpkin design to carving, shopping for tools, and watching tutorials in the Carve It app.

3. Ideate

Sketching & Wireframes

I sketched core screens in Procreate, layering quick grayscale layouts and annotation notes - my favorite way to think visually and iterate fast.


Concept Highlights

  • 🎨 Design Library → Select Pumpkin Design

  • 📱 AR Stencil Projection via Camera

  • ✨ “Design Style Quiz” for personalized recommendations

  • 🛒 Map for local tool shops + links to online stores

  • 🎥 Video tutorial library on carving & preservation


Procreate sketch showing early wireframes for the Carve It mobile app, with hand-drawn layout blocks and notes for navigation structure.


Digital sketches in grayscale outlining key screens for pumpkin design selection, AR projection, and tutorial browsing.

Concept art of mobile layouts drawn in Procreate, showing early UI ideas for a Halloween-themed pumpkin carving app.

Procreate sketch showing early wireframes for the Carve It mobile app, with hand-drawn layout blocks and notes for navigation structure.

4. Design & Prototype

UI Kit / Mini Style Guide

I embraced dark mode to amplify the Halloween aesthetic while letting vibrant oranges glow.


Mini style guide and UI kit for Carve It, including logo variations, typography hierarchy, color palette with purples and oranges, and outlined icon set.

Brand Elements

  • 🕸️ Logo: Animated faces to mirror carving creativity

  • 🔤 Typography: Rakkas (Display) + Signika Negative (UI copy)

  • 🎃 Icons: Outlined line style to reflect tracing & stencil themes

  • 💜 Color Palette: Purples paired with pumpkin orange accents


High-Fidelity Screens

Built in Figma for iOS, featuring home, design library, quiz, and AR camera views.


Three hi-fidelity Figma mockups of the Carve It pumpkin carving app displayed in dark mode, showing home, design library, and AR stencil screens.

Carve It pumpkin carving app displayed in dark mode, showing AR stencil screen.

Mobile app concept screens for Carve It showing the user journey from selecting a pumpkin design to using AR carving tools.

Mobile app concept screens for Carve It showing the user journey from selecting a pumpkin design to using AR carving tools.

Dark mode mobile UI screens from the Halloween UX case study, featuring vibrant pumpkin designs and purple interface accents.


5. Test & Feedback

I shared the prototype online for community feedback and began small-group usability testing. Early feedback confirmed strong visual appeal and easy navigation, with curiosity around how AR projection would perform on a real pumpkin surface.



🔮 Results & Next Steps

This quick Halloween UX case study reinforced how a playful, seasonal concept can still follow a rigorous design process.


Lessons Learned:

  • Dark mode can elevate theme emotion when balanced with readability.

  • AR features need real-world surface testing early.

  • Rapid research + visual prototyping can create surprisingly complete concepts in under two weeks.


Next, I’d love to explore whether an AR stencil projection could adapt to curved surfaces - and maybe even partner with a developer to bring “Carve It” to life.


Until then… may your designs be hauntingly delightful and your pumpkins perfectly preserved. 👻🕷️🎃


Graphic attributions: Freepik, Vecteezy 1, 2, 3 and 4

Unsplash 1, 2, 3, 4, 5, 6 and 7


Disclaimer: The thoughts shared in this blog are solely my own and do not represent the perspectives of my professional relationships or clientele.


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