How can we save a family from hangry meltdowns?
RESTAURANT ORDERING APP
I conducted interviews and created empathy maps to understand the users I am designing for and their needs.
Two primary groups were identified through research: Busy office workers, who want to either grab lunch and get back to their desk, or meet friends after work for dinner. Leisure shoppers, looking to refuel in the middle of their day.
Both primary groups have limited time to spend queuing for food.
When meeting friends, it is difficult for users to co-ordinate the timing of their orders unless they arrive and join the queue at the same time. d
When users are ordering for multiple people, they find it difficult to keep track of everything and manage all the choices while queuing.
Iterations of the screen were drafted as paper wireframes to identify the elements best addressing the user pain points. Elements were selected to prioritise a quick and simple ordering flow to save time for users.
I created a low-fidelity prototype that connected the user flow of selecting their current feeling and accessing techniques to manage that emotion.
This was tested through usability testing and iterated to refine the design.
The final high-fidelity prototype was designed to show simpler user flow, particularly around the editing process. It also took account of user pain point in allowing users to select a pickup time to enable co-ordination amongst friends.
I conducted two rounds of usability studies. Findings from the first study helped guide the designs from wireframes to mockups.
The second study used a high-fidelity prototype and revealed what aspects of the mockups needed refining.
Designs were iterated based on insights from each round of usability studies.
The second usability study revealed that users were overwhelmed selecting everything on one screen. As a result, an additinal level of progressive disclosure was added splitting the single selection screen into two. Testing recvealed that users preferred this split of decision points.
Primary and secondary action butters were introduced.
Feedback on colours and graphical representation of meal sizes was also incorporated.