Katayoon.Samadi ← ALL PROJECTS
CASE STUDY

Driverly

Shipped as Drivo — renamed to Driverly. The screens below carry the original branding.

A car telematics app that pays you back for driving well.

NATIVE MOBILE LIVE SOLO, END-TO-END AWARD-WINNING
ROLE
First and only designer
SCOPE
IA → UI → handoff
PLATFORM
iOS & Android
Problem
An insurer wanted to price cover on how someone actually drives, not a flat rate. The telematics data existed; a product around it did not.
My role
First and only designer. IA through UI to engineering handoff, iOS and Android, end to end.
Outcome
Shipped and live on both stores — and the product went on to win an industry prize with these designs.
IN ONE LINE

The app watches how you drive, scores it, and turns a good score into cash back and cheaper cover.

Drivo dashboard screen

Context

An insurance provider wanted to price cover on behaviour instead of a flat rate: track how the customer actually drives, score it, and reward the safe ones. The telematics data existed. A product around it did not.

I came in as the first designer on it and owned the mobile app end to end — information architecture, flows, every screen, the UI kit and the developer handoff. There was no design language to inherit, so the system in these screens is the one I built.

It shipped, it has since won an award, and the team still builds on those designs.

The problem

Telematics is easy to sell as surveillance and hard to sell as a benefit.

TENSION 01
A score can feel like a verdict

A number out of 100 reads as a punishment unless the app frames it as progress the driver owns.

TENSION 02
Insurance content is dense

Mileage, policy terms, cover details, claims — all necessary, none of it enjoyable on a phone.

TENSION 03
No reason to open it twice

An insurance app is usually opened once a year. The score and the rewards had to give it a weekly pulse.

How I worked

No research budget and a tight build window, so I leaned on the two inputs I did have and made the structure the first deliverable.

INPUT 01 — COMPETITOR REVIEW

I went through the telematics apps already on the market to see how they handled scoring, mileage and rewards. Most buried the score inside a report, or gamified so hard the policy disappeared. That gap set my hierarchy: score first, policy always one tap away.

INPUT 02 — STAKEHOLDER INPUT

Working sessions with the underwriting and engineering sides told me which signals were actually measurable — mileage, night driving, braking, speeding — and what the business could afford to give back. Everything on screen is a number the system can really produce.

Architecture

I mapped the whole app to around 10–15 screens before drawing anything, then cut it into three build weeks so engineering could start on week one while I designed week two.

Five bottom-nav destinations: Dashboard, Report, Rewards, Policy, Drivo Club. Solid pills are actions, dashed ones are sections — a small legend that let non-designers read the map without me in the room.

Information architecture, V1, ~10-15 screens, split across three build weeks
INFORMATION ARCHITECTURE V1 — SHARED WITH ENG AS THE BUILD PLAN

The screens

Deep teal for anything factual, amber for anything you earn. One accent per job, so the reward layer never gets confused with the policy layer.

Drivo sign-up screen
01 — GETTING IN
Say what the app is, immediately

The first frame names the category before it asks for anything: a car telematics app. Returning drivers pick their face and skip the form entirely.

Drivo dashboard screen with driving score
02 — DASHBOARD
One number, and a verdict in words

The score owns the screen, but never alone — "Soaring Up!" tells you the direction, which is the part drivers actually care about. Mileage and open alerts sit below as the two follow-up questions.

Drivo insight screen
03 — REPORT / INSIGHT
Praise first, then the fixable stuff

Insights split into "you're doing pretty well" and "you could do better", so criticism arrives after credit. Each card ends in a consequence — reward points earned, or a habit to change.

Drivo rewards screen
04 — REWARDS
Points only mean something in pounds

Every reward states its exchange rate in plain money — £5 back, £10 off an upgrade — and the dial shows how far off the next payout is. Amber is reserved for this screen and nothing else.

Drivo policy screen
05 — POLICY
The boring half, made scannable

This is where the competitors lost me: cover details dumped as a wall of legal copy. I broke the policy into labelled blocks — overview, vehicle, driver — each a label-and-value row a driver can scan in seconds and read out over the phone to a claims handler.

The one action allowed to be loud here is "Add a new car", because it is the only thing on this screen that changes the price.

DECISION I'D DEFEND

The dashboard answers one question — am I doing well? — and everything else is a tap away.

SCALE

The dial takes most of the first viewport. On a glance-length visit, the driver has already got what they came for.

WORDS WITH NUMBERS

Every metric gets a plain-language read: "Soaring Up!", "You're doing pretty well!", "1 notification of very strong braking". No interpretation required.

CARRY-OVER

The same dial language repeats in Report and Rewards, so the driver learns one chart and reads three screens.

Try it

Two clickable prototypes: the sign-up flow, and the dashboard-to-rewards loop.

TRY IT
touch_appPrototype

Onboarding to reward, in five screens

The loop the whole product hangs on: sign in, see the score, understand why it moved, and find the reward it unlocks.

touch_appInteractive — tap the screen to move through the flow
Driverly — Sign up
Driverly — Dashboard — driving score
Driverly — Insight — what moved the score
Driverly — Rewards — points and tiers
Driverly — Policy — cover and renewal

Outcome

Shipped, live, and still the design the team builds on.

In production

Released on iOS and Android and still in use by real policyholders.

Award-winning

The product recently won an industry prize with these designs.

Still the source

New features are built on the UI kit and patterns I set as the first designer.

If I picked it up again, the first thing I'd buy is usability testing on the score dial. It tests well as an idea, but I'd want to watch a driver see a falling score and check that the tone still lands as encouragement rather than a telling-off.