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Product Development — Case Study / Experience Translation

KODOCO
An answer to today’s context.

Individual Development — Kinoshita Studio / Takahiro Kinoshita (Shiga · Lake Biwa, Japan)

— TYPE

Family outings · Context Engine

— PLATFORM

Web App / PWA

— STATUS

Live — kodoco.jp (2026–)

KODOCO KODOCO 今日の文脈を教えてね 天気: ☁️ くもり 子の年齢: 2歳 外出できる時間: 2〜3時間 エリア: 滋賀県・草津市 今日どこいく? → TODAY'S ANSWER [ 草津市立水生植物公園みずの森 ] 屋内展示あり · 授乳室あり · 駐車場あり — TODAY'S REASON くもりの日でも屋内展示で楽しめる。 2歳のお子さんでも水辺で遊べる環境。 2〜3時間でちょうど回れるサイズ。 行ってみる → 別の提案を見る

— Origin / the question behind this product

This product began
from a single question:
“Why does planning a day out with kids drain you every time?”

It wasn’t a lack of information — no service anywhere read “today’s context” for you.

01 — Problem

A flood of options
was stealing the weekend morning.

“I want to take them somewhere today” — the feeling is there. But open a family-outing site and you face spot lists, area search, review rankings. An hour slips by, the kids start fussing, and the parent is spent. The choosing ended the outing before it began.

The problem isn’t too little information — it’s missing context. Weather, the child’s age, how much time you have, today’s energy — only when these come together does “today’s answer” appear. Yet every service just “showed information,” never designed to “narrow by today’s context.”

The experience I meant to deliver was “the freedom of a weekend with the kids.”
The one that was landing was “search hell and decision fatigue.”

— Issue 01

Too many options. Show a parent a list of 200 spots and they can’t choose. Parents raising kids are at their most decision-depleted.

— Issue 02

“Today’s context” is missing. Rain means indoors only, a newborn means a nursing room is a must, three hours max — no service was designed to take those conditions in first.

— Issue 03

No reason for “why here.” The spot info is listed, but there’s no context-aware explanation of “why this is best for you today.” You can’t move with conviction.

— Issue 04

The entrance to action is far. Search → list → filter → detail → route: a long path that costs the “decide and go right away” chance a family outing needs.

02 — Insight

Not “information” but
an “answer” was needed.

As an experience translator, the moment I found that gap was the starting point. Parents aren’t looking to search spot information. They want “something that reads today’s context and gives one answer.” The value isn’t adding options — it’s cutting them, and returning “today, it’s here.”

How crucial reducing information is to experience design.
KODOCO is also the experiment that proves it.

Time with your kids is finite. Not spending the two or three hours of a weekend morning on “time choosing” — that is KODOCO’s reason to exist. To the question “where do we go today?” it reads the context and answers with one. That’s all it needs to do.

PERSONA DESIGN — KODOCO PERSONA A 共働き夫婦 30代 / 子1〜2歳 / 週末疲れ GOAL 子どもを外に連れていきたい 計画に時間をかけたくない PAIN 週末は二人とも体力が限界 子どもが飽きる前に決めたい KEY EXPERIENCE 「じゃあここ」とすぐ動ける感覚 親も楽しめる選択肢 → 意思決定ゼロが核心 PERSONA B 在宅育児の母 20〜30代 / 子2〜4歳 / 毎日外出 GOAL 子どもに新鮮な体験をさせたい 行ったことのない場所を知りたい PAIN 毎回同じ公園になってしまう 検索すると結局迷う KEY EXPERIENCE 天気・年齢で自動的に絞られる 「今日はここ」という確信 → Context Engineが核 PERSONA C 週末パパ 30〜40代 / 子4〜7歳 / 週1〜2回 GOAL 限られた週末時間を最大化したい 子どもに「楽しかった」と言わせたい PAIN スポット探しで半日が終わる 妻に「どこいく?」と聞けない KEY EXPERIENCE 即決できる自信 「今日はここ」を即提示できる → 1択提示が核 * 木下スタジオ / Kinoshita Studio — Persona Design (KODOCO)

Persona design. The common thread: “I want an answer, not options — and I don’t want to spend time with my kids on choosing.”

— Customer Journey

CUSTOMER JOURNEY — KODOCO STAGE 週末朝 「どこいく?」 検索地獄 KODOCO発見 1スポット提示 「じゃあここ」外出 ACTION 「どこ行こうか」 スマホで検索開始 200件の一覧に迷う 文脈入力 4項目 理由付きで提示 即決・外出準備 EMOTION 漠然とした期待 「どこいこ」と迷う 選択疲れ・消耗 「これかも」と気づく 納得できる提案 解放感・行動! DESIGN OPP. 期待を高める 文脈入力で迷い消す KODOCOへ誘導 4項目のみ入力 理由付き1択提示 「行ってみる」ボタン KEY INSIGHT 「検索地獄(ボトム)」をKODOCOで回避することが、週末体験全体の質を変える * 木下スタジオ / Kinoshita Studio — Customer Journey Map (KODOCO)

A design that avoids the low point of “search hell” through KODOCO’s context input → one-choice answer. The overall quality of the weekend changes.

