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Aviora
Aviora

Case study · FIRST 30

Designing for the first thirty days.

Research → insight → product. How FIRST 30 went from a hard month to a calm daily screen.

Role
Product, UX research, interaction and visual design
Scope
Milan, Italy

01 — Intro

FIRST 30

A digital onboarding system for international students. Designed for students arriving in Milan.

02 — Context

Moving to another country is exciting. The first month isn’t.

Arrival is a long list of different tasks: housing, registration, banking, insurance, transport and academic onboarding, all at once and in a language you are still learning.

03 — Problem

The information exists. It is just everywhere.

University pages, government portals, forums, group chats and advice from friends each hold a piece. None of them says what to do first.

04 — Research

What makes the first month difficult?

Aviora’s earlier research with more than 150 students, followed by interviews about the first weeks after arrival. The answers were grouped into an affinity map.

  • — What was the first thing you did after arriving?
  • — What information was difficult to find?
  • — What did you ask other students?
  • — What took longer than expected?
  • — What do you wish someone had told you?

Information

  • Too many sources
  • Outdated forum threads

Administration

  • Which office first?
  • Forms only in Italian

Money

  • Can’t open a bank account yet
  • Deposit surprises

Navigation

  • Which ticket to buy
  • Where the office actually is

Social

  • Asking other students
  • Group chats as a manual

Emotional

  • Feeling behind
  • Fear of missing a deadline

05 — Insights

Four findings

Each finding became a constraint for the product.

  1. Finding 1

    Students don’t lack information. They lack prioritization.

  2. Finding 2

    Official university information is useful but fragmented.

  3. Finding 3

    Students rely heavily on other students for how things actually work.

  4. Finding 4

    The first week contains many tasks with hidden dependencies.

06 — Opportunity

How might we help students understand what to do next, rather than simply giving them more information?

The product is not a guide. It is a sequence.

07 — Ideation

From many ideas to one daily screen

Checklists, chatbots, city wikis, buddy systems and calendars were all explored. The strongest idea was the simplest: a short list for today that changes tomorrow.

08 — Information architecture

Five places, one question each

Today: what now? Timeline: what is coming? Task: how exactly? Map: where? Budget: how much?

  • Today

    What now?

  • Timeline

    What is coming?

  • Task

    How exactly?

  • Map

    Where?

  • Budget

    How much?

09 — User flow

Arrival → onboarding → dashboard → task → completion

Three questions on the first visit. Every visit after that opens on today’s plan.

  1. Arrival
  2. Onboarding
  3. Dashboard
  4. Task
  5. Completion

10 — Wireframes

Grey boxes first

Early versions showed every task at once, grouped by category. It looked complete and felt overwhelming.

11 — Visual design

Calm on purpose

Olive, linen and cotton from the Aviora palette. An editorial serif for moments, a clear sans for actions. Colour is used for priority only.

  • Cotton

    #F2F3ED

  • Egg Shell

    #EDE7DB

  • Linen

    #DDCCB7

  • Olive

    #9B9879

  • Forest

    #4C513A

  • Cedar

    #292728

12 — Prototype

A working product, not a mockup

The prototype is this website. Try it: tell it when you arrive and it builds your month.

Preview of the FIRST 30 dashboard on day 7

Day 07/30

You’re officially here.

Your priorities

  1. Residence registration

    60 min · Important

    Do first

  2. Student ID

    20 min · University

    Next

  3. Find a supermarket

    10 min · Nearby

    When you can

Progress31%

You might also need

  • Get an ATM transport pass
  • Sort out healthcare
  • Open a bank account

From students

“Don’t try to do everything on your first day.”

13 — Usability testing

“You have just arrived in Milan. Find out what you need to do today.”

Five students, one task, observed without help. The goal: see where they hesitate, not whether they finish.

14 — Iteration

Before: 9 different actions. After: 3 priorities.

Everything else moved one level down, still reachable, no longer competing for attention.

Before · 9

  • Get codice fiscale
  • Permit kit
  • SIM card
  • Bank account
  • Health insurance
  • Student ID
  • Transport pass
  • Find housing documents
  • Join a student group

After · 3

  • Residence registration
  • Student ID
  • Find a supermarket

15 — Final product

Know what to do next.

Milan first. The tasks live in data, so another city is a new file, not a new interface.

The concept can later scale to Rome, Bologna and other student cities.

16 — Reflection

What I learned about designing for uncertainty

People under stress do not need more options. They need permission to ignore most of them today.