03 — Experience Strategy

Giving an answer
was the design.

The heart of the experience strategy was to shift from “providing information” to “deciding on your behalf.” Context (take today’s context first), One Answer (return just one), Time (respect it), Family (UX for the whole family) — four axes that became the criteria for every decision.

— 01

read

CONTEXT

Instead of showing information first, take the context first. Weather, age, time, area — the moment you enter these four, the answer is set.

— 02

one

ONE ANSWER

No options. Return just one — “today, it’s here.” Reducing choices is the heart of the experience design, and KODOCO’s biggest decision.

— 03

time

TIME

Time with your kids is finite. Not spending the weekend’s two or three hours on “choosing” — respecting time is KODOCO’s very reason for being.

— 04

home

FAMILY

A design that supports not only the child but the tired parent. Nursing rooms, changing tables, parking — solving every family-specific condition up front.

— Brand Experience Framework

BRAND EXPERIENCE FRAMEWORK — KODOCO 01 — VISION 「今日の文脈に、答える」 Experience Translation 情報提供 → 意思決定代行 へ 02 — EXPERIENCE AXES Context · One Answer · Time · Family CONTEXT ONE ANSWER TIME FAMILY ← 4軸が「解放感」に収束 03 — TOUCHPOINTS 文脈入力 · 1択提示 · 理由 · マイリスト · 投稿 4項目入力 1スポット提示 理由の説明 マイリスト スポット投稿CGM 04 — DESIGN PRINCIPLES 緑 · 温かさ · 決断ゼロ · キャラクター 選択肢を出さない 理由で納得させる 子連れ条件先解決 こどこキャラ案内 * 木下スタジオ / Kinoshita Studio — Brand Experience Framework (KODOCO)

A four-layer structure — Vision → Experience Axes → Touchpoints → Design — used to design “deciding on your behalf.”

04 — Design

Returning one choice
was the heart of the design.

The four axes from the strategy, implemented as UI. The most important decision: no search results. The moment context input is done, KODOCO returns one spot and its reason. No room to choose — that was the heart of the design.

— Visual Direction

Green & white: nature and warmth

Green (#5a8a60) with white and ivory. A palette tuned to nature, parks and going out — colors that make you want to head outside. The “Kodoco” character gives that green warmth a face.

— Context Engine

Four fields produce “today’s answer”

Weather, child’s age, available time, area — just four. The combination passes to the Context Engine, which returns the best fit among qualifying spots. Minimizing input friction makes it “usable right now.”

— Answer Design

A spot + “why today”

Show one spot and, with it, “why this is best for you today.” Having a reason creates an experience you can “act on with conviction.” A design that completes in one “go there” button.

— Character & CGM

Kodoco + user posts grow the data

The “Kodoco” character acts as a guide, warming up a filtering UI that tends to feel rigid. A CGM model where users grow the data through spot submissions builds dense, local spot coverage centered on Shiga.

05 — Result

From “choice hell”
to the relief of deciding at once.

Aligning the gap between the experience I meant to deliver (the freedom of a weekend with the kids) and the one that was landing (decision fatigue, search hell) — applying the experience-translation process to KODOCO produced an app that changes the family-outing experience at its root.

OneONE ANSWER

A design that reduces 200 options to zero and returns one spot with a reason. An experience that zeroes out “decision fatigue.”

LiveLIVE

Live at kodoco.jp. Custom domain, DNS, CNAME, OGP and Supabase Auth all in place. Building spot coverage outward from the Shiga area.

ProofPROOF

Proof of the design belief that “fewer options enrich the experience.” Confirmation that a less-is-more UI philosophy works in a real product.

Giving an answer
was the work of an experience translator.

— Previous case study

← Ateli.er

— To all products

Products →

— Result / what this translation changed

— 01

The entrance to going out changed

The hesitation of “where should we go” disappeared, replaced by the snap decision of “let’s go here.” How weekends are spent changed.

— 02

“Less” became the value

Turning 200 options into one — proof that this is not missing information, but optimization through context design.

— 03

Experience translation proved repeatable

The process of “aligning the gap between the experience you mean to deliver (freedom) and the one that lands (decision fatigue)” worked in the context of family outings too.

— Underlying philosophy
Experience Translator
What is an Experience Translator? The thinking this product grew from.
Read the Experience Translator philosophy →

— Studio

Kinoshita Studio is the studio of Takahiro Kinoshita, a designer based by Lake Biwa in Shiga, Japan. From UX/UI design and art direction to independent development, one person handles design, build and direction end to end.
KODOCO is a product that translates the family-outing experience — the translation from “decision fatigue” to “freedom,” built as a web app rooted in Shiga and Lake Biwa. So that time with your kids isn’t spent in choice hell.

See what Kinoshita Studio offers →
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